>>>READ ALL OF THIS BEFORE YOU COMMENT WITH AN ISSUE<<< If you ask about something that is explained here I will ignore it, unless you're offering a way to fix it.
Updates: 1.1 fixes the white ejection port. 1.2 fixes the false display of 95 energy damage and adds a new install option for addon versions. -with 1.2 I attempted to change the enchant effect to an AOE with a short range, so you would just have to hit near an enemy to make them panic, but it didn't really work, so the enchantment remains the same.
Installation Notes: This will work best with a new game. If you install in the middle of an active game take a few days to rest and let cells reset. Any "Assault Rifle" that already exists in the world will maintain that name until you mod them. If you use an actual "AARP" .esp and notice that the attachment list has two receivers named "Standard", or an old none-automatic one, build one of the others, then toss that old one in a hole somewhere.
Other notes: -All .esps are named differently. Thus, to keep the FOMODs simple and small, this mod will remain as loose files. -I will not be making any additional versions or compatibility patches, but you are welcome to make your own and upload them or send them to me and I will add them as optional files. -I will not be making the new parts use other skins, but others are welcome to do so. -The double barrel version that some of you may have seen in preview images will be coming at a later time as part of a unique weapon in a small addon.
Compatibility: Most options will conflict, at least partially, with any mod that changes the Assault Rifle. Retextures will be missing the new weapon parts. The 'plus' versions will conflict with any stat changes to miniguns or gatling lasers.
Known Issues: -Lighting issues with new receiver mesh while using vanilla textures. Seems more or less fine when you see it out in the world, but is extra reflective when in menus. Will fix if I figure out what's causing it. -NPCs in Addon versions will spawn with the wrong iron sights if they get a weapon with a new barrel. This is known and intentional, done to avoid editing the vanilla barrel records. Swapping to the new sights is free at any weapon bench.
Only single fire. Reinstalled and selected different option. Now single fire and ROF of 14. No option for automatic receivers, but I imaigine that is by design as all are supposed to be auto. I am running unbogus fallout. Not sure if that might interfere
It's just an enchantment added to the gun (or the receivers, I don't recall which right now). Just open in the CK find the MachineGun entries, and either set the weapon enchantment to none, or remove it from the receivers.
is there a patch for assault rifle reanimated? the reload animation are the same from the vanilla ones and the charging handle isnt used when you use the while magazine
There's also a more soft incompatibility in 'equip' animation as some of the models are missing the handle which is used to lift the weapon in to and out of frame.
I'd like to know if there is a way to bring back the default magazines, no offense, but I personally don't like the 'bag magazines", the defaults just look cooler because they have an MG-08 type of feel to them
If you use an Addon version of the mod it will have both the old and new magazines, but will also have both old and new of all the parts. If you want to use a Replacer, but have the old drum magazine, you can load up your chosen plugin in the CK, find the drum mag entry, and point the mesh back to the old one. You'll want to check that old file path first, otherwise you'd have to extract the model in order to point it at the right one.
Not gonna lie, your version of the AR reminds me of the Johnson M1941 Light Machine Gun. Funny enough, it looks more like an assault rifle than anything else, so well done. :p
Shame the textures are kind of a mismash, I hope there's mods for that though.
Edit:
Now that I gave it a try, i think it needs some works: - Return the old massive watercooled barrel, you could make it like pipe-gun's finned barrel that doesn't increase spread when you shoot. - Handguard is too massive for the barrels, hell the receiver is also pretty massive. - Certain sights are hard to use. I miss the old front-sight.
-If you want to keep the old barrels just use an addon version instead of a replacer one. They're balanced based on rate of fire, watercooled is higher. -Can't be fixed without adjusting the animations. It's already trimmed down a little bit in the replacer versions, as much as I can without messing up the UV map. Same with the receiver, it's trimmed down as much as it can be without making other parts not fit properly, or messing up the UV. Making a completely new weapon model is beyond the scope of this mod. Its primary focus is on new barrels and making the stats reflect the way it looks. -Didn't know how to do separated front and rear sights at the time (there was a reason it needed this, I just don't remember now). I could probably fix it now, but it would require re-working four or five custom models, redoing their UV maps, and fixing their textures, and all that work makes it pretty low on the priority list for what I consider a minor benefit. Could probably make the front pins a little bigger though.
