For those of us who are running older versions of the game. There is a solution for getting the newer mods to work with our older game.
Spoiler:
Show
Got to work on older version by chaging file header from 1.000000 to 0.950000
But it will mean that you will have to download and install Xedit. https://www.nexusmods.com/fallout4/mods/2737/ or open the mods in the CK.
I don't use the CK, so I can only tell you how to do it in Xedit.
Before doing this, make backup copies of the esp/esm/esl files that you are going to edit, just in case!!
After installing Xedit (also I apologize, I almost always typo this as "exit". So I'll apologize in advance if I do, and miss it!)
it will bring up a list of ALL your installed mods. Press the CTRL key and tap the A key on your keyboard to highlight the entire list. Uncheck ONE mod in the list, and since they are all highlighted it will uncheck all of them. Now, single click one of the mods in the list, to undo the highlight all. Now, put check marks next to the mods that we need to update. Then click Okay, or Load (can't remember what the button says, atm.)
That will take a minute or two.
Once it loads all the files for the mods, you will see them listed in the left hand panel. They will have a + sign beside their name. Click on the + to expand the list for that mod. You will then see a file that says HEADER. Click on that, and it will open in the right hand side panel.
You're going to want to look for the version number. If the mod hasn't been updated, it will most likely read something close to 0.950000
You will want to right click that version number, choose edit, and type in 0.950000 I recommend using copy and paste.
Also, a big popup is going to spring up, asking if you're sure that you want to make changes to the file. Don't freak out, that's just Xedit doing a double check, it's perfectly normal.
When you're finished updating the headers, press and hold your CTRL key, and tap the S key. That will have xedit save the changes to the files.
So, I installed this mod and played for a while. Is it possible to change the option to spawn weapons in enemies? I select the option that only spawn in traders and I regret this choice.
It doesnt do the dopamine rushing "PING" when you fire the last bullet! Worst mod EVER! No its cool i use it all the time, but the dopamine hitting PING sound would be the icing on the top making it 11/10. If you dont know what i mean check this:
Listen, I understand that you might have an urge to nitpick that its not possible. However, hear me out here, I dont care, in my opinion it would be cool. Im not demanding it to be added, neither am i telling you that you are wrong. So whats your problem? What im saying is that in MY opinion it would be more dopamine to my brain, which is better for me. Have i made myself clear? I am not trying to trot into your house and tell you how to wipe your ass, instead I posted a funny haha. But hey, funny haha go woosh.
I know I am late to this thread, but it would also be really cool if when you aimed down the sites you heard the night vision wrrrrrr noise that night vision really doesn't make when you activate it. Or every single time you shot in semi, you had to pump the wooden handguard at the front like a shotgun tube. I think that would make it even better.
Why stop there!? When instead of doing all of that you can make a belt fed noise from a machinegun when loading in a new box magazine!
I know this is the faithful recreation of the actual Springfield Armoury M1A, the semi-auto civilian rifle, but does anyone know any mods that add or perhaps the author can add-in?, a full-auto receiver like the M14 had?
In short, I was able to correct this moronic curvature when firing at long distances. Now the weapon shoots normally, and not somewhere a kilometer from the sight. In general, you need FO4Edit. Open it, load the .esp plugin Go to the 'Aim Model' section, change the values ??there in the 'EDID Editor ID' subsection I did not begin to figure out WHAT EXACTLY needs to be changed there in order to remove this wild spread of bullets, I just took the values from the mod, in which there is no problem with the accuracy of shooting, that is, the values from the '9x39 Project' mod. I just mirrored everything there, saved the .esp, replaced the original with it, and that's it - now the M1A shoots accurately.
im surprised that no one made a armory project for this weapon like they did for the mk18 i would love to see one, add some new sniper scopes it would awesome
great mod. the weapon is well made and animated. a suggestion though, add some sort of internal magazine thingy with a clip reload so to give it that iconic "bang" sound when ejecting the last round.
372 comments
RUTex for M1A: (by zachtan1234)
Extreme Particles Overhaul: (by MaxG3D)
Spitfire (Enhanced Muzzle FX): (by ModClub)
Weapon Jiggle Remover: (by MaxG3D)
Private Military Company: (by EvTital)
RUTex for M1A: (by zachtan1234)
There is a solution for getting the newer mods to work with our older game.
But it will mean that you will have to download and install Xedit. https://www.nexusmods.com/fallout4/mods/2737/ or open the mods in the CK.
I don't use the CK, so I can only tell you how to do it in Xedit.
Before doing this, make backup copies of the esp/esm/esl files that you are going to edit, just in case!!
After installing Xedit (also I apologize, I almost always typo this as "exit". So I'll apologize in advance if I do, and miss it!)
it will bring up a list of ALL your installed mods. Press the CTRL key and tap the A key on your keyboard to highlight the entire list. Uncheck ONE mod in the list, and since they are all highlighted it will uncheck all of them. Now, single click one of the mods in the list, to undo the highlight all. Now, put check marks next to the mods that we need to update. Then click Okay, or Load (can't remember what the button says, atm.)
That will take a minute or two.
Once it loads all the files for the mods, you will see them listed in the left hand panel. They will have a + sign beside their name. Click on the + to expand the list for that mod. You will then see a file that says HEADER. Click on that, and it will open in the right hand side panel.
You're going to want to look for the version number. If the mod hasn't been updated, it will most likely read something close to
0.950000
You will want to right click that version number, choose edit, and type in
0.950000
I recommend using copy and paste.Also, a big popup is going to spring up, asking if you're sure that you want to make changes to the file. Don't freak out, that's just Xedit doing a double check, it's perfectly normal.
When you're finished updating the headers, press and hold your CTRL key, and tap the S key. That will have xedit save the changes to the files.
https://www.youtube.com/watch?v=l6WQq21xEVo
Why stop there!? When instead of doing all of that you can make a belt fed noise from a machinegun when loading in a new box magazine!
Now the weapon shoots normally, and not somewhere a kilometer from the sight.
In general, you need FO4Edit.
Open it, load the .esp plugin
Go to the 'Aim Model' section, change the values ??there in the 'EDID Editor ID' subsection
I did not begin to figure out WHAT EXACTLY needs to be changed there in order to remove this wild spread of bullets, I just took the values from the mod, in which there is no problem with the accuracy of shooting, that is, the values from the '9x39 Project' mod.
I just mirrored everything there, saved the .esp, replaced the original with it, and that's it - now the M1A shoots accurately.
Screenshot for clarity (clickable).
I'm surprised that pic is still alive tho
I hope this will continue to help other people too
So strange.