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Legacyslayer and Toadie

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legacyslayer

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  1. legacyslayer
    legacyslayer
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    Just a quick update: The mod is currently in limbo. I had a new version with optional integration packs ( Airsoft, Camos, 2k textures etc.) ready to go, but unfortunately they relied on a new animation set which permissions for have been revoked. ( the author has decided to only allow a certain paid mods site to use his animations, this is his work, his decision so I will respect it. ) This means that everything has to be completely re-done from scratch as far as rigging goes. My weapons use a custom and complex framework that allows multiple attachments, so rigging them is time consuming.
    Additionally, It was discovered that most of the textures were not compressed, which led to an inflated file size of nearly 2gb. I am taking a short break from Fallout 4 until Bethesda has finished "fixing" it. In the meantime, I have been brushing up my modeling skills and gaining a deeper understanding of game design and how things work all of which will help my improve the quality of my mods.

    Currently my focus is my Final Fantasy 16 mod for Skyrim SE, once this is finished I will shift my focus to Fallout 4 once again. I apologize for all the issues and my long absence. Rest assured, this mod will be fixed even if I have to revert all back to the previous animations. 
  2. legacyslayer
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    05/07/2020 Update:
    Been awhile since I posted anything, but just a quick update.. I have returned to working on the mod and will be fixing issues that are backlogged as well as new ones.
    ChangeLog:
    - Fixed the Airsoft guns having too much damage - Will be implemented in next version
    - Reworked the AttachPoints.. They now appear in a consistent order in the workbench and hopefully alot less cluttered and overwhelming.

    Work In Progress:
    * Fix the Default Mods to always appear on top of the selection
    * Rework Mod Descriptions to be much shorter, to make them easier to read in the workbench
    * Create an in depth Guide to the mod, detailing what is all available and what levels
    * Make the mod somewhat modular for other users: Standalone installs for No Airsoft, No Leveled Lists, Vanilla Projectiles etc.
  3. legacyslayer
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    Additionally, I want to try to gather some feedback for the final release version. I do understand that the airsoft versions are way too overpowered, to reiterate that its a bug in the Fallout 4 engine that sees Damage Values less than 5 as 60000+. I will try to find some way to tone them down for those who may still want it. (Personally, I like the AEG version and its something no one else has done so I may be bit too biased towards it)

    Some of the most resounding feedback I have gotten (Besides the Airsoft issue) is the following:

    Mod is too large - Will be working on this, when all is said and done my goal is under 1gb. Most of this file size is the Camo patterns which have to be 4K otherwise they will look too pixelated. Compression may help lower the file sizes quite a bit though.

    Mod is too Complicated - I have alot of people telling me that theres just too much going on and I agree, theres a bit too much. I tried going too much for realism and forgot that this is a game people play to have fun.. not play gun jenga and get frustrated when things dont work. So I have a few ideas that I want some feedback on..

    Option 1: Remove caliber specific mods (Barrels become universal, as does the Bolt. Changing the receiver is all that is required to change the caliber. *Note that this should remove 90% of the frustrations players are having with the mod, however it does sacrifice some customization abilty as well*

    Option 2: Separate each caliber into its own separate weapon. (HK9 cannot be turned into an HK416 or HK450 for example. *Note that this option should also remove frustrations from players needing matching bolts, mags and barrels, however this option retains all those customization options and adds the ability for custom ammo types also*

    And lastly, the Animations - This is something that is, as of right now.. 100% out of my control. I had already mentioned that the weapon was remade into a new animation set, however the permissions I obtained to use them were rescinded recently. Only a certain paid mod website ( not starting any drama, so please dont ask ) is allowed to use these new animations. I also refuse to support this paid mods website, so i declined the offer to post it there exclusively instead. 1 of 2 things will happen regarding this change: Either I will learn how to modify or create custom animations or the weapon will use the previous animations I had obtained permissions for.
    1. nomo89
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      Great to read, that you continue your work. I love this mod (even if i had to fix the leveled list after every download). My opinion: just delete the bb if it doesn´t work. As soon as everything else is ready (and hopefully released ), you could still fix it.

      A shame the update got delayed. but i am looking forward
  4. Nio82
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    Hi quick question, is it normal that I can't use the main optics if I attach a canted sight to the top rail? Or does the mod have a hot key to switch the sights?
  5. sergeikrusminov
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    Used this mod for half an hour of gameplay, instantly removed it. BEWARE: weapon spawns are broken, it will override almost every leveled list, raiders mutants brotherhood soldiers even f***ing synths spawn with them. then, let's not forget the BB guns that literally break your gunfire sounds AND if that wasn't enough, literally one taps you in power armor at full health. i hate to post this, since i really liked the idea of having the m416 in fallout, but not at this cost lol 
    EDIT: the mod hasn't been worked on since 2018. if anyone picks this mod up to fix it, i'll be the first to download.
    1. jdkzombie
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      In case you wanted to try again, I got permission to clean and update the mod until the author comes back to Nexusmods.  I removed airsoft, rust, and cleaned out the leveled list. 

