Q: When I install with *mod manager*, I get a message asking me to replace "PersistantSubgraphInfoAndOffsetData.txt"? A: It's safe to either overwrite or ignore this file. (I recommend overwriting it.)
Hey everyone; Thanks to Nutulator and Fiddler Green, you can now enjoy an update for this mod. Here are the recent additions for the new 2.0 version: - 75-round Drum magazine was added. Model and textures were made by Nutulator and animations were made for it by Fiddler Green. Thank you guys for your work on this addition. - Semi-auto animations have been fixed by Fiddler Green, so the firemode has been added to the mod. All vanilla-style receivers are removed, and instead you can change fire-mode of the gun freely. - New lowered position animations (by Fiddler of course) - Added the Glow Sights some of you have been requesting. - The taped mags now have a unique reload animation (from the old AK74M mod, 3rd person not available yet)
There are more updates in the works, but for now I can't upload them. Once I have everything worked out, I'll update the mod again with a few more new things. I hope you guys like the new update and please thank these amazing modders for their contribution.
IMPORTANT: Since the receivers have been removed, the update must either be clean installed, or you must scrap your rifles and craft/buy/console new ones after updating.
Great model, textures, and animations. But I'd prefer the vanilla style receiver attachments over just damage change options. I wonder if I can somehow merge it with the older version that had these attachments.
While read your Personal Notes: But this is especially what I like about it.
Especially the trend of the " excessive damage modifiers" without any requirements totally feels like cheating. An assault rifle becoming more powerful than than a missile launcher... It also is not usefull to have 30 different red dot sights for example. just maybe a bit more than Vanilla, like about 3 of every kind of attachement and that's enough. You won't ever use all of them anyway, never. (like beside glowsights 3 dot sights, 3 scopes, different zoom, finish)
But the main reason I want to use this mod, it's a fitting standalone weapon for the Nuka Worlds russian 7.62 ammo type. (308cal. may be the same diameter, but there is a difference between the Nato 308. which is 7,62 *x 51* long and the russian 7.62 which is 7.62 *x 54*, that's why bassically two of the 7.62 ammo types existing in the game since bethesda don't use full data or the ammo)
Something with this mod breaks the Fallout 4.exe itself causing a crash a few seconds after loading the main menu. I am unable to find out what the specific issue is with Buffout 4 crash logger, but from what I can see something about this mod breaks the game's core VATS related files. The same issue occurs with the DKS Fallout 3 sniper mod. The only fix is to either totally purge and reinstall Fallout 4 or try to utilize the "purge mods" function on vortex to uninstall it and hope it works.
Highly dangerous mod until fixed, I would steer clear.
hey, just got a question on how to get the ammo, as my esp broswer dosn't work anymore, and i can't repare it as i don't find the source of the problem :)
Bayonet spawns the same way as rifle. So many enemies that are supposed to have ranged weapon have bayonet instead making them charge at you with melee weapon. Had to remove bayonet from LL in fo4edit
399 comments
Q: When I install with *mod manager*, I get a message asking me to replace "PersistantSubgraphInfoAndOffsetData.txt"?
A: It's safe to either overwrite or ignore this file. (I recommend overwriting it.)
Q: The gun doesn't show up ingame/invisible?
A: Set up your game for modding: Fallout 4 Mod Installation Guide
Q: XBox version?
A: Available on Bethesda.net: Main Mod/Nuka-World Patch
Q: Update for XBox when?
A: When everything is done and the mod is confirmed to be working properly.
Thanks to Nutulator and Fiddler Green, you can now enjoy an update for this mod. Here are the recent additions for the new 2.0 version:
- 75-round Drum magazine was added. Model and textures were made by Nutulator and animations were made for it by Fiddler Green. Thank you guys for your work on this addition.
- Semi-auto animations have been fixed by Fiddler Green, so the firemode has been added to the mod. All vanilla-style receivers are removed, and instead you can change fire-mode of the gun freely.
- New lowered position animations (by Fiddler of course)
- Added the Glow Sights some of you have been requesting.
- The taped mags now have a unique reload animation (from the old AK74M mod, 3rd person not available yet)
There are more updates in the works, but for now I can't upload them. Once I have everything worked out, I'll update the mod again with a few more new things. I hope you guys like the new update and please thank these amazing modders for their contribution.
IMPORTANT: Since the receivers have been removed, the update must either be clean installed, or you must scrap your rifles and craft/buy/console new ones after updating.
Got it - vortex plugins - AKM_AKMS
Especially the trend of the " excessive damage modifiers" without any requirements totally feels like cheating. An assault rifle becoming more powerful than than a missile launcher...
It also is not usefull to have 30 different red dot sights for example. just maybe a bit more than Vanilla, like about 3 of every kind of attachement and that's enough. You won't ever use all of them anyway, never. (like beside glowsights 3 dot sights, 3 scopes, different zoom, finish)
But the main reason I want to use this mod, it's a fitting standalone weapon for the Nuka Worlds russian 7.62 ammo type.
(308cal. may be the same diameter, but there is a difference between the Nato 308. which is 7,62 *x 51* long and the russian 7.62 which is
7.62 *x 54*, that's why bassically two of the 7.62 ammo types existing in the game since bethesda don't use full data or the ammo)
Highly dangerous mod until fixed, I would steer clear.