After the November 2019 Fallout 4 update Bethesda has implemented a version check which is not allowing the mods created after this update to load on outdated Fallout 4 versions. To bypass this restriction you can either: - use Fallout 4 Version Check Patcher mod (some reports say this method don't work, try the second one). Thanks to Mercer31 for showing this option. - manually edit .esp with FO4Edit: find this .esp, click 'File Header', under 'HEDR - Header' change the version to '0.950000' or whichever one works for you. Note that you'll need to do it every time I'll release an update! Thanks to mfvicli for bringing this one out. - update your Fallout 4 to the latest version. Guaranteed win.
Q/A Q1: What's the armor mod in the screenshots? A1: It's a private release which I don't have an authorization to distribute. Gloves, however, are available here on Nexus. Q2: My game crashes every time I'm selecting G3 at a workbench or picking up legendary version from a corpse. A2: Most likely you're running Fallout 4 version 1.9 or below. Update your game. You can also try installing AWKCR instead but no guarantees. Q3: I've used Check Patcher, but the gun still isn't there, what can I do? A3: Manually edit .esp header in FO4Edit as described above or update your Fallout 4 to the latest version. Q4: I can't switch between semi and full auto modes, the tab is missing from a workbench. A4: If you have NewCalibers G3 Family compatibility patch installed - try to disable it and make a clean reinstall of G3 1.4. To be continued...
I've spent an entire day rebalancing this gun, calculating and tweaking almost every parameter available. Now the weapon has been truly rebalanced around vanilla top-tier conventional weapons like Assault and Combat rifles. Damage is covered solely by the Caliber. Bigger ammo - harder punch. Drawback - increased recoil. Range is also depending on the Caliber mostly. Some additional range can be gained from longer barrels. Hip-fire spread depends mostly on Barrel. Still, don't expect your gun to be very accurate if you're not aiming (I believe it is obvious). Sighted recoil depends mostly on Caliber and Stock. No stock - expect your gun to be jumpy. Achieve best results with LMG barrel and Recoil compensating or SOPMOD stock. Also recoil can be decreased further with muzzle attachments like Compensator, Muzzle Brake or a Suppressor. Fire rate depends on Caliber and Barrel length. Don't expect anything crazy though, it's not a Minigun. AP cost depends on Fire mode, Barrel, Stock, Sights.
I did my best to make almost every option to have its own pros and cons. Install the right modifications for your desired playstyle and the gun will behave just nicely.
I've made a patch fixing casing model path in .308 ammo vanilla record and uploaded as an Optional file. Thanks to the user Theshadow1173 for doing the research on this matter. Should fix that 'inconsistent bullet impacts' issue some people experiencing. Patch is flagged as .esl I've recorded a video showing that all of the bullets are hitting something when being fired. Here it is:
CursedHeroes, try 7.500000 for WPM_MP5FirePlayer and 10.50000 for WPM_MP5FireSilencedPlayer - that's what I settled on, and it seems to bring it more-or-less into line with most other weapons.
I know this might seem random but could this mod ever possibly be added to Bethesda.net for Steam Deck and those using game streaming services like GeforceNOW?
just wanted to say I love the mod and the way the weapon chnages based on equipped parts was awesome.
That said if you download this mod and want to use the machine guns with the commando perk be aware that setting it to automatic DOES NOT lower the damage to compensate like the base game assault rifle which does 34 damage a bullet with the best automatic attachments and 20 with the basic automatic attachment. This mod will do 34 damage a bullet in both semi and fully automatic mode with no upgrades (I noticed this when I saw I was doing 70 damage a shot with upgrades and I realized why my Very Hard game was a bit too easy combat-wise) so it's kind overpowered.
Yes, its a game, and there's this "balance" copout. But it's firing the same rounds, from the same magazine, from the same barrel. The damage does not decrease commiserate with the rate of fire. A particularly asinine game mechanic. The primary disadvantage to automatic fire is recoil, period.
Oh I wasn't complaining about the damage, I like an automatic with some power to justify making me blow through ammo instead of base f04 where you can dump a full magazine to kill something. I was just saying that the base gun outshines all of F04's automatic weapons so it can get too easy if you play at low difficulties. It was nice actually using commando for once and not just using a single shot rifle and rapidly hitting the button.
is there any chance to see this mod being patched for Fallout London? Just luv me some nice G3 in my game and i miss it :sob: Also a MSG90 Variant would be nice to have (no mods cover this model of the H&K G3 Family)
Using this mod for the first time in my current play through and liking it. I would luv to see the Swedish AK4D be added with the Spuhr handguard and stock with the Aimpoint CS red dot sight. Endorsed!
Just found this and I am downloading it. It reminds me of my .308 CETME that was destroyed in a house fire long ago. That girl could toss shells very far.
Does it bug anyone else that this mod gives you a whole family of HK rifle variants but doesn't actually contain a G3 rifle or the PSG1? 7.62 ammo exists in the game. Did the author just go with the 5.56 and .308 to make it not reliant on DLC? If so, I get it, it just made me giggle that the G3 is actually just an hk33.
7.62 ammo in the game is very strongly implied to be 7.62x39mm (7.62 Soviet). 7.62x51mm (7.62 NATO) as used in the G3 is considered largely interchangeable with .308 Winchester. A G3 variant using the 7.62 ammo that exists in game would be an HK32.
