This update contains some fixes and small changes:
Reflex sights should now display their reticules properly. Collision meshes for the Vindicator have been reworked to (hopefully) fix some of the issues that people had with the weapon hitting itself with its own projectiles. I have placed a second vindicator in fort strong on the top level, as the Armoury sublevel is only accessible on the brotherhood questline. So now there is a second Vindicator located in the base commanders office.
There are now 2 versions of the mainfile: Esp and Esl
I have been told that Fallout 4 VR doesnt like esl plugins, so there is an esp version for those that want it.
I have removed the AWKCR Patch as it was causing CTD's for many people. Not sure why, but the changes it made were negligible anyway, so you arent really missing out, and the standard version still basically works with AWKCR.
EDIT:
I have added optional compatibility patches for both the esp and esl version to make Miniguns Rebirth work with my Redux Weapon pack. These basically add the Rebirth versions of the weapons to the Redux pack LLists and deactivate the Redux versions of the weapon records.
Was there something here before about something? I cant remember, and if you do then you should forget about it immediately.
Good to see an update to this mod. To fix the bullet collisions you need to see what this mod does to fix it https://www.nexusmods.com/fallout4/mods/42624?tab=files
There is a file for ammo edit there it changes the collision mesh for the 308 bullet and that actually solves the problem for all mods that fire 308 rounds including yours. Since I use that ammo edit file I have not had any collision problems with your mod. Subleader also has a fix for the 308 round in his g3 mod.
I have gotten rid of the Redux Compatibility patch. It was buggy and didnt work. The only weapons not yet covered by rebirth are the IF88 and the 5.56 pistol so if you want to use them alongside rebirth you can just use the standalone versions that are available. Trying to make the combined Redux pack work with Rebirth is a waste of time. If you want to use the combined Redux pack, then use it, but do so with the knowledge that it does not play nice with Rebirth. You have to pick one or the other.
All bug reports with the compatibility patches listed as the active file will be closed, I no longer support their use and will not troubleshoot them.
I love both of your heavy weapon mods. But I decided to make just one criticism which has kind of bugged me since I've installed the minigun one. Wel maybe to being turrets are pretty OP personally as well.. but that's more of a minor thing.
My primarily critique is around the 5mm Ammo and 5mm R Ammo. It seems kind of pointless and redundant to have two 5mm ammunition types. Definitely being seeing classic miniguns seems quite rare as a result of this mod but classic 5mm ammo is far more common tham 5mm R. Worse, I swear I see more cannon ammo for the MK22 than 5mm R ammo being sold by vendors shops which is kind of funny.
Overall this has resulted in me finding around 2500 5mm rounds and 1 classic minigun and just 1400 5mm R rounds with quite a lot of personal miniguns. Making it less common than even 5.56mm ammo. 5.56mm I prefer to save for other weapons.
Now this wouldn't really be an issue if the personal minigun just used 5mm ammo. As I mentioned earlier it's kind of Redundant having two. So despite wanting to use the Personal Minigun I've been using the MK19 because it can use 5.56mm and .308 which seem to be more plentiful and if I'm using 5.56mm it's better not in minigun form. Hehe
Basically I think the simplist fix would be giving the Personal Minigun an option to use 5mm ammo as well.
Edit: Or how much shops sell. I think one reason it's scarce maybe because I have the the scrounger perk and 5mm R isn't on the list you find with it? I dont recall finding unique ammo for any of these weapons in random loot containers. It may explain why 5mm and 5.56mm seems far more common.
fun fact: miniguns dont actually have a long spinup time. they just get up to speed in less than a second and start shooting. they also do not shoot 5mm they shoot rifle rounds most of them do anyway
I actually liked your old mod better because I'm no fan of just "adjusting the dmg just like that" on the work bench, so you can give the 5MM version +200dmg, and the 308. one just +0 so it becomes more powerful,- or just set everything on max and it becomes brokenly OP...
Also I don't like the 5MM conversion for the 5MM "assault rifle rounds" making the usual 5MM senseless.
I saw the damage modifier options in one of the videos, so thanks for pointing it out. Not gonna download the mod, those options in the workbench just makes it look unfair and unbalanced for me, it simply nullifies any point to actually get a better barrel for more damage if you can just magically increase the damage with those settings in the workbench.