The only update this might see any time soon is improved speculars, and maybe a full new texture set for the Johnson style parts, but even that is unlikely.
Hi, I wanted to first say I love the AARP mod, it is perfect because the changes with 308 calibur and some of the modifications makes it feel just like the weapon in the concept art (a weapon made to be used for Power Armor.)
I did have a request though. Would it be possible to get a patch or a version with further boosted damage? I don't want it to be a broken weapon, but I use this with the M60 and without any perks both weapons at top auto damage the M60 deals around 85 damage and this deals I think around 65 with only a fire rate difference of 4.
I was wondering if you would be willing to put a patch out that increases the Machine Gun's auto default damage by about another 5 or 10 more than it does now? I don't mean for it to match M60 in damage per shot but it would be nice to feel like they are shooting the same calibur rounds.
Seperatly I was wondering if it would be possible to make it have a recoil punishment for using it outside of Power Armor? like double recoil? that way it feels like it really is meant to be used in power armor? Heck with some of the modifications you added that are thinner more LMG like, you could nerf them in range and ROF or make a light receiver with less damage but remove or reduce the penalty, but using the large barrels (like Vented) with full power would have the penalty but be full damage. Or actually you could just do that with the 5.56, the lower caliber could remove the or reduce the penalty but 308 would have it. Don't know just an idea.
I don't know how hard that is, I know skibida's WH-MK.22 heavy Machine Gun mod does that, but I know these are very different mods.
I would do it myself but I unfortunatly can't run fallout 4 on my pc so I wanted to ask if you would be willing to do this? I know I and others on Xbox would enjoy it.
Again thanks for your excellent mods (like the generic radium rifle) and Xbox support.
Also as this is in the comments here, anyone else think that would be a cool idea or know a mod that does something similair?
The AARP machine gun is balanced to fit in with vanilla weapons, and that's is where I intend it to stay. I consider this mod to be feature complete, and am only turning back to it for actual bug fixes. That being said, if you know someone else that would be willing to edit it for you, they are free to do so and post it, so long as I am contacted first and credited. This is all noted on the description page and in the stickied post up above.
Changing the damage is relatively easy, but the recoil changes in Power Armor would take a bit more work, and potentially scripting, I'm not sure how Skibadaa does it.
Fair enough, I figured the recoil thing would be harder, I would love to do the damage change myself but I can't. Thanks very much for replying though, most people don't seem to even reply anymore.
On another note, i do plan to get a pc and start making mods myself in the hopefully near future, including a large overhaul mod that would be game changes and patches for multiple other mods. Would you be ok with your mod being one that I make a patch for in the future (if I ever get to this?)
Of course. My general rule is just to let me know first, and to make sure I am credited for the original. Other than that you are free to mod away. If you need any help when you get to that point just let me know.
57 comments
If you ask about something that is explained here I will ignore it, unless you're offering a way to fix it.
Updates: 1.1 fixes the white ejection port. 1.2 fixes the false display of 95 energy damage and adds a new install option for addon versions.
-with 1.2 I attempted to change the enchant effect to an AOE with a short range, so you would just have to hit near an enemy to make them panic, but it didn't really work, so the enchantment remains the same.
Installation Notes:
This will work best with a new game. If you install in the middle of an active game take a few days to rest and let cells reset. Any "Assault Rifle" that already exists in the world will maintain that name until you mod them. If you use an actual "AARP" .esp and notice that the attachment list has two receivers named "Standard", or an old none-automatic one, build one of the others, then toss that old one in a hole somewhere.
Other notes:
-All .esps are named differently. Thus, to keep the FOMODs simple and small, this mod will remain as loose files.
-I will not be making any additional versions or compatibility patches, but you are welcome to make your own and upload them or send them to me and I will add them as optional files.
-I will not be making the new parts use other skins, but others are welcome to do so.
