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Shoeburglar

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Shoeburglar

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182 comments

  1. ChevChelios18
    ChevChelios18
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    I dont know what exactly is wrong with this mod either a whole lot of scopes are not centered or the weapon has a serious accurary issue, i cant seem to hit anything with this weapon at long range. Its a shame because otherwise its a great mod.
    1. Ilsigi
      Ilsigi
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      I've noticed the same... scoping in center mass on a super mutant and missing entirely does seem odd, especially when I can nail much smaller enemies perfectly from further away with VATS. It may be the spread set by the aim model or something else but I don't think it's the sights because then I'd never hit what I was aiming at. I've noticed this with some other weapon mods as well though when doing long range sniping... it's just particularly bad with this gun for some reason. Anyway, for this weapon I look at it as a property of the gun and a tradeoff for the power... we're using a cobbled together tube and firing mechanism to propel large caliber bullets out at high speeds, so spotty long range accuracy kinda makes sense.
    2. ChevChelios18
      ChevChelios18
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      What you are saying would make "real life sense", but no sense in the context of this game. This weapon is obviously a sniper rifle for long range, cuz of barrel length, bolt action fire and caliber choices. So it does make no sense that it cannot be used at longe range effective.
    3. Ilsigi
      Ilsigi
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      Yeah, was just coming up with a justification but I went back and did a ton of target practice test firing with this weapon (plus a bunch of other rifles for reference - including the original Makeshift Anti Material Rifle) and realized the accuracy problem is MUCH worse than I thought. Turns out the standard .50 cal receiver is actually quite accurate while all the .308 receivers are HORRIBLY inaccurate (spread was all over the place even at mid-range). This made no sense. I also noticed the .50 cal receiver was the only one that produced scope sway while the 308s all had no sway whatsoever.

      I managed to track the issue down (in FO4Edit) to a property entry on each of the 308 receivers that seemingly attempts to add the Hunting Rifle Aim model. Deleting those entries caused the 308 receivers to regain sway and actually hit what was being aimed at (not necessarily a perfect solution but a workaround for now). Going to leave a report under Bugs.
    4. ChevChelios18
      ChevChelios18
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      thx for your investigation :D i will try this fix myself
    5. AnalAncupuncture
      AnalAncupuncture
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      I was wondering what was going on too when I kept missing my targets even when I was dead centered. Was beginning to piss me off and almost made me rage quit. I wanted to use this rifle, but since it has this horrible bug, it makes the weapon worthless. What a shame.
    6. Stevenzz
      Stevenzz
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      yeah man me too, it seems i rarely hit the target at long range. although its design for long range
    7. EgoBallistic
      EgoBallistic
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      Thanks for that info, Ilsigi. I made the same change and the rifle works great at long range now.
    8. ivansu96
      ivansu96
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      having the same issue man... I now give this to my companion it works much better now. At least, we are killing something finally
    9. Stevenzz
      Stevenzz
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      How do i fix it IIsigi? I still dont undresrand how. So if i correct the .308 in fo4 edit, it will make the other caliber work correctly as well?
    10. RedDog6911
      RedDog6911
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      I don't believe that this weapon is intended to be a sniper rifle, it's an Anti-Materiel Rifle. It's main purpose is to take down power armor. You can't expect a rifle made from spare parts to be very accurate. Don't think of it as a modern real world Anti-Materiel Rifle, which are all really just higher caliber sniper rifles. Think of it as a WW2 (or WW1) style anti-tank rifle, designed to penetrate armored vehicles at relatively close ranges.
    11. Grifman
      Grifman
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      So I'm guessing the author hasn't fixed the accuracy bug because the file data is earlier than some of the comments below? Too bad, I have the old one and was excited to see this new improved version. Guess I won't download and use this now :(
  2. ThatLandWhale
    ThatLandWhale
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    Loving this mod a lot, only one thing.
    I know you said the [Drop two casings] bug was fixed, but it still seems to occur.
    When firing a case ejects, then the reloading animation plays to eject another casing.
  3. cbeau
    cbeau
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    Why does this conflict with so many other weapon mods?
    1. deadofpool1412
      deadofpool1412
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      Probably because he didn't rename the injector more than likely.
  4. JohnnyTest91
    JohnnyTest91
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    Does this weapon have see through support?
    1. fan4eg
      fan4eg
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      I guess not, but i wanna this too.
  5. Nartaga
    Nartaga
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    Is anyone else getting a weird previs issue in and around Quincy? I've narrowed it down to this mod after going through my load order extensively and whenever it is active parts of the Peabody house, tops of houses in quincy, the cages, and many other things just disappear. Anyone else?

    I suppose I can always rebuild the previs and precombines in the creation kit but its just odd.
    EDIT: I'm an idiot who seems to have just forgotten to run the mod thru FO4Edit. Ignore my stupidity. xD
  6. EgoBallistic
    EgoBallistic
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    So the issue with the blue tape showing up as pink is because the texture filenames have a space in them which is not present in the material file.

    You need to rename the files BlueTape _d.DDS, BlueTape _n.DDS, and BlueTape _s.DDS and remove the space between the 'e' and the underscore. That fixes the problem.
    1. Dnxyken
      Dnxyken
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      I just installed the update and figured that it was a weird file pathing problem. Seems like typos causing bugs is all the rage these days X) Good find. simple fix. Hopes this gets updated, and officially repackaged into the BA2 format because I like the loading speeds with the archives better.
    2. Ilsigi
      Ilsigi
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      lol, how did I miss that?? Very nice catch EgoBallistic! Glad my accuracy work-around was able to help you out as well. :)
    3. ave02
      ave02
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      where do i find the texture files
    4. EgoBallistic
      EgoBallistic
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      Data\textures\Weapons\Shoeburglar\Makeshift Anti Material Rifle textures\
    5. FastBoye
      FastBoye
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      Thank you!
  7. Sugram
    Sugram
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    nice mod, but i find 1 issue, it has a suppressor/silencer but a Anti-Materiel Rifle is so high caliber wep that it doesn't have Silencer its anti tank rifle & does it have silencer in real life? no

    ofc u can argue it is self made so far from equal to the real thing so its possible to use silencer with it :D

    what u think
    1. Poopshooter10
      Poopshooter10
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      Look up the Barrett M107, it's a .50 Caliber rifle with a suppressor
  8. notjustsomecat
    notjustsomecat
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    My Blue did end up with pink burlap like many others, buuuuut I kinda like it. sorta becomes extra demeaning when you get murdered by a pink weapon.
  9. JohnnyTest91
    JohnnyTest91
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    Is there a right hand version of this available/planned?
  10. oRisen123
    oRisen123
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    Is there any chance that there can be an attachment that adds a magazine to the 50. cal variant ammo? I love this weapon, but it really sucks that all the other anti-material esque mods are lack luster in the sound design. This has the perfect beefy yet realistic sounding sfx while staying in check with the fallout base game. The only thing i don't like is that when you chamber in 50. cal, it only allows for single shot, please make that an option in the future!
    1. OpposingFarce
      OpposingFarce
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      I agree, I would really like a mag for the .50 but keep it bolt action.
    2. ekic
      ekic
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      Agreed. Would love to see that.
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