      Here's the link: https://www.nexusmods.com/fallout4/mods/83865?tab=description
  6. Supastarrio
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    It was a very ambitious decision by the mod creators to make the BB guns do 250k damage.
    1. seigneur
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      Yeah. BBs always do one-shot one-kill. That's the rule :-)
      But I've got killed by one-shot, which is the problem.
    2. jdkzombie
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      Super late reply, but the reason why is the engine handles damage numbers weirdly.  Anything below 5 points bugs out to the weird 250k stuff we see now. Hard to fix without altering the engine itself. 
  7. jdkzombie
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    Hey all, I got permission from LegacySlayer to upload my cleaned esp to the nexus.  It removes the rust, airsoft, and thins out the leveled list so the weapon is more rare.  Craftable, buyable, and lootable from elite enemies only (hopefully).

    Here is the mod link: https://www.nexusmods.com/fallout4/mods/83865?tab=description

    Remember this is all thanks to LegacySlayer and Toadie2k, I'm just doing a fan service to help them out a bit since life happens.
  8. JwayneAdams
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    How do.I get the dbal a2 laser on top rail of gun?
  9. RealJay3D
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    Very cool mod. This is one of my all time favorite weapons but the BB gun and the spawning is atrocious. Sad
    1. jdkzombie
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      I wish that either of the OP authors to authorize any of us to help fix bugs and issues.

      On my own accord and for my own use, I cleaned the hell out this esp.  I removed the LL injections for many of the ridiculous forms and versions, I removed the ridiculous dirty aka rusted versions, ALL the airsoft stuff is gone, all the ridiculous camos are gone, I saved Black/FDE/Desert and thats it, and I adjusted some of the audio files and aim models to make it handle more realistically.  I even used Caliber Complex as a Master to give more options for ammo types to use.  I have a 417 that uses 7.62x51mm, one that uses 6.8 Spear, and 458 Socom.  416 uses 5.56x45mm, 5mm, and a specialty .224 Valkyrie.  I changed up the 450 from just .50 Beowulf to also use a 6mm Swiss Match AI (Smack) round, a 700 Nitrous Express (because why not), and even a 30-30.  Still working on figuring out how to give each ammo it's own sound rather than the weapon having 1 firing sound per receiver type.  Meaning the 308 receiver only has 1 fire sound for semi/auto/player/npc/suppressed/loud, same with the 9mm, the 22, 5.56, and .50.
  10. jdkzombie
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    I have FO4Edit solutions to the airsoft issues if anyone is interested, but you need to implement them yourselves since I dont have Legacy or Toadies permission yet to upload them independently. You have two options here, one completely removes Airsoft rounds from the game so the receivers are just empty, the other will adjust the airsoft rounds damage itself through their independent receivers.

    To remove the ammo completely.

    FO4 edit, right click and select none, then select only Fallout 4 esm and NIArms_HK416.esp, then load them.

    Under the Ammunition Header, find the airsoft rounds, and select one, scroll down on the right hand box until you find the airsoft rounds, select the header for them, right click and select remove. Then hit control+s to save.  You can do this for any other airsoft rounds.   What this will do is erase airsoft rounds from the game entirely until you redownload the mod file pack.  This is a DIRTY option and potentially has the feasible reality of causing crashes randomly if for whatever reason the game engine cant handle that the rounds vanished from existence.  IF it does crash at some point, it will most likely be something that would point to a missing file. I've done this for one of the airsoft rounds, and haven't experienced this yet, but I also edited the Leveled list.

    Our second option is to adjust the receivers themselves to tone the damage down so you or your settlers, or enemies, can use the airsoft rounds still without being a walking god of damage.

    Same as before, load up FO4Edit and right click select none, then select only Fallout 4 esm and NIArms_HK416.esp and load.

    This time we are going deeper. We are going to need you to scroll down to Object Modification and open the header. There are a ridiculous amount of options you're gonna have to scroll through here. What we are looking for are [Magazine] 32 Round AEG Mag (20.g).  All the damages for the weapon are based semi partly in the magazines. Usually it's supposed to be based off the Receiver only, but thanks to the magic of fallouts weird ass engine and how mods work, you can tweak damage on magazines too and that's what the gang did here.  All the remaining airsoft magazines will be immediately below this one so you can edit them all easily.  What I need you to do is select the magazine, and in the right hand box scroll down to Property-AttackDamage and click the box under this that says Value Int - numbers here. Double click on the numbers and you will get a popup that warns you that you are about to modify a module and that this can cause untold damages, select Yes, I'm Sure because ol Zombie has got you fam. The numbers should now be highlighted in blue, and you can now put any number your heart desires. For this on mine I set it to 5. Now select the NEXT magazine below that one in the box on the LEFT. Your keen eyes should have seen that the 32 round AEG Mag has now turned BOLD in lettering to signify that it has been modified. Perform the same actions as before on the remaining airsoft magazines. When you are done, up in the top left corner of FO4Edit you'll see the three hamburger lines, click on that and select Save. You will get a secondary popup window for FO4Edit that will list what file aka mod you changed, should be NIArms_HK416.esp with a check-marked box to the left. Click Ok in the bottom right. Presto you are done.  In game the airsofts will no longer be portable life erasers  and will now be damage numbers in line with what a weeny ass plastic round should be.

    If the damage isn't fully tuned down, message me and I will walk you through adjusting the airsoft receiver as well. I don't remember how much damage it does out the box because i modified them so long ago to solve this issue.
  11. Dart98Rock
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    Any one having a deathclaw replace mirelurk queens (the castle, far harbor) I just deleted the npc and injection quest. No more deathclaw. Hoping it will fix half the raiders having this gun as well. 

    Even after years still one of my favorite mods, just needs some editing 
  12. Good mod. I definitely didn't completely change this comment because I complained about something that could easily be changed.