Fallout 4

665 comments

  1. jsnider193
    jsnider193
    • premium
    • 212 kudos
    Sticky
    New version of the mod has been uploaded. The d/l contains both a text file and word docu,emt that describe what is in the new version which is a complete redo of the play in the mod. Where to start is in the readme ... outside Vault 111 and a map of all locations is posted to the wall in the control shack for the vault.

    Check out the recent images for some information that may be helpful

    Please report any issues have as run into them, the team tested but is sure we missed some issues here and there.
    1. ARRISTID
      ARRISTID
      • supporter
      • 0 kudos
      Great mod, but what is the outfit being worn in the pic "Work in Progress"?
    2. jsnider193
      jsnider193
      • premium
      • 212 kudos
      Ah that is one of mike's post i'll ask him to answer this question from u ... he gets a lot of his outfits from another site so not sure on this one .. but he is good at passing on the info .. thanx for the question.
    3. MyCart
      MyCart
      • premium
      • 306 kudos
      I will have to PM you the site and the information
    4. SkyRaidFuneral
      SkyRaidFuneral
      • member
      • 4 kudos
      I downloaded & endorsed the BETA a long time ago. Around the time you first uploaded. I just read the entire Description page & can't recall the name of the Weyland Yutani auto pistol. HOWEVER! I've recently acquired a new & better PC, & I've just reinstalled the UCMC Colonial Marines BETA. I am going to Download this updated Mod you last updated 27 May 2018. But I'm not going to install it yet!

      Can you please answer for me: I utilized the Weyland Yutani hand gun ALLOT! It was by far my favorite Weapon Mod of all mods. It has it's own unique sound, I only used it in rapid fire & only with explosive tip caseless.

      The Description page says the gun now has a 3 round burst mode. In the BETA the gun fired a burst of more then 3 rounds AND IT WAS AWESOME! Was it always 3 rounds & I just thought it was more? Because that is the only thing really keeping me from installing this mod. I don't want to change the way that hand gun originally worked.

      Please get back to me as soon as you can, thank you.
    5. jsnider193
      jsnider193
      • premium
      • 212 kudos
      the 3 round in the description is from the wiki .. we did not implement (would have to make the number of rounds 3 for firing purposes) that efect athough probably should have done so to be true to the wiki description of the weapon. If want that let us know and will add to changes plan for update on the mod. If know Fo4edit or Ck and want can make the change ahead of time .. thanx for the input as that one slipped our testing and relook always nice to have other input on these things as we can never catch all the oversights.

      thanx again
    6. SkyRaidFuneral
      SkyRaidFuneral
      • member
      • 4 kudos
      Reads as though you're replying to me, thank you. I care way more about the gun working the way it used to then being true to the wiki. Seems like what you are saying is the Gun still works the way it use to but the wiki says otherwise? Is that correct. I'm dying to go on the UCMC quest/journey etc. So... The gun's the same as in the beta right?
    7. jsnider193
      jsnider193
      • premium
      • 212 kudos
      same as in beta ... did not set to fire the 3 round burst ... as in the wiki. Just indicated we could but decided not to do it. If folks want could make an update for the weapon via the mod process .. always open to input from the player as some of the best ideas come that way. thanx for the interest

      and yes was replying to u ... enjoy
    8. SkyRaidFuneral
      SkyRaidFuneral
      • member
      • 4 kudos
      Hey! What's up brother. Thx for all your reply's. I'm Back & this time I need to know why I can't craft the M309 Retro Fit Magazine for the VP78. I have 2 to Nuclear Physics, 2 to Science & all the required physical materials to build it, so... My guess is that there are Skill Requirements that are off the page making them unknowable, except by the Mod Creators.

      Can you please help me out with this? I'm trying really hard to just do a play through without Cheating, & because of the BLGuns Mod I've HAD TO Cheat! Great & fun but if you want Gun Nut Lvl4 Mod's off of the guns you find you have to have materials to build the lower lvl stuff. And because it's a Borderlands Gun Mod, TON'S OF GUNS pop out & they pile up till it's annoying! So to get it under control, I cheated so I could junk the guns I didn't want & keep the quality Mods. Sorry if I'm droning on.

      Thx for your attention, I'll look forward to an answer.

