This is a small update that removes the obtuse build requirements for the workshop Mk22. It now just requires perks and some standard build materials. Its about as expensive as a missile turret.
Changes carried over from v1.1:
This update implements the new craftable Mk22 Turret!
Also, not content to just make a workshop varient I have also created an enemy version that is added to the turret spawn lists, so now every enemy tripod MG turret spawn has a chance to be a Mk22 turret that will wreck your shit. Obviously these are geared to spawn at higher levels, but there is a small chance from the get go to spice things up ;D
Also, finally, I have released the standard array of replacement esp's with compatibility for:
LOADS AWKCR LOADS+AWKCR AWKCR+NCalibers
As far as the heavy weapon enchantment goes; im stumped. I dont know how to do it, I have appealed to people who might be able to help, but for now im afraid the initiative is on ice pending a knowledge breakthrough or the arrival of a good Samaritan. Likewise with the vertibird turret: beyond my capabilities at this time.
The Skibadaa Weapon Pack REDUX is now up: http://www.nexusmods.com/fallout4/mods/23064/?
Just to re-iterate; THERE ARE NO PA RELOAD ANIMATIONS.
The new reload animations are only for non Power armour reloads. The power armour animation is still the vanilla minigun anim, and is still borked. This is not a bug, rather an absent feature. I will be petitioning for someone to make PA reload anims as and when I can. So please be patient.
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:
Does anyone have a patch for just the gun? I don't want gunners blasting me with this Planet Smasher. I want to be the only one using the Shrike, and I also don't want the turrets. This mod is wonderfully done, and there's so much effort, but it's got quite a bit going on here.
i love this gun but there's 1 small thing that bothers me and tha'ts how it's held in 1st person.. that k inda tilted look i wanna make it held like say a gatling laser in 1st person (aka centering it instead of bein titled) but i'm uh.. unsure how to change that
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This is a small update that removes the obtuse build requirements for the workshop Mk22. It now just requires perks and some standard build materials. Its about as expensive as a missile turret.
Changes carried over from v1.1:
This update implements the new craftable Mk22 Turret!
Also, not content to just make a workshop varient I have also created an enemy version that is added to the turret spawn lists, so now every enemy tripod MG turret spawn has a chance to be a Mk22 turret that will wreck your shit. Obviously these are geared to spawn at higher levels, but there is a small chance from the get go to spice things up ;D
Also, finally, I have released the standard array of replacement esp's with compatibility for:
LOADS
AWKCR
LOADS+AWKCR
AWKCR+NCalibers
As far as the heavy weapon enchantment goes; im stumped. I dont know how to do it, I have appealed to people who might be able to help, but for now im afraid the initiative is on ice pending a knowledge breakthrough or the arrival of a good Samaritan. Likewise with the vertibird turret: beyond my capabilities at this time.
The Skibadaa Weapon Pack REDUX is now up:
http://www.nexusmods.com/fallout4/mods/23064/?
Just to re-iterate; THERE ARE NO PA RELOAD ANIMATIONS.
The new reload animations are only for non Power armour reloads. The power armour animation is still the vanilla minigun anim, and is still borked. This is not a bug, rather an absent feature. I will be petitioning for someone to make PA reload anims as and when I can. So please be patient.
http://www.nexusmods.com/fallout4/images/66204/?
Congratulations!
https://www.nexusmods.com/fallout4/mods/51580
Edit: Yes it does.
So now my question; how to remove power reg in F4edit?