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Skibadaa

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skibadaa

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  1. skibadaa
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    1.1d is up.

    Added x8 combat scopes for all varients.

    1.1b had a missing keyword that caused the standard IF54's magazine mods to appear on all weapons, this has been rectified and it should function normally once again.

    New reload animation now works in power armour.

    All scopes and sights for all varients are now PERFECTLY aligned in 1st person. Big thanks to ESKARN for doing alot of the legwork on that.

    Also re wrote the injector script and edited all LLists and Modcols to at once make drops rarer and more diverse across a wider level range.

    1st person melee synch kill animation still refuses to work and I dont know how to fix it. It seems to be an issue for a bunch of other mods with custom reload anims based off of the submachinegun set, and nobody else has figured it out either. So thats gonna remain an issue for now.

    I will be updating the XB1 version shortly.

    EDIT:

    1.1f is up

    This version should fix the sync kill animation issue. The Xbox version has been updated also.

    Skibadaa Weapon Pack REDUX is now up:
    http://www.nexusmods.com/fallout4/mods/23064/?
  2. skibadaa
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    Just a little bump to say thank you to all who have made donations to me over the last few months. I really appreciate the generosity that you have shown me and I am genuinely humbled by the response. So yeah, thank you very much!
  3. skibadaa
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    Taking a second to shill my tutorial videos. I made a video on how to add custom animations and Steampunk said I should put it on the nexus, so im putting it on the nexus. This page will be where I put any videos I make in future:

    http://www.nexusmods.com/fallout4/images/66204/?
  4. sigmaceti21
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    it was 4 years, can you pls update it? don't let this good mod die
    1. LPlates
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      I think that this and others are more up to date in this mod :-
      Skibadaa Weapon Pack REDUX
      https://www.nexusmods.com/fallout4/mods/23064?tab=description
    2. ZoneX95
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      That one also adds a ton of annoying weapons I don't like. Like the canon ones that are op as balls. Removing them from the esp tends to break the whole thing so individual mods are far, far better option.
  5. JMor1
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    Got a bit of an issue. The rifle is extremely inaccurate, like can't even get a headshot within 10m inconsistency bad, anyone else had this issue? Changing the aim model and lowering those spread values helps for all the barrels except for the heavy sniper barrel, that one remains inaccurate regardless of what I do.
    1. Grampps
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      Me too. It's just crazy inaccurate.

      I tested some variations on a bunch of raiders at the extreme range that VATS would recognize a target. (The Riptide from the railing near Hangman's Alley - VATS wouldn't recognize the guy in the far corner but picked up the others.) Shooting in VATS with a high perception character, I usually made headshots and torso shots were automatic, so the statistics for accuracy must be pretty good. But switch to doing my own sniping with the long recon scope and... well, the recoil didn't matter because spraying the general area within a 5-foot radius of the target was as likely to hit as actually lining up the crosshairs. 3 raiders, each needing two hits, and I nearly went through an 80 round mag before I got them all.

      This was with a .308 auto receiver (commando character; I didn't bother testing semi-auto) and generally the best mods available at Gun Nut 3: Heavy Sniper barrel, and I think I acquired it with an advanced stock but I tried one of the others too. When it didn't work I tried the Extended barrel, no noticeable difference.

      Before I posted I scrolled down and saw that maybe I should try swapping out the mods and then put them back... didn't change anything.
  6. phdinkicking
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    Wonderful rifle. However, am I the only that has the no ammo bug when I convert it to 5mm? Dropping my ammo and picking it back up isn't really ideal in the middle of a firefight.
  7. Winterworld19
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    Hey there Skibaddaa. Are you planning to redux the TD-64 chinese rifle that you did made and publish in moddb.com, but with better texture or better animation?

    Thanks.
  8. zorak912
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    I use the alternate esp of AWKCR compatibility and the reload animation is the old one. There is something wrong?
  9. Chaoschosenone
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    Love your weapons man but might have ran into a bug with the IF-54. Hoping to get other comments on whether or not its just mine. recently I have sent up my IF-54 as a sniper sing the alteration Beowulf. It has 50.cal Advanced Receiver, Heavy Sniper Barrel, Advanced Stock, 50.cal Medium Quick Eject Mag, Long Scope, Compensator, Bipod Closed, And Navy Trim. I built it to have great stat wise accuracy which got 113. I thought I wouldn't miss with this but when I used it in battle, only the first shot hit its mark. So I took it to Sanctury and used a tree stump to test it on. Once again only the first shot hit, every following shot missed. Before you say You must then suck at shooting, be aware I waited between each shot until the crosshairs were on target and it wasn't the crosshairs weren't moving. I have no idea why it is so inaccurate. Please someone test it and reply with their results so if it is a bug we can report it.
    1. Chaoschosenone
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      Re-downloaded mod and it still did it until I removed all modifications of the weapon(making it standard 50cal IF-54) That fixed it when placed modifications back on. Don't know why it messed up but it is fixed now.
    2. skibadaa
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      Not an issue that I have encountered myself. I mean occasionally a shot will be off target for no good reason, although thats usually down to the hitscan calcs being wierd in F4's engine, but that would only happen to me in 1 out of 10 shots.
      Sometimes weapon mods can cancel eachother out in strange ways and re-equipping the mods like you say can solve the issue. This is all speculative on my part though.
    3. DaGhostDS
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      Might be one year late but anyway, i got the same issue, i think it might be due to Beowulf crafting not calculating the mods since it seem to carry on the one from the old IF-54 but not adding any bonus, like you both said re-equipping all mods seem to have fixed it though.

      Note that i'm using your weapon pack compilation.
  10. In7y
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    i wonder if one of my mods is screwing with the rifle or if this is right. the 5mm auto receiver deals 5 dmg with base ammo and its not gettin much better with upgrades either (second of 2 auto receivers requires lvl4 gun nut...duh). i mean, i understand the whole balancing thing but...why isit worse than the auto pipe? on .308 the standard auto combat rifle deals more than double the damage and has a higher fire rate, while you get it sooner than this one....cmon man, on semi auto its alright but full auto is an utter disaster

    still a sexy lookin gun though, just the perfomance is pretty disappointing
  11. solidnorth
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    how do i get the weapons on console command
  12. xEgdodx
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    Rifleman or Commando perk?
    1. xXLoboSolitarioXx
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      The Rifleman perk effects rifles that go "pew" and the commando perk effects rifles that go "Pew pew pew", the normal rifle is automatic so I think the commando perk works for it, the .50 caliber rifle fires one at a time so the riflemen perk would work for that one.
      Least that's my guess, might wanna still get an answer from the mod author just in case it works differently just to be sure.
  13. xXLoboSolitarioXx
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    I gotta say this rifle is amazing, looks tactical and has good sounds and animations.

    ~Endorsed~

    You can thank Asynchrony's Fallout 4 Machinima series Raiders for that endorsement, I saw this rifle in one of their videos and I searched the nexus till I found it.
    https://www.youtube.com/watch?v=omyayhoTHPY&t=20s
    Let's just say Avery and the gang should have gone back and looted this rifle from the brotherhood guys, it would have been worth it.

    EDIT: So I found a really weird bug with this rifle... nothing game breaking that keeps me from using it though.
    You know those gas puddles that are usualliy in traps and if you shoot them they ignite? It seems they don't ignite when you shoot them with this rifle. A totally bizare glitch but I'll still use the rifle anyways, tis not that big a deal. (Worst case senario I'll have to switch guns to set off a trap.)