The thing is there are many many mods out ther for fallout 4, many of which are very popular and use custom bullets or weapons, and most of the times they are not vanilla balanced. Thats why mod authors generally asdd an option to the workbench to "magically" adjust the damage, so you can balance your playthrough. For example, im using Modern Firearms, and their guns make a loooot more damage than vanilla, and other mods too. So I reduced Modenr Firearms damage by 50% and increased my other mod weapons by 20% for balancing reasons. Once I set that up, I do not touch it again, and proceed to upgrade them normally as if the option did not exist. So think of the damage option as a balncing output, not as a cheat. Inthe end, you are going to play your game they way you wanna play it.
@ Fura: how about just carefully balance it and not just telling "then don't set it up"... Bethesda themself did super lazy on that already in many cases.
Enemies will never have the more magical power of the gun which you can make even OP as lvl1 against enemies, or would be totally devestating if the enemies could simply max them out either. Why is there even a 200% version if the gun is already having more barrel options and different ammo types which increasing the power.
Same on other mods for weapons which are already ridicolous overpowered like, why setting up an option to increase damage of 300% if the weapon is already double as powerful.
I'd agree with Andres if there are small settings to adjust it if you are not used to FO Edit- like plus or minus 10, 20 0r maybe 40% to balance it to your game since it seems not everone got a perfect feel for balance. (Though I don't agree for the ammo type because I'm using "loads of bullets", and since personal mg using unique added ammo type it's obsolete for this one beside 5MM is already pretty unique since no other vanilla gun is using it, that's why I don't like the 5MM "rifle ammo" and changed that back to the vanilla 5MM myself)
But honestly, 200, 300 or even 999? Already saw everything, especially only for you? If you want to "cheat" like that you could simply increase the vanilla 10MM pistol for example by 1000dmg in falout edit. and there you go. Immersion and balance looks different. And yes I call that "cheating".
When I released this mod I was inundated with comments crying about how the guns were "too weak" or "too strong" or "not balanced with X mod that I like to use" and the most common request was for damage modifiers to be added. I add these and now its comments like this. I literally cannot win with you people.
Same with the implementation of 5mmR. If I use vanilla 5mm the comments section will be filled with people pointing out that the weakest and smallest minigun ejects the largest shell casings. If I change the base shell casing for vanilla 5mm to be the right size people will complain that the vanilla minigun is ejecting ones that are too small.
I make a custom caliber that sidesteps the above issues and despite it being included in shop, loot and enemy spawn lists at the same rate as vanilla 5mm and has a chembench recipe that allows you to convert vanilla 5mm into it people still b&@*$ and moan about how inconvenient this is.
Y'know you can just remove the damage modifier mod association keyword from the main weapon record and then it wont show up for you in game, if it offends your eyes so much. Do it yourself in xEdit, I am so beyond trying to please anybody on this site.
Yeah you could definitely go into xEdit and change whatever weapon damage you want. Or download one of the million ENCHANTED RING OF HIGH CHEATING mods and add that to the game. Or you could simply go into setting and change the difficulty to "Very Easy."
But you don't do these things, because it makes the game too easy, and you want a more challenging experience. So you already possess both a VISION of what you want from the game and the DISCIPLINE to reject all these opportunities that are available to you, and remain available for you, that would compromise your experience. You've learned how to say NO and stick with it. Once you have that, the rest is simple.
The fact that this mod has the option to flat out change the damage% is irrelevant. It's just another button! Opening the console is just another button! Everything is a button! It's all choices, it's the same s#*! wrapped in different suits. You've made your choice already! You know what to do! SO CUT THE BULLS#*! AND JUST MAKE IT HAPPEN!
568 comments
This update contains some fixes and small changes:
Reflex sights should now display their reticules properly.
Collision meshes for the Vindicator have been reworked to (hopefully) fix some of the issues that people had with the weapon hitting itself with its own projectiles.
I have placed a second vindicator in fort strong on the top level, as the Armoury sublevel is only accessible on the brotherhood questline. So now there is a second Vindicator located in the base commanders office.
There are now 2 versions of the mainfile: Esp and Esl
I have been told that Fallout 4 VR doesnt like esl plugins, so there is an esp version for those that want it.
I have removed the AWKCR Patch as it was causing CTD's for many people. Not sure why, but the changes it made were negligible anyway, so you arent really missing out, and the standard version still basically works with AWKCR.
EDIT:
I have added optional compatibility patches for both the esp and esl version to make Miniguns Rebirth work with my Redux Weapon pack. These basically add the Rebirth versions of the weapons to the Redux pack LLists and deactivate the Redux versions of the weapon records.
Was there something here before about something? I cant remember, and if you do then you should forget about it immediately.