      P.S.
      Do you know of any mods that allow player to see all the stat requirements while in the workbenches?
      YOU GUYS ARE AWESOME!
    9. Dorksis
      Dorksis
      • BANNED
      • 1 kudos
      Woow
    10. 575757575566
      575757575566
      • BANNED
      • 0 kudos
      Not bad
  2. CrazyRussian24
    CrazyRussian24
    • member
    • 0 kudos
    How do I make the pulse rifle sound like the one from Aliens?
    1. jsnider193
      jsnider193
      • premium
      • 212 kudos
      would have to change the sound in the mod to one closer to the movie.  There was a mod for sound here some time ago, no idea if still up,  we did not use the movie sound as it may have been a violation but for own use if know how do not see a problem,
    2. CrazyRussian24
      CrazyRussian24
      • member
      • 0 kudos
      > would have to change the sound in the mod to one closer to the movie

      How do I do that?
    3. jsnider193
      jsnider193
      • premium
      • 212 kudos
      PM me and will go over it with u as not the place here at least I think that way.
  3. Chrtistian8OO
    Chrtistian8OO
    • supporter
    • 4 kudos
    Curious, does this add xenomorphs to leveled lists inside the Commonwealth? that would be great. Back in the late 2010s, I remember playing with a xenomorph mod for FNV, and I love the crossover potential.
    1. jsnider193
      jsnider193
      • premium
      • 212 kudos
      no there was another mod that added to commonwealth (by original creator of them if recall correctly) so I did not do that.  Not sure if still up on nexus though??
    2. Chrtistian8OO
      Chrtistian8OO
      • supporter
      • 4 kudos
      Is that mod AOTC? It looks like it's being reworked not sure.
    3. jsnider193
      jsnider193
      • premium
      • 212 kudos
      this one

      https://www.nexusmods.com/fallout4/mods/26897

      if have it right
  4. Wignorant
    Wignorant
    • member
    • 1 kudos
    Have you thought about possibly ever porting this over into Starfield? That would be the absolute coolest freaking addition to the game. 
    1. jsnider193
      jsnider193
      • premium
      • 212 kudos
      I am hoping to port many of my weapon mods over but until the new CK is out and NifSkope is updated to handle the new mesh formats will be hard shall we say.  I bought the game so could dig into the texture and mesh formats and found out how setup is different then FO4,  Texture no problem but the mesh will need the nifskope team to update the app ... so only time will tell if able to make this and my 40K mod move over.
  5. Sedotia
    Sedotia
    • member
    • 0 kudos
    for me, it doesn't work as soon as I'm in the first shelter area and I find Corporal or Lieutenant Hick, it just bugs me - I can only see his head, arms and feet, and when I click on the inventory, I see the items on the list but they don't appear on the screen - it's empty instead - but the gun, I can use it, but I don't see it, and when I go to the first radio antenna and the same for the others, I don't see the alien colonial marine vehicles and the same thing for the bodies
    1. jsnider193
      jsnider193
      • premium
      • 212 kudos
      sounds like a collision issue .. did not have myself nor did the testers but possible something is interfering with the placements, what I have no idea.  Ican check again once get my copy of FO4 working again (hope this weekend) and see if happens to me now
  6. Tanoki39
    Tanoki39
    • premium
    • 0 kudos
    is this mod still work ?
    1. jsnider193
      jsnider193
      • premium
      • 212 kudos
      I am still fooling around with it to fix a few things but have to reset my FO4 after upgrade to new PC zero'd out all my mods and lost some of my saves.
    2. Tanoki39
      Tanoki39
      • premium
      • 0 kudos
      oh ok i will wait then
  7. hiddenidentity1
    hiddenidentity1
    • premium
    • 0 kudos
    Is this Mod still being worked on? My game is crashing constantly on the Isle due to an excess of enemies spawning from eggs and being over placed on the map. Whenever I try to fight the Android with the Blue wolf rifle it crashes.
    1. jsnider193
      jsnider193
      • premium
      • 212 kudos
      It is being worked on to lower the encounters but as only me left and fo4 not working after got new computer it is gonna be a tad before get alternate mod up.

      not familiar with blue wolf rifle???  is that something i did or from another mod??/  fergive my recall as it is missing that one at this point
    2. hiddenidentity1
      hiddenidentity1
      • premium
      • 0 kudos
      The pulse rifle that is blue, its a special named weapon in the mod an Android is using it. Do you really have to make an alternate mod just to lower the spawns of enemies in the Isle?

