Fallout 4

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westcoastgrunge86

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westcoastgrunge86

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  1. westcoastgrunge86
    westcoastgrunge86
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    New update incoming! Beta 2.0! It is now only four files (I discontinued the vanilla and combat scopes mix). Added support for Nuka World (I was having problems with the weapon not spawning with the Far Harbor only .esp since I have Nuka World as well and I have added the weapon to the raiders leveled lists). Just download one file, there is no need to double up. I prefer to keep things in one .esp to relieve stress on memory.

    When using the combat scopes version make sure you have See Through Scopes installed and make sure that this mod is lower in the load order.

    Things to do:
    + I am Currently working on new texture files. (In Progress)

    + For the next update I'm going to change the leveled lists and condense it. I looked at another mod on how they inserted their mod in the leveled lists and I think it might be a better way than what it is now. FIXED! Thanks to a_blind_man for creating Leveled List Injection Toolbox.
    + Create OP version, and LP version. (In Progress)
    + Fix the very short barrel so that the muzzles don't sit inside of the receiver. FIXED!
    + Add glow sight dots to the back end of the receiver. (I don't really like that it's only the one dot.)
    + Damage balancing. FIXED!

    Things to learn for future modding
    + Figure out how to make a fomod.
    + Figure out how to make a script for editing the leveled lists for a cleaner way of adding a mod to the game world. FIXED! Thanks to a_blind_man for creating Leveled List Injection Toolbox.

    New vanilla style texture for the receiver pic has been added. It is a material swap instead of a material replacer. I think that will be the main texture for it because everything else I have tried just looks terrible with the gun including the current main texture.

    If anybody would like an OP version, let me know and I will add an OP file when I have the next update with the new textures for the barrels and receivers.

    *OP - By that I mean if you liked it the way it was in the last update and/or if you liked the variety of the scopes.
  2. ilusaodigital
    ilusaodigital
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    @westcoastgrunge86, I found a bug that causes the weapon to become invisible in the game, in version 1.10.163.
    I managed to fix it by redirecting the texture paths using the Material Editor and the weapon became visible again in the game.
    I would like to know if I can post the corrected mod or wait for you to make the appropriate correction.
  3. XavierJamesIce
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    This mod has a horrendous habit of replacing every random weapon in a location with itself, replacing most pipe weapons. It's not a bad thing but it's gone from neat to Holy fuck.

    This is all the carbines I found in the lil mirelurk den near the castle (the one with all the lockers and eggs). Not from multiple locations, not other cells, just This one area.

    1. NorseStorm7
      NorseStorm7
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      I have the same problem with this mod. I really want to like it, but holy shıt does it wreck the level lists.
  4. onikithewolf
    onikithewolf
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    I don't get why we can't convert the 10 mm pistol into the rifle. It makes zero sense. Please add that.
    1. Ryanmj21
      Ryanmj21
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      Because one is a pistol and one is a rifle
  5. Agalyon
    Agalyon
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    Ive done some fiddling and noticed a couple of problems with this weapons See Through Scopes implementation, some of which I was able to fix.

    First the crosshairs on the See Through Scopes additions are very far off center. Theres no easy way to fix this without trial and error, but I fixed the 2.5x myself and ill detail how this can be done below. You'll need the creation kit or xEdit for this. Personally I used xEdit.

    1. Open xEdit and right click your modules and pick select none, then select only the 10mm Carbine. This will load only it and its dependents. Next open the Object modification tab and locate the 3d Scopes. You can find them by their naming including 2.5x, 4x, and 8x. I edited the 2.5x.
    2. Next under DATA>Properties find (or add, but it should be there already on 2.5x) ZoomDataCameraOffset. It will look like this;
    Float
    ADD
    ZoomDataCameraOffsetX (or) Z
    0.00000 (this is the number you edit)
    0.00000
    For the 2.5x, this is the best I could do; -0.004000 X, 1.217000 Z
    3. Carefully change ONLY the first number to what I listed. If you want to do this yourself in the future, positive X is LEFT and positive Z is DOWN. Theres no good way to do this besides trial and error. You can check the results by aiming over a companion or settler so your crosshairs turn to the box making it easier to judge the center.
    4. Now save, and make sure you close xEdit before opening the game for the changes to be applied. While its possible the other scopes are similarly misaligned its likely these exact numbers wont fix them perfectly but feel free to try. If I fiddle with the over zoomed scopes I'll update with the values for them. The instructions for this process can be found in the devkit pdf HERE?.

    Second, the glowing dot is behind the scope crosshair visually. This is a quick and easy change but requires editing the model itself. You'll need to download NifSkope for this.
    1. Next unpack the 10mm Carbine zip somewhere, and make copies of the "_1" variants of the scopes inside "\meshes\weapons\10mmCarbine\Scopes" and move them somewhere for your usage. In this case we'll be using "CombatRifleCombatSightShort_1.nif"
    2. Open NifSkope and then open the COPY of the scope of your choosing (such as the above file.)
    3. In the upper left open "0 NiNode" and then click on the TriShape listed as "Dot:0"
    4. Under Block Details in the bottom left, the Translation entry controls its XYZ coordinates. You need to move it a pinch closer to the scope on the Y axis. In this case that means lowering the Y value slightly which is opposite what the devkit recommends. You can check the Y value on the Reticle:0 entry above the Dot entry to compare.
    5. Make the Dots Y value very slightly smaller than the Reticle, then save. You're done!
    6. Move your edited copy to the mods location and overwrite or rename the original. Now the dot should be in front on the crosshairs.

    The third issue is that the crosshairs of the 3d scope appear on the weapon itself, not just when you're aimed in as they should. I cant figure out how to fix this myself, but its also the least intrusive problem. Following the devkit's instructions it appears as if the system for handling this is already set up correctly (the "_1" version of the scopes contain the crosshairs while the normal scope doesn't.) As far as I can tell, the scopes are set to use the correct crosshair-less model for the weapon so I dont know whats causing this. If someone knows, they can let me know and ill update this comment. I hope this helps anyone trying to use this weapon these days!
  6. Skyrimplayer123abc
    Skyrimplayer123abc
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    The gun is very nice but i can't get the see through scope to work, it has a black box completely covering the scope when i add that scope. and yes i do have the see through mod scope already and i used LOOT to sort my mod orders. if anyone can help me to get it working much appreciate it
    1. Agalyon
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      On the See Through Scopes page the author details compatibility and specifically mentions the Magnum Revolver Rifle mod and lists a fix that involves unpacking some textures and moving files around. That process should fix it for you. That being said you'll have to pick a custom crosshair to get rid of the black square as I think the implementation of the scopes on this weapon isn't working quite as intended but that should work for the most part.
  7. johnscarecrow
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    this would be great as a radium replacer
  8. pekaramartin3
    pekaramartin3
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    The carbine is very nice .
    The carbine bears a striking resemblence to the WW II stealth DeLisle rifle
    Iam asking did you based this on the delisle or the resemblence is purely coincendential ?
  9. lailanimod
    lailanimod
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    Exactly what i was looking for!
    Immersive, feelsgood and not too OP rifle that does not look like sh**. Gonna be part of all my future playthroughs.
    This gun looks exactly like something the protagonist would end up with after too much tinkering with the gun they started their adventure with.
    I messed up my load order and the carbine's LL got overwritten in this playthrough it seems, but i spawned one piece for myself, and it feels awesome!
    Thanks for this nice mod!
  10. bullmannydude
    bullmannydude
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    i have the DLC's needed for this mod but it says i don't have the file's needed for this mod (on the load order)
  11. Guinness9697
    Guinness9697
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    are you going to make a version where the dlc is not required