Hello everyone, I got a new PC and I'm looking into updating my mods where needed, feel free to give suggestions on how to modernize/update this. Is anything broken like the new calibers patch, or is there newer/better mods that add new ammo and such? In the meantime I've released 1.3 which is just a fix for the installer.
Caliber Complex is far better than New Calibers. It doesn't clutter Fallout 4 with a bunch of random ammunition, instead it only adds in the ones that you've patched in.
I don't think so, but it's really easy to make a patch yourself.
You just have to add Caliber Complex as a master in FO4Edit, then under "DNAM - Data," change the value to use the ammo from Caliber Complex (for the STG-44 it would be Ammo-792X33MM-KURZ).
After that, scroll all the way down until you find "LNAM - NPC Add Ammo List," change the value there to "LL_Ammo-792X33MM-KURZ" (without the parentheses)
After you've done all that, save and exit and you have now patched your mod to use Caliber Complex.
I'll go though various mods like this and re-evaluate the best ammo choice from Munitions after I get through a current project or two.
Munitions is the new kid on the block and is what many weapon MA are switching too. Several of the guys on Dak's Discord have input into the mod. The next version (1.1) even has the ability to selectively spawn ammo types so a person does not drown in unused ammo.
What do you guys think regarding the animations? As far as I remember there's the current one by Ha_ru, this one by chad509, and the one from the BFV version by zestoflemon (which is without the extra handguard). I kinda like the extra handguard willbik made for me back when all we could use was the vanilla smg anims, but at the same time it's less accurate of course (not that it's a big deal since it's Fallout).
I had the worst luck imaginable with this weapon. I went to Gunner's Plaza, killed Captain Wes and no drop. Went to Diamond City to Arturo the weapons vendor (I was over Lv. 30 btw) and no luck finding it there. I didn't go to the Museum of Witchcraft, but according to to the description it should have been on some vendors by this time which was not the case. I even went to K.L.E.O at Goodneighbor and no gun. It should of been craftable at A Chem Station (even with A high Gun Nut perk requirement). When A weapons mod recommends using console commands to acquire if it doesn't show up, this turns into either dumb luck to find it without or A complete and utter rat race to use the command. Too bad, I really wanted to to try this weapon out too.
Mod is being installed incorrectly with MO2. It still works but is technically incorrect as it creates a 'Data' folder. The 'Meshes' and 'Sound' should be under the primaries in the MO2. I downloaded manually and fixed this in my install. This is just a FYI.
To anyone thinking of downloading this mod: This is the best vanilla-style STG 44 mod I've found. But the sounds (either ones) hurt my ears. You can change the sound to be the same as the Nuka World handmade rifle in fo4 edit (as long as you make Nuka World a master) and it sounds much better! (Fun Fact: The real life STG 44 actually inspired the AK platform).
UPDATE: Actually, there's a very good resound mod called Power Stg44 (Sam Fisher), which also adds new reload sounds!👌 Recommend that instead.
I also found the fire rate was a bit too fast for my taste, so I reduced the Speed of the automatic receivers from 0.85 to 0.8 in fo4 edit as well.
Now, I only wish there was a mod retexturing it to look a little more aged.
That is all, thanks to Sam Fisher for the original mod.
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In the meantime I've released 1.3 which is just a fix for the installer.
You just have to add Caliber Complex as a master in FO4Edit, then under "DNAM - Data," change the value to use the ammo from Caliber Complex (for the STG-44 it would be Ammo-792X33MM-KURZ).
After that, scroll all the way down until you find "LNAM - NPC Add Ammo List," change the value there to "LL_Ammo-792X33MM-KURZ" (without the parentheses)
After you've done all that, save and exit and you have now patched your mod to use Caliber Complex.
I'll go though various mods like this and re-evaluate the best ammo choice from Munitions after I get through a current project or two.
Munitions is the new kid on the block and is what many weapon MA are switching too. Several of the guys on Dak's Discord have input into the mod. The next version (1.1) even has the ability to selectively spawn ammo types so a person does not drown in unused ammo.
That ammo types will stay to a select list:
12.7mm
20 gauge
.223 caliber
.22 caliber
25mm grenade
.30-06 caliber
.303 caliber
.32 caliber
.357 caliber
40mm grenade
.44-40 caliber
4.7mm caseless
.50 caliber ball
7.62mm Tokarev
8mm
9mm
BB pellet
Electron charge pack
Nail
Plasma core
Rocket
Small energy cell
There is a bug with no sound while player sprinting ;(
I downloaded manually and fixed this in my install.
This is just a FYI.
UPDATE: Actually, there's a very good resound mod called Power Stg44 (Sam Fisher), which also adds new reload sounds!👌 Recommend that instead.
I also found the fire rate was a bit too fast for my taste, so I reduced the Speed of the automatic receivers from 0.85 to 0.8 in fo4 edit as well.
Now, I only wish there was a mod retexturing it to look a little more aged.
That is all, thanks to Sam Fisher for the original mod.