The new 1.0.5 version is designed to address certain animation issues and enhance various aspects of the mod.
*Please note that some add-ons may not work correctly after this update, especially sights may not be aligned properly. Please wait until mod authors can fix these issues. Approximate offsets are X: -0.024 | Z: -0.951
Animations: - Removed leftover annotations from idle animations - no more cloth sounds when idling. - Re-exported Idle animations with proper settings and compression to address micro-shakes and reduce file size. - Re-exported Sighted animations to fix the issue of the hand getting deattached when spamming ADS. - Removed Sync annotations from Walk Animations - resolving the speed-up issue when colliding with certain ground types.
Textures: - Re-exported all textures with proper compression.
Meshes and assets: - Added: Cronen, UH-1, XPS-2 sights. - Replaced: ACOG, and EXPS-3 sights with better althernatives.
You can't use the ammo between both mods - since each ammo has it's own ID. Virtus would use it's .300 BLK. This would use it's .300 BLK. Neither could use the others .300 BLK. You'd need to patch one mod to use the other mod's version of .300 BLK.
As QvsQ already said. If you're used to operate in FO4Edit I'd recomment you to switch the ammo type of one of the guns to using the same ammo type with the same ID. - Though I may would use the MCX 300blk since it's LL integraded and delete the other one simply to not appear on the chem bench anymore
Of the unique calibers is there an advantage to the .300 blackout? The .458 socom has higher damage, but I can't really see any reason to use the other one.
The only advantage that I found with the .300 blackout is the fact that it can be crafted at the bench using 8 lead. It does not provide any additional bonuses beyond that however.
Thought the exact same thing. And that's why I did some editing myself in FO4Edit.
My prefference was: 1. off what's the reason to be able to craft the ammo on gunnut 2 if you only can craft the mags for it on gunnut 4... So switching both to gunnut 3 (gunnut 3 to compensate since the 458 is still on gunnut 4 and the ammo type I also change to 4).
2: Lead is actually pretty rare and if you find a pencil or whatso ever you just get one lead if you already used up the dumbells and stuff you can collects from some less places (as also especially nowadays there is nearly no lead in bullets existing anymore), so you originally would go with the usual ammo anyway if there are no real advantages if you can just buy tons from vendors compared. But that's why I also changed it into: 1 lead, 2 copper, and 1 fertilizer since you need something to ignite the bullet, but decreased the amount from 30 to 20.
3: 300blk. Should do more dmg since it's a bigger heavier round (Originally 300BLK was the answer to the russian 7.62x39 round), but also because of that should decrease range. Though I did not change anything on range since either except of a bit dmg loss the bullet is a ghost anyway and will always hit straight up- unless you installed another mod which creates actually real bullets with projectile drop, nor that I'm not used to change range settings since it's not easy like to set attack damage multiplier. But finally I increased the dmg by 0.15000, too.
I need help. Everytime i use a weapon workbench and go to the receiver section for any weapons it crashes with this mod enabled. Anyone know how to fix that?
Two things I can think of to try One: Try the lower res one (pretty obvious) Two: I've noticed that if you try using a workbench in a settlement that has a lot of stuff in it the game starts dropping in frames so maybe try a different area/settlement
Having the same issue. Somehow the receivers from the mod are getting enables in all rifles which causes a CTD. So when I go to mod the Riveter, all the MK-18 receivers are there and mousing over one causes the CTD. I don't know if it this mod *per se* or if there is a another mod that is for some odd reason leaking your receivers into weapons that should not have them.
From what I've observed, it seems to be a mod conflict. I had to disable the MK18 1,000 year Empire mod for that exact reason. Now I have to figure out what weapon mod or mods are conflicting with the 1,000 year empire mod. So, if you have any MK18 addon mods, disable them until you find out which mod they're conflicting with.
I don't know how people are still struggling with this. Just put MK18 1000 Year Empire at Fallout 4 Nexus - Mods and community into your load order after this mod, problem solved. Heads up that LL injection will not, has not ever worked entirely properly. They will appear and work fine with NPC's but will spawn with no barrel. If you have issues after this, it's something else you got going on causing conflictions. Trial and error friends.
I'm assuming I'll have to use FO4 Edit but can someone point me to where I can calm down the reticle jump with the semi auto receivers? I've played with some of the recoil settings under "aim model" but that doesn't do anything.
