Version 1.2 has now arrived! For the complete list of changes/fixes please reference the changes tab for the details.
Version 1.2 will be the final planned update for this weapon as all the major bugs have been resolved and minor features implemented. One major addition that this version offers are new gun sounds for when it fires and also new sounds when a silencer is attached which was highly requested by many. A hardcore mode download has been included as well which makes the kill count required for each unlock back to the original v1.0 requirements (you can reference the mod description page for these values). Additionally, a new LITE version of the mod is available which drastically reduces the amount of camos down to just 3 basic ones for those who want a smaller file size.
While no new fixes/updates are planned feel free to check back every now and then over time. There might be additional camo add-on packs and bug fixes when needed. See everyone in a few months probably when my next weapon gets released (hopefully).
NOTICE: If you had a previous version of this mod and want to update make a clean save or start a new game to avoid conflicts.
If you had the previous v1.2 it is not critical you download the newest version but to avoid confusion between the esp and ba2 packages I needed to remove the older version completely. For the list of changes you can view the changes tab.
Update: Nexus had a glitch with the main file where it was somehow making users download the LITE version of the gun. Had to reupload the main file again to resolve this. Should be the proper file size now.
I know I do, lol. I am just sick of trying to figure out what it is. Fortunately I have encountered more weapon-mods that work without any problems. Hurray!
My friend, the mod authors .readme does not explain it enough so I'll try to help. The texture folder is contained within the ACR-W17 - Textures.BA2 file. You have to extract that file using BAE https://www.nexusmods.com/fallout4/mods/78/ It will ask you to extract it to a folder of your choosing. In that folder, replace the .dds file with the one you edited. The next part I don't have yet because repackaging .BA2 files requires using FO4 Creation Kit, which requires the latest update of both Creation Kit and FO4 which I dont have because I edited my files to not update to the "Next-gen" patch. You'll have to open the folder you extracted in Creation Kit and repackage it back into the original .BA2.
My suggestion would be to extract the entire .BA2 in BAE, replace the Tag_1.dds file in the folder, then repackage the entire Textures folder as ACR-W17 - Textures.BA2 in creation kit and replace that file in your mod folder.
If you find the mod in your mod manager, and know it's index. Search for the variable by typing the following in console(not the quotation marks): "sqv xx00173A" . With your mods index in place of xx. This will show the variables for the quest. Listed as ACRKill01 = "whateveryourkillsare".
If you don't know the index, just type: "help acr_kill_progress". The result will return QUST: acr_kill_progress (xx00173A). Then do the sqv with your games specific quest ID.
Sadly, I was hoping to find a truer to real world ACR (Magpul Masada, Remington, Bushmaster) where the 'adaptive' part was primarily regarding the modular nature of the rifle, but also the ability to change between the 5.56x45mm NATO round (5.56 in FO4) and the 7.62x39mm (7.62 in FO4 with the Nuka World DLC, for the Handmade Rifle). Can't do that here for some reason. Would prefer that over any of the other ammo variants available, would just truly like a straight-up change between 5.56 and 7.62 with the corresponding damage, range and accuracy differences.
The SCAR-L/H mods here also suffer from the same 'problem', where even in one of the more popular mods, the change is between the 5.56 and .308 (which is very similar to the 7.62x51mm NATO round, not the 7.62x39mm).
ey, what is the id on the weapon, my world have some glitch where i cant find any more of them, so i wanna do some player.additem can someone tell me what the id should be? sorry, am retarded, found it, thanks for great mod
hi mate, in order to check what type of ID a weapon mod has, you'll need to install XEdit, also known as Fallout4Edit, a tool that allows you to check and change any of your mods properties without having to open the laggy Creation Kit. Btw in case this helps, there's a mod called Dave's ESP explorer, which allows you to click f10 and browse your ESPs and ESLs in-game to get any item and its related resources from a handy menu by looking its name up. With this mod, you'll be able to get any item added by any mod by writing it's name on the search thingie, without having to know the code of the item at all. There is however a setup process in order for the keyword required to open this mod to not crash your game, you need to go to your My Games folder/Fallout 4/Plugins/F4SE/Plugins, and in that folder look up ESPExplorer, a pair of folders should appear, the right one for me is called ESPExplorer.Template. Access it with notepad and change the line that says "HotKey = 0x79 ; F10" what you'll have to do is to click right before the ";" and press enter, so it goes one line after the thing before it. The line should now look like this: "HotKey = 0x79 ; F10" Then save the changes made to the notepad and now the keyword to the explorer tool should work and not crash your game. Make sure to change the file in which the original mod is installed, which is the one that's in your My Games folder. If you apply these changes to the specified file, and it doesn't work still, perhaps you should also try changing the same line in the ESPExplorer text file that's located in your mod manager's folder. Though I cannot specify where because that depends on your installation method, but remember to not touch any of the text files that are intelligible, those are code files, and should not be touched, simple, if you can't read it, don't touch it.