      I think that the pop up turrets and numerous enemies coming from Xeno eggs are whats causing the crashing. The Eggs being everywhere on the Isle can cause enemies to spawn under the ground and basically be stuck forever.

      Is there a way to open up the mod using FO4edit and reduce the random number spawning of enemies from xeno eggs?
    3. hiddenidentity1
      hiddenidentity1
      • premium
      • 0 kudos
      It was the Snow wolf pulse rifle and it colored blue.
    4. jsnider193
      jsnider193
      • premium
      • 212 kudos
      ah OK .. that is the 1st report of issues with it have gotten so not sure what might be causing a crash.  Yes can use edit and will but until get FO4 up and running again can not test it myself to make sure got desired result.  also would want as separate mod as a lot of folks have had no issue and have enjoyed the swarms heading for them in the game so will do a lite version for those with overload issues.

      if think of anything else please do not hesitate to comment as it does get me to move a tad bit faster in getting to the issue.
    5. hiddenidentity1
      hiddenidentity1
      • premium
      • 0 kudos
      Not saying the gun itself is causing issues, but when I get to a certain location in the isle and fight the Special android welding that rifle, the game keeps crashing, but that might also be because when i encounter that android, a bunch of xeno eggs hatch and there is atleast 25+ enemies.
    6. jsnider193
      jsnider193
      • premium
      • 212 kudos
      depending on system could be an overload that is hitting you
  8. NexusBram
    NexusBram
    • premium
    • 58 kudos
    For any fans of Aliens and the M41A, I did try to work on the Fallout 4 version some years ago but it got deleted along with all my other FO4 mods, it was all garbage so you are not missing anything. You can still find the textures I made here though. I just got a new PC so I can actually play FO4 now without the performance issues so I might make a standalone FO4 M41A some time but it would function the same as my TTW version. If you want proper Aliens outfits, check out gunetwork.

    I never usually plug my own mods but in this case I will. I did a lot of work to try and replicate the movie version of the M41A, it is available as part of my companion overhaul for Tale of two wastelands, and with a little work you could also use it in New Vegas. Its based on the original by Jab_Bauer and let's start with why it sucks. Back when it came out for FO3, iron sights were not a thing so due to the model not having sights (which is the same as the movie one) and positioning of the model, it was always godawful to shoot the thing. Combine this with how the M41A has to be configured to sound right and my only option was to make it unplayable, so it is Jericho's default weapon.

    Now the good stuff. It sounds exactly like the pulse rifle from Aliens, and I mean exactly. Thanks to sound files from the Colonial Marines FO4 mod and some of my trickery you get the variable fire rate which is close to impossible to get right. The rifle functions as a slow-firing shotgun with a long muzzle flash and several random sounds giving the appearance of burst fire. In addition, the weapon has been resized and the textures reworked. The original did not even have a normal and spec map, and suffered from horrible stretched stuff on the underside. Mine is 100% accurate to the film and much better quality, with the only slight issue of it having to be cleaner, although being durable plastic it looks pretty good.

    Whenever I watch Aliens and hear Hicks shoot for the first time I think wow, that is the coolest thing I ever heard, and mine sounds just the same. So if you play TTW and want that proper Aliens vibe, check out my companion overhaul which features loads more unique weapons and armour.

    https://www.nexusmods.com/newvegas/mods/74440

    Many thanks to jsnider193, without his mod my M41A would not exist.
    1. jsnider193
      jsnider193
      • premium
      • 212 kudos
      thanx for the ref for those after the true sound.  Also feel free to use any and all assets I have here as u wish to further your mods as I put them up for others to play with also.

      I hope to make one more refresh of this mod just awful short on time these days so hard to really get to the fixin' part and changes folks want.  
    2. NexusBram
      NexusBram
      • premium
      • 58 kudos
      Ah don't worry about all the requests mate, it takes so damned long to do anything in this game. I'm trying to do a simple raider overhaul but its so long since I messed with this stuff, very frustrating. Just give 'em a standalone pulse rifle, make it use the infinite ammo legendary effect to get around lack of animations.