-The double barrel version that some of you may have seen in preview images will be coming at a later time as part of a unique weapon in a small addon.
Compatibility:
Most options will conflict, at least partially, with any mod that changes the Assault Rifle. Retextures will be missing the new weapon parts. The 'plus' versions will conflict with any stat changes to miniguns or gatling lasers.
Known Issues:
-Lighting issues with new receiver mesh while using vanilla textures. Seems more or less fine when you see it out in the world, but is extra reflective when in menus. Will fix if I figure out what's causing it.
-NPCs in Addon versions will spawn with the wrong iron sights if they get a weapon with a new barrel. This is known and intentional, done to avoid editing the vanilla barrel records. Swapping to the new sights is free at any weapon bench.
Consoles:
See main page. Four options available.
edit: my bad, those are very similar looking guns from eyeshkeeper's homemade weapons mod.
Shame the textures are kind of a mismash, I hope there's mods for that though.
Edit:
Now that I gave it a try, i think it needs some works:
- Return the old massive watercooled barrel, you could make it like pipe-gun's finned barrel that doesn't increase spread when you shoot.
- Handguard is too massive for the barrels, hell the receiver is also pretty massive.
- Certain sights are hard to use. I miss the old front-sight.
-Can't be fixed without adjusting the animations. It's already trimmed down a little bit in the replacer versions, as much as I can without messing up the UV map. Same with the receiver, it's trimmed down as much as it can be without making other parts not fit properly, or messing up the UV. Making a completely new weapon model is beyond the scope of this mod. Its primary focus is on new barrels and making the stats reflect the way it looks.
-Didn't know how to do separated front and rear sights at the time (there was a reason it needed this, I just don't remember now). I could probably fix it now, but it would require re-working four or five custom models, redoing their UV maps, and fixing their textures, and all that work makes it pretty low on the priority list for what I consider a minor benefit. Could probably make the front pins a little bigger though.
The only update this might see any time soon is improved speculars, and maybe a full new texture set for the Johnson style parts, but even that is unlikely.
Hi, I wanted to first say I love the AARP mod, it is perfect because the changes with 308 calibur and some of the modifications makes it feel just like the weapon in the concept art (a weapon made to be used for Power Armor.)
I did have a request though. Would it be possible to get a patch or a version with further boosted damage?
I don't want it to be a broken weapon, but I use this with the M60 and without any perks both weapons at top auto damage the M60 deals around 85 damage and this deals I think around 65 with only a fire rate difference of 4.
I was wondering if you would be willing to put a patch out that increases the Machine Gun's auto default damage by about another 5 or 10 more than it does now?
I don't mean for it to match M60 in damage per shot but it would be nice to feel like they are shooting the same calibur rounds.
Seperatly I was wondering if it would be possible to make it have a recoil punishment for using it outside of Power Armor? like double recoil? that way it feels like it really is meant to be used in power armor? Heck with some of the modifications you added that are thinner more LMG like, you could nerf them in range and ROF or make a light receiver with less damage but remove or reduce the penalty, but using the large barrels (like Vented) with full power would have the penalty but be full damage. Or actually you could just do that with the 5.56, the lower caliber could remove the or reduce the penalty but 308 would have it. Don't know just an idea.
I don't know how hard that is, I know skibida's WH-MK.22 heavy Machine Gun mod does that, but I know these are very different mods.
I would do it myself but I unfortunatly can't run fallout 4 on my pc so I wanted to ask if you would be willing to do this? I know I and others on Xbox would enjoy it.
Again thanks for your excellent mods (like the generic radium rifle) and Xbox support.
Also as this is in the comments here, anyone else think that would be a cool idea or know a mod that does something similair?
Changing the damage is relatively easy, but the recoil changes in Power Armor would take a bit more work, and potentially scripting, I'm not sure how Skibadaa does it.
Thanks very much for replying though, most people don't seem to even reply anymore.
On another note, i do plan to get a pc and start making mods myself in the hopefully near future, including a large overhaul mod that would be game changes and patches for multiple other mods. Would you be ok with your mod being one that I make a patch for in the future (if I ever get to this?)