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  1. ferppo
    ferppo
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    Hi, excelent work.

    In my case, the front sight look too much down when I use standard sights, like the nose of the gun weight too much.

    Any help will be appreciate.
    1. DMagnus
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      Are you using any animation replacers for the .44 revolver? If so whatever replacer you happen to be using may not have the ADS animations zeroed properly, I know Wardaddy's replacer is sliightly off in ADS mode, just enough to be noticeable. With the vanilla animations the sights are just fine.
    2. ferppo
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      I got the Revolver Reanimation Pack, can cause it a problem?

      Not animation but I modded my revolvers with the "Faster Revolvers" too...

      Thanks for your fast response.
    3. DMagnus
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      The Faster Revolvers mod wouldn't cause problems I don't think, it'd just affect the attack delay. The reanimation pack is likely the issue, I know from experience that the ADS animation in that pack isn't totally zeroed, it's easily fixable though, you'll just need to delete the appropriate .hkx file and it'll use the vanilla ADS instead. I don't remember what the file name is off hand though and I can't check as of this writing.
    4. ferppo
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      I have no much experience in modding to do that, any way, thanks for all. Once deactivated the RRP its appear right, al least better than before.
      Yours is one of my favoutites sixguns in FO4
  2. Beheziel
    Beheziel
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    Quick question for the Bloodred Sandman, is the description just flavor text? or are there legendaries associated with it?
    1. DMagnus
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      It's pretty much flavor text, but Blood Red Sandman does have effects. If memory serves, it has a chance to fully heal you and a chance to instantly kill your target. It also had hollow point bullets right out of the gate and those cause bleeding damage, but they can be changed.
  3. FoxTU
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    Hey . there was recently published a fashion for a new animation of the 44 revolver for double-diving, will you do the Patch or insert this type of animation into your revolver fashion? I think with such animation your masterpieces will become even better.
    1. DMagnus
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      Since Wardaddy's animation mod is a replacer for the vanilla 44 animations, it'll work with the M29 and the RSh-12 out of the box, the only thing I'd have to do as far as compatibility goes is set things up to somehow work with the double action animations. I'm still working out how I can while at the same time making sure things don't end up weird for those who don't use the replacer.
    2. FoxTU
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      I already use this animation version with ESP, it works but not in full as this mod adds special receivers to the 44 revolvers for a double action, and your revolvers do not see them. since your version of the double action is different, but the rest of the animations work well.
    3. Jacebereln
      Jacebereln
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      it seems to oddly work for both DA and SA it knows when to use the set anims for each
    4. DMagnus
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      As it is, it does work for the most part, but not completely. If you're running Wardaddy's animations with the current version of the mod, there's little details that are missing that are evident with the vanilla .44 revolver. Namely, the position of the hammer in double action compared to single action, how the hammer behaves when the gun's set to double action, and the fact that you cock the hammer back after reloading regardless of whether you're using double action or single.

      What I'm probably gonna do with this is release 2 versions, one that uses Wardaddy's animation replacer as a master, and one that doesn't, so people who don't have or don't want to install the animation replacer won't be left out of the lurch.
  4. GinSoakedBoy77
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    Excellent design! And so customizable. Fits the game better than the more ordinary looking .44 in the base game, IMO; this looks more like a alternate retro-futuristic revolver that, in my mind, seems more in tune with the Fallout universe. Since I can't help but upgrade it to its full potential when the option is there, I found it a tad too overpowered and unbalanced for my current playthrough (where I've up until now, level 70+ or so, have used the also very bada** and powerful .233 revolver mod), so I've disabled the mod for that campaign until I finish it, but I very much look forward to starting a new one with this as my go-to gun. Again, excellent work.
  5. JCManibog4
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    Dual wielding E&I would be so badass. Now I just want Devil May Cry themed armor so I can start a Dante play through. Hancock's jacket is close enough I guess.

    Also, is there a possibility for Nero's Blue Rose that has the two shot legendary effect? Unless that's what the 3rd unique is and I'm just an idiot.

    Edit: I just found out the 3rd unique is a Lordi reference. There's a band I haven't heard in a while.
    1. DMagnus
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      Ebony and Ivory are mainly references to Devil May Cry rather than being Dante's actual pistols, especially since the actual Ebony and Ivory are semi-autos. Though I do agree it would be cool to be able to dual wield them, or at least two normal M29's. It may be possible to do; I have a theory that it could be done via custom animation magic, but I can't test that theory.
    2. JCManibog4
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      I'm just happy there's at least a little bit of DMC in my game. I'm surprised that no one's made a true E&I weapon mod yet.
  6. haydon111
    haydon111
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    For some reason none of the material options don't do anything for me,it just stays black same happened with your other revolver mod the Rsh-12.

    there is no 3rd person reload sound.
    1. DMagnus
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      The reload sound issue is a vanilla bug, fortunately someone's made a mod that fixes it: https://www.nexusmods.com/fallout4/mods/20604

      As for the material issue, that's something on your end. I know for some people's games cubemaps don't render for some reason (I've seen the issue present in some mod review videos), and the materials primarily rely on cubemaps to give off the effect. I'm not certain on what exactly causes the problem though.
  7. Algabar
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    Just stopping by to say THANK YOU for this great mod. It has instantly become my main weapon on my current "Gunslinger" playthrough. I guess that Mutants against whom I used it for the first time got an "express ticket to hell" (Sturges)....

    BTW, do you know the song "The Devil's right hand" (Originally by Steve Earle, but there are versions by Waylon Jennings and Johnny Cash, too)?. It came to my mind when I saw that pistol and it's "Devil theme". ^^
    1. DMagnus
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      I haven't heard the song before, but the name of one of the uniques is a reference to a song, just not that one. Glad to hear you're having fun with the gun though. :3
  8. ossumpossum
    ossumpossum
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    yes
  9. leo2link
    leo2link
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    Barry? Where's Barry?
    1. Jacebereln
      Jacebereln
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      gary?
  10. Miilzig
    Miilzig
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    Awesome customisable to the bone gun, main weapon since i dl it, level 153 over moded game, raiders use it to kick ma ass, look pretty rad, sound pretty rad, i want some more from you sir !
    1. DMagnus
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      Well, there certainly will be more, as I'm currently working on my next project. ;)
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