      You might find it more rewarding to remake your mod for New Vegas, there is a much larger group of active modders working on it, in particular loads of people making animations. With that you already have a functioning pulse rifle which as you will have noticed is all people really want. Use my textures from the link I provided, they are the best around. If you decide to go that route, I can help you with weapon sounds and textures but FO4 modding is not something I plan on doing that much of.

      Don't know if you play TTW, if so try my mod and hire Jericho as your companion. You will notice I really nailed the sound and that is what you need in your mod to truly get the feel of Aliens, and of course that screech that the aliens make. 
    3. jsnider193
      jsnider193
      • premium
      • 212 kudos
      right now just taking it slow and doing some items for others by request .. have not looked at FNV in some time .. check in on mods have over there once a week but mainly trying to just play games now vice mod'n them.

      Nice to see you back though wondered what up when old mods pulled down ... feel free to use whatever want from here or any of my stuff.
    4. NexusBram
      NexusBram
      • premium
      • 58 kudos
      Check this out. https://www.nexusmods.com/newvegas/mods/75743
      And this. https://www.nexusmods.com/newvegas/mods/58579

      New animations by hitman47101, working ammo counter, never seen this version myself but this is why I said you might want to have a look at New Vegas.
    5. zidders
      zidders
      • member
      • 3 kudos
      Any chance of getting a standalone M41A mod? 
    6. NexusBram
      NexusBram
      • premium
      • 58 kudos
      Not from me, working on Dawn of War UI buttons at the moment. One of the big boys might do it one day.
    7. jsnider193
      jsnider193
      • premium
      • 212 kudos
      yes a chance just need the time and energy to do it ....
  9. Dan616
    Dan616
    • member
    • 4 kudos
    I have to play with the main fail BETA or i can play it with only the Repack version?
    1. jsnider193
      jsnider193
      • premium
      • 212 kudos
      not sure what this is about??  forgive me on this but i am drawing a blank
  10. ReconRaiders117th
    ReconRaiders117th
    • member
    • 3 kudos
    The only problem I had was it was NOT wanting to download through Mod Organizer 2, it said it couldn't detect the BSA files or they weren't "Supported" or something....
    1. jsnider193
      jsnider193
      • premium
      • 212 kudos
      a lot of folks had issues with MO2 and my larger mods .. no idea why as do not use it myself (yes it is great product I know).  Someone indicated over in my 40K mod that had to check a couple things before d/l but unfortunately did not save his info .. my bad.
  11. Devourerking23
    Devourerking23
    • member
    • 0 kudos
    these sounds are not even remotely correct, over bassed ear rape, and a janky remixed railway gun sound bassed out hoping you dont hear the rail piston wtf second mod ive gotten from you where its borked. this is utterly unplayable in this state with the sound.
    1. jsnider193
      jsnider193
      • premium
      • 212 kudos
      feel free to add your own sounds to the mod ... as indicated these are open source and you can do what want with the mod and make your own.  Looking forward to hearing and seeing what u can do.
    2. Devourerking23
      Devourerking23
      • member
      • 0 kudos
      You didnt add any key word drs for npcs and are missing sounds you also did not add a keyword for npcs to reference when searching the sounds.  It took 3 days to fix this to playable standards.  Its like you intentionally left this in this state.  Will i be posting it? Not likely. You should fix your own shit.   Atleast as a arma modder mods were of  quality before releasing half Way complete projects.  You could have also used nastys sounds instead which were also correct to an extent instead of a piece meal dld as it is in its current state. Searching the files for this mod i see that the correct sounds are indeed in the mod atleast in the files.  But have no keywords or descriptors mapping refers to base game sounds which dont make sense.  Which i assume is also why theres no setup for NPC sounds for the weapons.  
    3. Devourerking23
      Devourerking23
      • member
      • 0 kudos
      As a seconded notion bos combat armor overhaul mod is a necessity for this. Literally adds the exact armor from the movies with the UCMC logo.  (Also has bos logos) also tactical coursers would look more correct as opposed to using the bos npcs armors on the syths.  
    4. jsnider193
      jsnider193
      • premium
      • 212 kudos
      yes ... as I am only one still here supporting the team mod am more then willing to let u make the changes and add u as one of the team.  Just let me know u want to be added and u can then make a contribution to the community.  Not satire .. am more then happy to let others play with these mods.
    5. ReconRaiders117th
      ReconRaiders117th
      • member
      • 3 kudos
      You need to fucking close your mouth honestly with your 9 posts lol