Looking cool, much more modifications to add, but some things that bothers me is that the automatic .38 receiver is redundant on it's fully modded state, way more useless than pipe guns, less damage, way less fire rate, a lot heavier than a fully modified auto pipe gun, the only upside is that it's slightly more accurate, that's it, and I don't understand why I can't make many of the receivers despite having all the materials and requirements met.
I LOVE this mod. Very well done. One thing though, the combat rifle seems to be using the same sounds as the assault rifle and I can't figure out how to fix it. I've downloaded a few sound packs for the combat rifle and it didn't work. Any idea what could be causing this? TIA
Awesome Work! The port barrels and better iron sights obviously make the gun look quite tacticool and here's my commission,could you (or someone willing to) make a patch for the Vault-Tec Stock from Unique Uniques - Unique Weapons Redone(https://www.nexusmods.com/fallout4/mods/15139),the unique stock on the Overseer's Guardian? The Vault-Tec Stock doesn't include the front part of the gun,and this mod makes the front a part of a stock,so the CR with Vault-Tec Stock just looks quite...Strange I guess?
Hi nice mod and finally I can turn the CR into a proper DMR.
One minor gripe I noticed: It doesn't show a model in combination with CHW (https://www.nexusmods.com/fallout4/mods/46101). Is this just on my end or did someone else encounter this? Could this be easily fixed?
I can't add a 5.56 receiver? I dunno why I can't but it won't let me, I primarily use console commands so I dunno if I fucked something hard in the system or whatever but even at Gun Nut Level 2, can't add it, can someone help?
179 comments
Other than that, this looks great.
[RSP+350 ] 0x1F614A61680 (NiNode*)
Name: "308Mag"
[RSP+370 ] 0x0 (size_t)
[RSP+378 ] 0x7FF61CF85FC0 (void* -> Fallout4.exe+1D75FC0)
[RSP+390 ] 0x1F614A612C0 (NiNode*)
Name: "C308Mag"
[RSP+3B0 ] 0x0 (size_t)
[RSP+3B8 ] 0x7FF61CF85FC0 (void* -> Fallout4.exe+1D75FC0)
[RSP+3D0 ] 0x1F6217E1C00 (BSFadeNode*)
Name: "CombatRifleMagLarge"
[RSP+3F0 ] 0x64 (size_t)
[RSP+3F8 ] 0x7FF61CF80C55 (void* -> Fallout4.exe+1D70C55)
[RSP+418 ] 0x1F6153574A0 (BSXFlags*)
[RSP+430 ] 0x1F65C8351D0 (char*) "6"
[RSP+440 ] 0x1F65C835130 (ScrapHeap*)
[RSP+460 ] 0x0 (size_t)
[RSP+480 ] 0x8C78AFF0F0 (void*)
[RSP+488 ] 0x1F5F9C5F200 (bhkWorld*)
[RSP+4A8 ] 0x1F6217E1C00 (BSFadeNode*)
Name: "CombatRifleMagLarge"
[RSP+4B8 ] 0x1F615320C00 (bhkNPCollisionObject*)
[RSP+4D0 ] 0x1F6217E1C00 (BSFadeNode*)
Name: "CombatRifleMagLarge"
[RSP+4D8 ] 0x1F615A37320 (TESObjectREFR*)
This is great. Was using Dak's but I realized I have a handful of guns shooting 5.56, so I opted for this one. I love the flexibility of this
The port barrels and better iron sights obviously make the gun look quite tacticool
and here's my commission,could you (or someone willing to) make a patch for the Vault-Tec Stock from Unique Uniques - Unique Weapons Redone(https://www.nexusmods.com/fallout4/mods/15139),the unique stock on the Overseer's Guardian?
The Vault-Tec Stock doesn't include the front part of the gun,and this mod makes the front a part of a stock,so the CR with Vault-Tec Stock just looks quite...Strange I guess?
One minor gripe I noticed: It doesn't show a model in combination with CHW (https://www.nexusmods.com/fallout4/mods/46101). Is this just on my end or did someone else encounter this?
Could this be easily fixed?