There is a file for ammo edit there it changes the collision mesh for the 308 bullet and that actually solves the problem for all mods that fire 308 rounds including yours. Since I use that ammo edit file I have not had any collision problems with your mod. Subleader also has a fix for the 308 round in his g3 mod.
https://www.nexusmods.com/fallout4/mods/55810
All bug reports with the compatibility patches listed as the active file will be closed, I no longer support their use and will not troubleshoot them.
My primarily critique is around the 5mm Ammo and 5mm R Ammo. It seems kind of pointless and redundant to have two 5mm ammunition types. Definitely being seeing classic miniguns seems quite rare as a result of this mod but classic 5mm ammo is far more common tham 5mm R. Worse, I swear I see more cannon ammo for the MK22 than 5mm R ammo being sold by vendors shops which is kind of funny.
Overall this has resulted in me finding around 2500 5mm rounds and 1 classic minigun and just 1400 5mm R rounds with quite a lot of personal miniguns. Making it less common than even 5.56mm ammo. 5.56mm I prefer to save for other weapons.
Now this wouldn't really be an issue if the personal minigun just used 5mm ammo. As I mentioned earlier it's kind of Redundant having two. So despite wanting to use the Personal Minigun I've been using the MK19 because it can use 5.56mm and .308 which seem to be more plentiful and if I'm using 5.56mm it's better not in minigun form. Hehe
Basically I think the simplist fix would be giving the Personal Minigun an option to use 5mm ammo as well.
Edit: Or how much shops sell. I think one reason it's scarce maybe because I have the the scrounger perk and 5mm R isn't on the list you find with it? I dont recall finding unique ammo for any of these weapons in random loot containers. It may explain why 5mm and 5.56mm seems far more common.
they also do not shoot 5mm they shoot rifle rounds
most of them do anyway
Also I don't like the 5MM conversion for the 5MM "assault rifle rounds" making the usual 5MM senseless.
Bethesda themself did super lazy on that already in many cases.
Enemies will never have the more magical power of the gun which you can make even OP as lvl1 against enemies, or would be totally devestating if the enemies could simply max them out either.
Why is there even a 200% version if the gun is already having more barrel options and different ammo types which increasing the power.
Same on other mods for weapons which are already ridicolous overpowered like, why setting up an option to increase damage of 300% if the weapon is already double as powerful.
I'd agree with Andres if there are small settings to adjust it if you are not used to FO Edit- like plus or minus 10, 20 0r maybe 40% to balance it to your game since it seems not everone got a perfect feel for balance. (Though I don't agree for the ammo type because I'm using "loads of bullets", and since personal mg using unique added ammo type it's obsolete for this one beside 5MM is already pretty unique since no other vanilla gun is using it, that's why I don't like the 5MM "rifle ammo" and changed that back to the vanilla 5MM myself)
But honestly, 200, 300 or even 999? Already saw everything, especially only for you?
If you want to "cheat" like that you could simply increase the vanilla 10MM pistol for example by 1000dmg in falout edit. and there you go.
Immersion and balance looks different. And yes I call that "cheating".
Same with the implementation of 5mmR. If I use vanilla 5mm the comments section will be filled with people pointing out that the weakest and smallest minigun ejects the largest shell casings. If I change the base shell casing for vanilla 5mm to be the right size people will complain that the vanilla minigun is ejecting ones that are too small.
I make a custom caliber that sidesteps the above issues and despite it being included in shop, loot and enemy spawn lists at the same rate as vanilla 5mm and has a chembench recipe that allows you to convert vanilla 5mm into it people still b&@*$ and moan about how inconvenient this is.
Y'know you can just remove the damage modifier mod association keyword from the main weapon record and then it wont show up for you in game, if it offends your eyes so much. Do it yourself in xEdit, I am so beyond trying to please anybody on this site.
But you don't do these things, because it makes the game too easy, and you want a more challenging experience. So you already possess both a VISION of what you want from the game and the DISCIPLINE to reject all these opportunities that are available to you, and remain available for you, that would compromise your experience. You've learned how to say NO and stick with it. Once you have that, the rest is simple.
The fact that this mod has the option to flat out change the damage% is irrelevant. It's just another button! Opening the console is just another button! Everything is a button! It's all choices, it's the same s#*! wrapped in different suits. You've made your choice already! You know what to do! SO CUT THE BULLS#*! AND JUST MAKE IT HAPPEN!
Edit: Now after seen the old school action movie Split Second i want also a shotgun version of miniguns.
NVM they are