It doesn't have to do with the recoil itself but rather the firing animation and that probably needs to be edited in 3DS Max or something
I would also love for it to be toned way down because it's hard to track targets shot after shot. I prefer semi-auto but I've been having to deal with it by just using automatic or using scopes which seem to have a little less visual recoil
You really want a mod that allows component swapping in the field - without a workbench. Something like Quick Modification Weapon, Weapons Framework Beta, etc. Those mods allow you to swap attachments on the fly in the field. Ex. Full Auto to Semi Auto (you don't need a workbench to flip a lever....) Ex. No Muzzle to Suppressor (you don't need a workbench to screw on a suppressor) Ex. 250gr .458 SOCOM to 500gr .458 SOCOM (you don't need a workbench to swap ammo types of the same caliber), etc, etc.
780 comments
*Please note that some add-ons may not work correctly after this update, especially sights may not be aligned properly. Please wait until mod authors can fix these issues. Approximate offsets are X: -0.024 | Z: -0.951
Animations:
- Removed leftover annotations from idle animations - no more cloth sounds when idling.
- Re-exported Idle animations with proper settings and compression to address micro-shakes and reduce file size.
- Re-exported Sighted animations to fix the issue of the hand getting deattached when spamming ADS.
- Removed Sync annotations from Walk Animations - resolving the speed-up issue when colliding with certain ground types.
Textures:
- Re-exported all textures with proper compression.
Meshes and assets:
- Added: Cronen, UH-1, XPS-2 sights.
- Replaced: ACOG, and EXPS-3 sights with better althernatives.
Both have same custom ammo = .300 BLK
Virtus would use it's .300 BLK.
This would use it's .300 BLK.
Neither could use the others .300 BLK.
You'd need to patch one mod to use the other mod's version of .300 BLK.
If you're used to operate in FO4Edit I'd recomment you to switch the ammo type of one of the guns to using the same ammo type with the same ID.
- Though I may would use the MCX 300blk since it's LL integraded and delete the other one simply to not appear on the chem bench anymore
The .458 socom has higher damage, but I can't really see any reason to use the other one.
My prefference was:
1. off what's the reason to be able to craft the ammo on gunnut 2 if you only can craft the mags for it on gunnut 4...
So switching both to gunnut 3 (gunnut 3 to compensate since the 458 is still on gunnut 4 and the ammo type I also change to 4).
2: Lead is actually pretty rare and if you find a pencil or whatso ever you just get one lead if you already used up the dumbells and stuff you can collects from some less places (as also especially nowadays there is nearly no lead in bullets existing anymore), so you originally would go with the usual ammo anyway if there are no real advantages if you can just buy tons from vendors compared.
But that's why I also changed it into: 1 lead, 2 copper, and 1 fertilizer since you need something to ignite the bullet, but decreased the amount from 30 to 20.
3: 300blk. Should do more dmg since it's a bigger heavier round (Originally 300BLK was the answer to the russian 7.62x39 round), but also because of that should decrease range.
Though I did not change anything on range since either except of a bit dmg loss the bullet is a ghost anyway and will always hit straight up- unless you installed another mod which creates actually real bullets with projectile drop, nor that I'm not used to change range settings since it's not easy like to set attack damage multiplier.
But finally I increased the dmg by 0.15000, too.
One: Try the lower res one (pretty obvious)
Two: I've noticed that if you try using a workbench in a settlement that has a lot of stuff in it the game starts dropping in frames so maybe try a different area/settlement
Heads up that LL injection will not, has not ever worked entirely properly. They will appear and work fine with NPC's but will spawn with no barrel.
If you have issues after this, it's something else you got going on causing conflictions. Trial and error friends.
I would also love for it to be toned way down because it's hard to track targets shot after shot. I prefer semi-auto but I've been having to deal with it by just using automatic or using scopes which seem to have a little less visual recoil
Something like Quick Modification Weapon, Weapons Framework Beta, etc. Those mods allow you to swap attachments on the fly in the field.
Ex. Full Auto to Semi Auto (you don't need a workbench to flip a lever....)
Ex. No Muzzle to Suppressor (you don't need a workbench to screw on a suppressor)
Ex. 250gr .458 SOCOM to 500gr .458 SOCOM (you don't need a workbench to swap ammo types of the same caliber), etc, etc.
Is it some sight alignment issues, as referenced in the sticky post?