EDIT: I want to put an urban legend to rest about the legendary version; an actual UNIQUE/Legendary is not a thing. It just has a chance to spawn as a legendary variant on the enemies that spawn them.
It *was* in Fallout 2 lol but now it's not. I like it better this way personally. I have seen some really sick looking remakes of the 6520 Colt Revolver as shown in Fallout 2 here on the Nexus. Maybe it was for FNV tho. I renamed it to the 6530...juz cuz I may wanna download a 6520 revolver and wanna keep the name. I just like how they made a revolver with no cylinder gap. One of the big reasons most peeps switched away from revolvers. Can't be letting that gas escape juz cuz your magazine needs room to spin. That's why a SIG 357 magnum auto pistol will always have more stopping power than your average 357 magnum revolver, or the M18 Nagant (not the Mosin) revolver too. The 6520 from Fallout 2 has always been unique because it eliminated the flaw of most revolvers. No gap.
In f2 It was a revolver fed by magazine due to devs confusion. I like the idea of cilinder fed by a mag. Very "american", regarding weapons designe, it wont get more free than that.
DitzyDez666 I honestly think the model I made a re-texture for that's for Fallout 3 is the most accurate to what would be a cross between logical & originality. Looks almost Identical to the original pistol in the sprites but has a cylinder too.
O wow that's odd. It couldn't possibly be a load order issue could it? I know gun mods do super weird things when animations are added into the mix for other weapons that affect the ones the mod uses. But I've been using this for a good bit now, and I do note that the hammer doesn't ever move at all when fired or anything. It's just for looks really. Is that what u meant? Cuz I don't think the hammer is animated if that's your issue
FYI for new downloaders in this new decade of modding:
The mod does work. It is load order finicky. Moreover, the ECO patch is for the deprecated ECO, not the Redux, and the new Replacer Version is here: https://www.nexusmods.com/fallout4/mods/60010
It does not remove the quest or cell edits. You can simply delete the Quest and Cell grouping in 4 clicks with xEdit and save the original 6520 esp for use with a replacer or Robco Patcher patch you made yourself with the Robco Templates.
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EDIT: I want to put an urban legend to rest about the legendary version; an actual UNIQUE/Legendary is not a thing. It just has a chance to spawn as a legendary variant on the enemies that spawn them.
The mod does work. It is load order finicky. Moreover, the ECO patch is for the deprecated ECO, not the Redux, and the new Replacer Version is here: https://www.nexusmods.com/fallout4/mods/60010
It does not remove the quest or cell edits. You can simply delete the Quest and Cell grouping in 4 clicks with xEdit and save the original 6520 esp for use with a replacer or Robco Patcher patch you made yourself with the Robco Templates.