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C1PH3RR

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C1ph3rr

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317 comments

  1. C1ph3rr
    C1ph3rr
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    New Update is out, fixes issue with LL set to.45, now 10mm. Short Light Barrel constructable fixed. Integrated WarDaddy's anims, there is now no need for the other mod as all updates will come straight through to this one.
  2. C1ph3rr
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    I've got some free time so I'll be looking at making this more viable higher levels/managing upgrade costs and uploading the Bethnet over the next few days.
  3. PhoenixKnight13
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    For anyone having issue with the sights being slightly off-center to the right... You can change the x offset for each sight omod in xEdit.
    Edit - Diacute opened it up for me to see what the issue was, turns out it's the animations. Changing the x offset fixes the issue:
    Spoiler:  
    Show

    -.3 for Irons
    -.377 for Reflex
    -.31 for Holographic
    -.33 for Makeshift
    Couldn't use the add-on sights without crashing... Had to drop it.
  4. Mullon
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    there are conflicts with MTs-255 Revolver Shotgun
    1. PhoenixKnight13
      PhoenixKnight13
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      No there aren't, that's a script file.
  5. VideoGameVortex
    VideoGameVortex
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    This mod conflicts with the PreWar Binoculars mod at the source Data/Scripts/WeaponLLInject.pex
    1. BooBooHoneydoom
      BooBooHoneydoom
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      Same problem here. Dear Cipher, please change the name of the .pex file in the scripted injection toolkit. (Assuming you used that method.)
    2. PhoenixKnight13
      PhoenixKnight13
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      That's a script file not a conflict... they're exactly the same.
  6. brunomacros
    brunomacros
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    Does anyone know where to find Sleepytime?
  7. ArcadiusCasari
    ArcadiusCasari
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    Is there a version without Sleepytyme?
  8. kktyr45
    kktyr45
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    is it possible to rename all iterations of the gun (excluding legendaries) to H&K MP9 which is its lore accurate name?
  9. busytime
    busytime
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    RE: upgrade components - missing adhesive?

    Love the weapon, and I really appreciate having it back from Fallout 3!

    I notice that it doesn't actually have any adhesive cost set for any of the upgrades, which most vanilla weapons have to balance the game. I'm
    happy to remove the adhesive from my inventory manually ( player.removeitem 001BF72E <amount> ) in line with amounts that would correspond to this weapon class (like the pipe rifles) for now. If you decide not to patch that, then that's fine by me, but it would help the weapon to fit in with vanilla a lot better.
    1. busytime
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      I went ahead and made the changes - the changed ESP is at https://www.nexusmods.com/fallout4/mods/88708.

      I went a bit wild with the changes and couldn't resist doing lots of changes and rebalancing some various things. Feel free to take as much or as little as you want from my changes. I tried to stick to the values from the Fallout Wiki where possible.
  10. ss7877
    ss7877
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    Great mod and working with next-gen patch.
    Thanks.
    1. RazMachine
      RazMachine
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      It does? Since updating the game the weapon has all but vanished on my playthrough. Not one has ever spawned on enemies or vendors and I'm actually trying to get one.
    2. busytime
      busytime
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      @RazMachine - Works for me and spawns on enemies just fine. (next gen .984)
  11. Target008
    Target008
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    I am going to point this out. I think it would be cool if at some point someone realized that this is an underfolder stock. Google AK underfolder and you will see what I mean.
  12. Raymundo123
    Raymundo123
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    Hi, mod looks amazing! One question, you mention the 'Levelled List Injection Toolbox' mod in the credits. Do you have to seperately download and install that mod as well to make this gun appear in the leveled lists or it is incorporated in the mod already?