File information

Last updated

Original upload

Created by

Stoy79

Uploaded by

Heffy

Virus scan

Some files not scanned

268 comments

  1. NiteFromWindhelm
    NiteFromWindhelm
    • premium
    • 247 kudos
    Cant seem to find ammo for these without the munitions patch.
    The Munitions patch also does not auto distribute and has to manually be done but you won't know which ammo to use until you find a gun saying what it takes.
  2. Kilo64
    Kilo64
    • member
    • 4 kudos
    I'm not sure why but there are no footstep sounds when these weapons are equipped.  When they are holstered, the footstep sounds return.  Even running the game with only this mod enabled, there's no footstep sounds, so it's not a mod conflict.  Also, how come the M727 never made a return in FO4?
  3. Orksizdabest
    Orksizdabest
    • member
    • 0 kudos
    Soviet/russian weapons spawn on NPCs with no ammo. They need LLI ammo version
  4. Kinnapegg
    Kinnapegg
    • supporter
    • 2 kudos
    I was wondering if you will be updating this with new variants soon esp the 5.56mm M80 and its M85 carbine variant as well as M92 Carbine version of the M70 and the Tabuk ( the Iraqi built 102/104/105 length M70 variant ) as well as the Al Quadesa (stamped SVD contemp) and Al Quds RPK as well as the RPKS/ RPKS74?
  5. LordGoochthethird
    LordGoochthethird
    • member
    • 0 kudos
    I like this mod.
    I am using vortex and the guns are not showing up and it is the only mod I have installed. The weird part is, the All American and the Bullets show up. Not any other gun.
    1. LordGoochthethird
      LordGoochthethird
      • member
      • 0 kudos
      Turns out I am a dunce. I don't reach the minimum level requirement for finding the AK's 
    2. LordGoochthethird
      LordGoochthethird
      • member
      • 0 kudos
      Update: Found AK, eviserated all of trinity tower, 10/10.
  6. SpeedVampyr
    SpeedVampyr
    • member
    • 0 kudos
    This mod looks great!

    Looks like I'll have to switch from Vortex to Mod Organizer...
    1. Heffy
      Heffy
      • member
      • 131 kudos
      Not necessarily. Instructions are MO2 oriented, because it's what I use and have tested it with. But it should work with Vortex too.
    2. SpeedVampyr
      SpeedVampyr
      • member
      • 0 kudos
      Wonderful!

      So, I've been using the mod for a few hours now, and I have to say it's really good. Everything runs smoothly via Vortex so far, so I can't complain. The textures are great, the weapon sounds very powerful. Great!

      And the most important thing for me: M16A1 with 20-round magazine = I'm happy.

      The only small criticism I have is that new ammunition has been added for the AK. (Is there possibly a compatibility patch for the "ammo" mod?) And that the guns seem to do a lot of damage (on the other hand, there are no different receivers, so the guns do the same damage all the time, right? Then please ignore this point).

      What would be pretty cool (but not necessary!) would be a wooden stock for the M16 for the original New Vegas look. :D

      Otherwise a top mod! Thanks for your work. 👍
    3. Heffy
      Heffy
      • member
      • 131 kudos
      AK Ammo: Yes, that dates back to the distant 2017, when there weren't mods such as Munitions or Caliber Complex. And I didn't want to add Nuka World as a requirement at the time. I have patches for both in the works, though.

      M16 with wooden stock : That has been added with yesterday's update (v 1.05) as the SR15E3 (SR as in Service Rifle). The wooden furniture is interchangeable with other AR15s too.

      Damage: Compared to other mods adding the same weapons, it's about the same, I think. Base damage defined in the esp is also affected by your perks, level, rate of fire, eventually mods attached and whatnot... I still need to shoot some enemies in the head like 10x before they go down, so I guess it's about right.
    4. jarlen619
      jarlen619
      • supporter
      • 0 kudos
      most experienced modders use MO2 bc its the best mod organizer out there and there's almost zero chance of your permanently destroying ur game since it doesn't inject mods straight into the game directory. it also doesnt have that difficult to turn off LOOT feature vortex has.

      although you don't have to switch mod orginizers, whenever your done or tired of your modlist/playthru, i would highly recommend using MO2. 
      if you do you MO2, i highly recommend you install the sync plugins extension for MO2, since MO2 does tend to randomly sort your plugins in alphabetical order randomly. luckily you can lock your plugin placements by default. but its just easier to sync them plugins before doing that. 