There isn't much point to maintaining a NATO standard 210+ years into the future in a post-apocalyptic world. If you play CoDout, MWout or Tarkout, I guess that is a requirement though.
All 4 variants fire the 7.62x51mm NATO in our universe, which is equivalent to .308 Win (its based upon the .308, in fact). Most .308 rifles can fire a 7.62x51mm, but not necessarily vice versa.
I think the 5mm & 5.56 ammo conversions are for the benefit of the users as the hk-51 is supposed to be akin to the MP5 and the hk-11 mimics the game's mini-gun, while the G3 is considered an assault rifle equivalent. Arguably, it would make more sense to use 10mm for the hk-51/mp5 (uses 9x19mm parabellum), 5mm for the hk-11, 5.56 for the g3a3, and .308 for psg-1 to meet the author's intention of providing an SMG, LMG, AR and DMR/Sniper Rifle.
It doesn't bother me, I like the flexibility of this mod to provide these weapon types. The g3 is supposed to be modular and flexible, and it is actually the basis for those four weapons, so making it multi-caliber isn't illogical to me. And, considering when the g3 was designed (late WWII), it's lore-friendly too.
492 comments
After the November 2019 Fallout 4 update Bethesda has implemented a version check which is not allowing the mods created after this update to load on outdated Fallout 4 versions.
To bypass this restriction you can either:
- use Fallout 4 Version Check Patcher mod (some reports say this method don't work, try the second one). Thanks to Mercer31 for showing this option.
- manually edit .esp with FO4Edit: find this .esp, click 'File Header', under 'HEDR - Header' change the version to '0.950000' or whichever one works for you. Note that you'll need to do it every time I'll release an update! Thanks to mfvicli for bringing this one out.
- update your Fallout 4 to the latest version. Guaranteed win.
Q/A
Q1: What's the armor mod in the screenshots?
A1: It's a private release which I don't have an authorization to distribute. Gloves, however, are available here on Nexus.
Q2: My game crashes every time I'm selecting G3 at a workbench or picking up legendary version from a corpse.
A2: Most likely you're running Fallout 4 version 1.9 or below. Update your game. You can also try installing AWKCR instead but no guarantees.
Q3: I've used Check Patcher, but the gun still isn't there, what can I do?
A3: Manually edit .esp header in FO4Edit as described above or update your Fallout 4 to the latest version.
Q4: I can't switch between semi and full auto modes, the tab is missing from a workbench.
A4: If you have NewCalibers G3 Family compatibility patch installed - try to disable it and make a clean reinstall of G3 1.4.
To be continued...
I've spent an entire day rebalancing this gun, calculating and tweaking almost every parameter available.
Now the weapon has been truly rebalanced around vanilla top-tier conventional weapons like Assault and Combat rifles.
Damage is covered solely by the Caliber. Bigger ammo - harder punch. Drawback - increased recoil.
Range is also depending on the Caliber mostly. Some additional range can be gained from longer barrels.
Hip-fire spread depends mostly on Barrel. Still, don't expect your gun to be very accurate if you're not aiming (I believe it is obvious).
Sighted recoil depends mostly on Caliber and Stock. No stock - expect your gun to be jumpy. Achieve best results with LMG barrel and Recoil compensating or SOPMOD stock. Also recoil can be decreased further with muzzle attachments like Compensator, Muzzle Brake or a Suppressor.
Fire rate depends on Caliber and Barrel length. Don't expect anything crazy though, it's not a Minigun.
AP cost depends on Fire mode, Barrel, Stock, Sights.
I did my best to make almost every option to have its own pros and cons. Install the right modifications for your desired playstyle and the gun will behave just nicely.
I've recorded a video showing that all of the bullets are hitting something when being fired. Here it is:
There's multiple entries & I dont see\dont recognize which option is for volume.
Sorry for caps, this mod is very cool, but when i texting "help G3 4 weap" it cant find rifle ID, so why this happens?
That said if you download this mod and want to use the machine guns with the commando perk be aware that setting it to automatic DOES NOT lower the damage to compensate like the base game assault rifle which does 34 damage a bullet with the best automatic attachments and 20 with the basic automatic attachment. This mod will do 34 damage a bullet in both semi and fully automatic mode with no upgrades (I noticed this when I saw I was doing 70 damage a shot with upgrades and I realized why my Very Hard game was a bit too easy combat-wise) so it's kind overpowered.
That aside the mod is still awesome.
is there any chance to see this mod being patched for Fallout London?
Just luv me some nice G3 in my game and i miss it :sob:
Also a MSG90 Variant would be nice to have (no mods cover this model of the H&K G3 Family)
If you play CoDout, MWout or Tarkout, I guess that is a requirement though.
I think the 5mm & 5.56 ammo conversions are for the benefit of the users as the hk-51 is supposed to be akin to the MP5 and the hk-11 mimics the game's mini-gun, while the G3 is considered an assault rifle equivalent. Arguably, it would make more sense to use 10mm for the hk-51/mp5 (uses 9x19mm parabellum), 5mm for the hk-11, 5.56 for the g3a3, and .308 for psg-1 to meet the author's intention of providing an SMG, LMG, AR and DMR/Sniper Rifle.
It doesn't bother me, I like the flexibility of this mod to provide these weapon types. The g3 is supposed to be modular and flexible, and it is actually the basis for those four weapons, so making it multi-caliber isn't illogical to me. And, considering when the g3 was designed (late WWII), it's lore-friendly too.