Fallout 4

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DMagnus

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DMagnus

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  1. DMagnus
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    Hot dang, an update!


    Bit of a smol update, 1.3, but it has a few nice things!


    > Restructured things a bit to allow for compatibility with Wardaddy's .44 animation replacer. Now, the hammer is separate from the receiver and added by the Mechanism mods. The main mod now requires the Wardaddy animation replacer, but there is an optional file that doesn't.

    > Added a few material options: Gunmetal 2-tone, Black 2-tone, Chrome 2-tone, Blued and Blued 2-tone.

    > Adjusted the level-listing a bit

    > The RSh-12 now will potentially spawn with a material applied. Since I tweaked the object template on the gun for this, you may experience inviso-gun issues. If you do, try modifying the revolver at a workbench, that may force it to refresh and reload the models.

    4/8/21 - 1.3a

    > Tweaked the level-listing script so it will print a notification to the screen when it runs.

    > Set the level-list injection quest to no longer be Run Once, so it can now be reset using the StopQuest and StartQuest console commands, like so:
    StopQuest RSh12_LLQuest
    Exit the console, then reopen it.
    StartQuest RSh12_LLQuest

    You can do this at any time, so long as 1.3a is installed, though be advised, this won't revert the level-lists if they've already been seeded, so additional re-seedings will stack and result in the gun becoming more common.

    11/27/21

    Uploaded 3 patches. One ties in to Spitfire and assigns its 50 cal. muzzle flash to the RSh-12, giving it a nice beefy blast of fire when you shoot. The second ties into the recently released Real Time Cover Penetration Framework and enables the RSh-12 to shoot through cover. The third is a combined patch that ties into both Spitfire and Penetration Framework, giving the gun Spitfire's muzzle flash as well as Penetration Framework functionality. Each patch uses the relevant mods as master files so Spitfire, Penetration Framework or both must be installed first.
  2. Jofire101
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    Is it possible that this mod requires a DLC? The requirements list stats that there are no DLCs needed, however the mod isn't "activating." The .esp is enabled, I did confirm that, however the Putinizer isn't spawning nor is it in the console, and the revolver and its ammo are not listed in the chem station..
    1. DMagnus
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      It doesn't require any DLC. The only requirement is Wardaddy's revolver animations, but even that is only needed for the main file, there is an optional file that doesn't need it.

      If you're running VR, or a version of the game older than 1.10.162, the mod may not function due to the plugin using a different version header. You can fix that with FO4Edit by changing the version header in the plugin to 0.95.

      If you're using Vortex, check in the Mods panel/tab to ensure it's actually enabled and deployed.
    2. Jofire101
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      Yeah, it turns out that the update file v1.3a that included Wardaddy's animation was the culprit. Since I didn't have the animation mod, I tried swapping it out for the optional file that didn't include the animation. Reloaded my save and the Putinizer was just chillin' on the table next to me
    3. DMagnus
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      All right, excellent. There is a Wardaddyless version in the 1.3a download, but if you installed the mod with Vortex it would've gone ignored, since it's in its own folder.
  3. Username42O
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    I really want to one hand this gun
    1. DMagnus
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      It uses the vanilla 44 animations, so this animation replacer should work (though it should be used with the Wardaddyless version of the mod)

      https://www.nexusmods.com/fallout4/mods/20377
  4. gamersabeh
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    hey hello how are ya uhh so i tried the mod with the patches and with daddyless and it doesnt appear like when i open console it shows me 3 variants one with .44 ammo,another that isnt even in my inventory,and the one with the 12.7mm when  i equip it ,it shows my fist only and when i go third person it is invisible so please help
    1. DMagnus
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      Check and make sure you have Archive Invalidation set up. If it's not, the game may ignore BA2 archives which will result in an invisible gun. Make sure as well you are loading the mod after the Wardaddy replacer, and that any patches you have are loading after the RSH-12 itself. Make sure too when you use the console you're getting the correct ID, the command "help rsh-12 4 weap" (without quotes) should return the IDs for the weapon only, so you won't get confused by MISC items (which are loose mods) and OMOD entries (which are the mods themselves and won't show up anywhere in your inventory if you try to additem them).
  5. Medjisti
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    https://sketchfab.com/3d-models/rsh-12-177cd570002d4e89bd378ec328a47f9c

    You may using my model for this mods. Be cool, Lad.
    1. dionisiy300
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      I think he will be interested only if it has an upgrade model 

      МЦ-569 and МЦ-570

    2. DMagnus
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      I do appreciate the gesture at least, but I made the gun's current model myself, so I don't see much need to replace it.
    3. Medjisti
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      This is NOT an upgrade at all. This is a degraded version of the revolver for the Russian civilian market. Small caliber, non-removable parts that make it unwieldy, and cheaper construction don't make it any better. Purely objectively - these versions of МЦ-569/570 - rubbish.
    4. dionisiy300
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      alas, you made a mistake in your initial assumptions... the reason is not cheapening, but subordination to the law on the proliferation of weapons in Russia, which greatly restricts the civilian market both by the length of the weapon and by the methods of loading, which is why the manufacturer is forced to make the butt non-removable so that it can generally fall into the hands of civilian buyers

      and as for the second model with a smaller caliber (9x39), the reason for this is the high popularity of this caliber
  6. SAdams8782
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    HOT
  7. DarkWolfEmperor6
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    Absolutely tits.
  8. Bloodstarr98
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    Can we have a standalone not injected in to levelled lists?
  9. telefonevoador
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    You're a funny guy with a cool-looking mod.
    Endorsed!
  10. HuskyHaga
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    hey i was looking to know if anyone knew the item codes for the legendary version and the normal version, as it didnt spawn for me, and wanted to add it to my inventory
    1. DMagnus
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      Quickest way to find the IDs is by using the "help" command. The first two digits of an item's ID changes depending on where the mod is in the load order, so I always recommend using the help command since you'll get the ID complete with its load order digits, instead of having to jump through hoops trying to find out what they are. For the RSh-12 you'd want to go:

      help rsh-12 4 weap (for the normal gun)
      help putinizer 4 weap (for the unique)

      Make sure you put the command in exactly as I have it written. Provided the mod's actually active, those commands should bring up the relevant IDs; if they both return nothing then the mod isn't active, which would explain why you couldn't find the gun in any measure (the absence of the unique version is a big red flag to that end).
  11. deleted111203653
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    America fears RSh-12, they wiped youtube off all shooting vids of RSh-12. Pathetic