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SantaMatt

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SantaMatt

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30 comments

  1. SantaMatt
    SantaMatt
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    • 23 kudos
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    I like comments, suggestions for improving a mod, questions on functionallity, problems you are having. I enjoy constructive criticism and look at each idea to see if I can fix, alter or include these ideas. I check the comments on all of my mods at least daily as I value your input and want to make mods to give you a fun and pleasant experience.  But please be polite. If you are going to be rude or insulting to me or another poster, don't bother posting because I will delete them! This may not make me popular. It may lower the number of downloads. Bit it is how I feel.

    "Always make your words soft and sweet. You never know when you might have to eat them."  Mark Twain
  2. zezhiyang10
    zezhiyang10
    • member
    • 2 kudos
    Hey, man, you don't have anything in 3.0. I only have an invisible kit gun.The automatic shooting of 2.0 will have a gunshot cycle, so I downloaded 3.0 in the hope of improving it, and the result is worse now.
    1. SantaMatt
      SantaMatt
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      • 23 kudos
      Kitgun 3.0 doesn't have any trxtures with it. All of the textures used by this mod are stock textures that come with the game. You say the guns are invisible? Not a purple pink color? Missing textures leave the object a purple pink color. This sounds more like missing meshes or nif files. Make sure the meshes are in the "meshes\KitGun3" directory. That directory should have a lot of files with the .nif extension. (Which is why I always set up the explorer to show extensions.)
  3. SantaMatt
    SantaMatt
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    Well I finally got it done. KitGun version 3 is up for download. Sorry it took so long. Also as a side note. I used this as my only weapon to play through about half way.
  4. FirestarterPC
    FirestarterPC
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    • 0 kudos
    Honestly something like this, coupled with adding in more common rifles, revolvers and handguns, would have been a far better vanilla alternative to all the f*#@ing awful Pipe guns from the Vanilla game...
    1. anonymousgammer740
      anonymousgammer740
      • member
      • 1 kudos
      i like them cause they are useless in combat when the raiders try to kill me with one . 
    2. anonymousgammer740
      anonymousgammer740
      • member
      • 1 kudos
      i like them cause they are useless in combat when the raiders try to kill me with one . 
  5. anonymousgammer740
    anonymousgammer740
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    • 1 kudos
    for some reason the 45-70 guns are not useing the 40_70 ammo even that i have over 500 rounds . the swg guns in all the calibers when i pull the tiger the sound  comes up but dues  not stop for 4 sec after i stop pulling the tiger . 
    1. SantaMatt
      SantaMatt
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      • 23 kudos
      I was going to answer this with the release of version 3 but that might take a couple of days more to finish. The Kitgun does not use 45-70 ammo. The 45-70 exists in the Far Harbor DLC. So in order for this mod to not require the dlc, I created 45-70KG. Version three will have a function in the holotape program to convert 45-70 to 45-70KG for those who do have the dlc.

      For those interested here are some real world facts, cartridges created in the earlier "black powder" era IE the late 1800's were named by the caliber and powder load for the most part. Thus the 45-70 was 45 caliber with 70 grains of powder. The venerable 30-30 was 30 caliber charged with 30 grains of powder. The common cowboy cartridge the 44-40 was a 44 caliber with 40 grains of powder. The 44-40 is often associated with cowboys because you could get both revolvers and carbines chambered for 44-40. So a cowboy on the trail only had to carry one kind of cartridge for both rifle and pistol. The 45 long colt was a common cartridge of the era for heavy revolvers like many pistol fighters used. It was the most powerful revolver cartridge till magnum cartridges were created in the early twentieth century. Both the 45-70 and the 45 long colt could use the same barrels but of course using different receivers. Fast forward to our fictional future of Fallout 4. The common .45 of the game in my mind is descended from the 45 long colt not the 45 ACP for semi-automatic pistols. Which is why barrels in the kit gun are labelled as 45/45-70.

      And finally, I'll make sure there are no sound issues in version 3.
  6. OlDreaddy
    OlDreaddy
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    • 3 kudos
    What's that one movie where this guy keeps putting attachment on a pistol and ends up with what this cursed gun?
    1. SantaMatt
      SantaMatt
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      • 23 kudos
      I believe it is one of the "Naked Gun" movies. I think the first one.

      Santa Matt
  7. SantaMatt
    SantaMatt
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    • 23 kudos
    I have just completed version 1.5 some bug fixes and model tweaks. But the big news is a third kitgun chambered in 45-70! For when you are after big game. I will be posting it in a couple of days After I finish play testing it, particularly the loot tables to make sure there is enough 45-70 ammo to keep you supplied.

    Santa Matt
  8. royyeadon
    royyeadon
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    • 4 kudos
    I want to like this mod but nothing showing up in inventory - Misc
    Can't change gun.
    I am wondering if it is because I used console to add gun to my inventory?
    1. SantaMatt
      SantaMatt
      • member
      • 23 kudos
      Yes, you need to add the Kitgun2 layouts to switch guns.
  9. Baelfyre
    Baelfyre
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    • 5 kudos
    The switch between the different styles of guns was handled flawlessly. Kudos for that; very well done and I've wondered why it hasn't been done before. I also had no sound. I installed via vortex.

    1. dtrail
      dtrail
      • premium
      • 86 kudos
      No sound here too...
    2. dtrail
      dtrail
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      Now with the latest version - or at least since I've installed it - I have changing shooting sounds on any 10mm pistol. Sometimes it uses the default sound, sometimes another one. The sound changes randomly on each single shot.
      It seems like the second sound comes from the mod "Gun GS". In xEdit I could find that your mod and Gun GS are using different method to attach sounds. WHile you're using sound descriptor records and keywords, Gun GS just attaches its sound via the main weapon records / DNAM - Sound - attack.
      I'm not sure if this is related to my problem, but both sounds are mixed now on any 10mm pistol in my game. I'll test to revert back the sound mapping keyword to default and see if this works (well, I'll keep the kywd record "s_40_KitGun2Semi [KYWD:A2006B0A]")).
    3. SantaMatt
      SantaMatt
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      I'll look into the sound issue. I'm going to add a .44 mag and 50 cal model for more damage, as soon as I figure out how to add the 50 cal to the loot tables.
  10. royyeadon
    royyeadon
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    • 4 kudos
    No sound, doesn't show up in weapon bench.
    I maybe stupid but how do you switch different styles in the field?
    Brilliant idea though. Shame about the problems with it.
    1. SantaMatt
      SantaMatt
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      • 23 kudos
      Use the inclused tool to chnage without the need for a work bench.
  11. KyoBladezen
    KyoBladezen
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    • 43 kudos
    I thought this was a Warframe mod for a moment. :<

    Great mod though!
    1. So was I. Too bad it isn't.