1198 comments
Version 1.2 will be the final planned update for this weapon as all the major bugs have been resolved and minor features implemented. One major addition that this version offers are new gun sounds for when it fires and also new sounds when a silencer is attached which was highly requested by many. A hardcore mode download has been included as well which makes the kill count required for each unlock back to the original v1.0 requirements (you can reference the mod description page for these values). Additionally, a new LITE version of the mod is available which drastically reduces the amount of camos down to just 3 basic ones for those who want a smaller file size.
While no new fixes/updates are planned feel free to check back every now and then over time. There might be additional camo add-on packs and bug fixes when needed. See everyone in a few months probably when my next weapon gets released (hopefully).
NOTICE: If you had a previous version of this mod and want to update make a clean save or start a new game to avoid conflicts.
If you had the previous v1.2 it is not critical you download the newest version but to avoid confusion between the esp and ba2 packages I needed to remove the older version completely. For the list of changes you can view the changes tab.
Update: Nexus had a glitch with the main file where it was somehow making users download the LITE version of the gun. Had to reupload the main file again to resolve this. Should be the proper file size now.
Thank you!
Fortunately I have encountered more weapon-mods that work without any problems. Hurray!
It will ask you to extract it to a folder of your choosing. In that folder, replace the .dds file with the one you edited.
The next part I don't have yet because repackaging .BA2 files requires using FO4 Creation Kit, which requires the latest update of both Creation Kit and FO4 which I dont have because I edited my files to not update to the "Next-gen" patch.
You'll have to open the folder you extracted in Creation Kit and repackage it back into the original .BA2.
My suggestion would be to extract the entire .BA2 in BAE, replace the Tag_1.dds file in the folder, then repackage the entire Textures folder as ACR-W17 - Textures.BA2 in creation kit and replace that file in your mod folder.
Good luck and let me know how it goes.
"sqv xx00173A" . With your mods index in place of xx. This will show the variables for the quest. Listed as ACRKill01 = "whateveryourkillsare".
If you don't know the index, just type:
"help acr_kill_progress". The result will return QUST: acr_kill_progress (xx00173A). Then do the sqv with your games specific quest ID.
The SCAR-L/H mods here also suffer from the same 'problem', where even in one of the more popular mods, the change is between the 5.56 and .308 (which is very similar to the 7.62x51mm NATO round, not the 7.62x39mm).
can someone tell me what the id should be?
sorry, am retarded, found it, thanks for great mod
Btw in case this helps, there's a mod called Dave's ESP explorer, which allows you to click f10 and browse your ESPs and ESLs in-game to get any item and its related resources from a handy menu by looking its name up. With this mod, you'll be able to get any item added by any mod by writing it's name on the search thingie, without having to know the code of the item at all.
There is however a setup process in order for the keyword required to open this mod to not crash your game, you need to go to your My Games folder/Fallout 4/Plugins/F4SE/Plugins, and in that folder look up ESPExplorer, a pair of folders should appear, the right one for me is called ESPExplorer.Template. Access it with notepad and change the line that says "HotKey = 0x79 ; F10" what you'll have to do is to click right before the ";" and press enter, so it goes one line after the thing before it. The line should now look like this:
"HotKey = 0x79
; F10"
Then save the changes made to the notepad and now the keyword to the explorer tool should work and not crash your game. Make sure to change the file in which the original mod is installed, which is the one that's in your My Games folder. If you apply these changes to the specified file, and it doesn't work still, perhaps you should also try changing the same line in the ESPExplorer text file that's located in your mod manager's folder. Though I cannot specify where because that depends on your installation method, but remember to not touch any of the text files that are intelligible, those are code files, and should not be touched, simple, if you can't read it, don't touch it.
I hope this helped, happy modding.