      it's also easier for modders to access specific assets in each mod, AND its easier for modders to edit each of their mods to their liking. that's part of the reason why Wabajack requires MO2.
      in Skyrim SE, i had a plethora of grass mods and i had a grass patcher for a whole bunch of grass mods i had installed. two of those mods were Cathedral 3D Pine Grass and Tamrielic Grass. I remember me not liking the Columbine flowers Cathedral added because the Cathedral Mountain Flowers was identical to those assets. i'd keep walking up to the columbines trying to pick them, only to realize that it was just part of the grass mod instead of the mt. flower replacer. so, i decided to use those beautiful violet and magenta Lupine flowers added by Tamrielic Grass (which didn't show up with the patch for some reason) to replace the columbines. Now this sounds difficult. But all i had to do was press on the mod itself in the mod manager and rename the textures and meshes of the lupines to the texture and meshes of the columbines. all this literally took me prob less than a minute if im being honest. this would've taken closer to ten minutes if i had to actually go into the game's date folder and sift thru THOUSANDS of folders, meshes, and textures. 
  7. jarlen619
    jarlen619
    • supporter
    • 0 kudos
    this mod is amazing. the improved anims, the textures, the models, the variety. everything. i can't understand why there are some people wanting more AKs and AR15s in this mod tho. im reading some of these comments and we got people asking for guns already featured in other POPULAR mods, which is likely why they aren't featured in the pack. 

    I also appreciate the tons of effort you placed into this mod, like fixing power armor and holster problems. many mod authors and FO4 players don't care and even hate power armor. I'm actually one of those people. but i know plenty of players who aren't PA haters and even cant play without using it every once and a while. and many of them hate how so many weapon mods are broken in power armor and have the double footsteps bug. so the fact that you took the time to fix some of the anim issues in PA is really cool.

    the only thing i don't like about this mod is how slow the ADS is. but that's not a big deal. im sure i could edit that in xedit
  8. 0Dream
    0Dream
    • member
    • 0 kudos
    Great mod , But could you reduce the weapons sway from Left to Right when walking With ARs , it's annoying and it makes me dizzy , Thx.
  9. Kinnapegg
    Kinnapegg
    • supporter
    • 2 kudos
    any plans to do the following 
    Yugo M85 5.56 carbine
    Yugo M80 series 5.56
    Yugo M92 57.62 carbine
    Tabuk Rifle
    Tabuk Carbine
    Kuds RPK
    M72 RPK
    M72 DMR


    fyi there was a fixed stock version of the M85 offered on a Zastave Brochure
    and the 74u was also offered with fixed stock as well ( well technically only as a prototype)

    VEPR family rifles
    SVD
    SVDS
    SVDM
    TIGR
    AL Kadiseah ( i've seen like 3 different spellings)

    PS you could instead of making different Yugo Rifles for the different chamberings you could make it so the caliber and magazines were  swappable between 7.62 and 5.56 and also  if the recievers could be swapped so you could make M70, M70A, M70A1, M70B, M70B1, M70B1N, M70AB1, M70AB1N, M70AB2, M70AB2N, M70AB3, M70AB3N, M70A2, M70A2N, M70A3,  M70A3N, M70B2, M70B2N, M70B3, M70B3N


    The Mod is splendid.    oh and if you bumped up the Damage to about 200/ 250 that would be swell
  10. JademanFitzro1
    JademanFitzro1
    • premium
    • 59 kudos
    Really glad to witness the finish of this mod! Thanks! And would you please consider adding Tactical Reload support?
    1. Heffy
      Heffy
      • member
      • 131 kudos
      I did make a TR patch, but it doesn't currently work. As in : it doesn't trigger the reserve reload anims - it just prevents you from reloading unless the mag is empty. If I manage to solve the issue I'll release it, but so far I don't know what's wrong with it.
    2. JademanFitzro1
      JademanFitzro1
      • premium
      • 59 kudos
      I figured out what happened. You were supposed to make WPNReloadReserve.hkx for every single WPNReload.hkx under the dir 'Meshes/Actors/AKsAR15s/Characters/_1stPerson/Animations'. Yet you put all WPNReloadReserve.hkx_s in 'Meshes/Actors/AKsAR15s/Characters/Animations' which is the dir for 3rd person animations and forgot to make partial reload animations for AKs and Zastava M76.
    3. Heffy
      Heffy
      • member
      • 131 kudos
      No, it's not that. The ones you see are the reserve anims I forgot to delete from AR15s 3rd person folder before releasing the mod . When I tested it, every weapon category had a WPNReloadReserve.hkx anim in both 1st and 3rd person + in every "special" reload folder as well. Didn't add the ReloadStart annotation to these anims either... Also added the pistol folder into the subgraph. I followed all instructions on the mod page and didn't have any other mod potentially conflicting with it.

      Still, it should have worked for at least some weapons, but it didn't. I'll re-check everything, when I have the time - as is often the case it must be something not as obvious or something overlooked.
    4. ohahahahe
      ohahahahe
      • member
      • 1 kudos
      try to add pistol's file path into subgraph,(Fallout 4\Data\Meshes\Actors\_1stPerson\Animations\Pistol),then generate subgraphdata again,i think it will work
    5. Heffy
      Heffy
      • member
      • 131 kudos
      Update: I made "some" progress. It wasn't working because see through scopes disables tactical reload. Found out you have to activate TR framework through the STS settings menu... Now, it almost works - except for the SR25, for some reason.