Fallout 4

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Jff007

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jwarner

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55 comments

  1. jwarner
    jwarner
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    Sticky
    Just uploaded a fixed mesh version. If you aren't bothered by the minor mesh error (which only affected texture/shader quality), then no need to update. The plugin file has had no changes

    Also added an esl variant for those who like to use esl for small mods.

    Reminder that the laser mods require Idiot Savant--I added it as those are joke modifications. (I had also originally considered making the suppressors do nothing.)

    March 18th, 2022: Added optional files to remove the Idiot Savant requirement. Install them after the appropriate main file.
  2. JohnnyBeCool
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    Is there any way to disable WarDaddy's animations from the weapon so it can use ones from other Mods ? .Such as the Revolver Reposition .
  3. SNAAAAAKEE
    SNAAAAAKEE
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    Do You know how to change the angle that the bullet fires from? On my setup shots from the revolver impact below the sights, instead of where the sights meet so I have to point the revolver higher than normal to line up a target.
    1. boomdaddymaxwell
      boomdaddymaxwell
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      I am struggling with this as well
  4. Wantedsafe471
    Wantedsafe471
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    Really love this mod, Very nice revolver. Though a few minor improvements could still be made and this mod would be perfect. 1, Make each of the grips look visually distinct. 2, Add the ability to add sights to the gun (even just glow sights would be nice) and 3, Change the level lists to make the gun spawn less often (I found more revolvers on raiders then the standard pipegun)
    1. boomdaddymaxwell
      boomdaddymaxwell
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      I agree with these things
  5. dbs156
    dbs156
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    Do we use the replacer or standalone version of the double action mod? I only want this gun not the other mod and I don't want two plugins
  6. chriscaoscrew
    chriscaoscrew
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    is the animation mod optional or actually required? i use the double action revolver animations, not the ones required by the mod
  7. BobFnord
    BobFnord
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    It always bugged me that there were so many .38 rounds throughout the Commonwealth, but only the Pipe Guns used them for ammo. This mod greatly patches my immersion!
  8. CynicalAce
    CynicalAce
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    Any chance for a Smith&Wesson 586?
  9. antistar
    antistar
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    jwarner: Just on the off chance that you don't have notifications enabled for PMs; I sent you a PM re: asset permissions a little while ago.
  10. remielpollard
    remielpollard
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    Sim Settlements 2 has a character that carries a laser revolver around. It's not upgradable, it's just a unique weapon for that character. One thing I noticed about it, that I quite liked, is that it has a fusion cell instead of a cylinder. When I noticed that your laser-version ejects a cylinder-sized fusion cell from the cylinder, I thought I might recommend you doing something similar with this, and instead of the cylinder popping out like normal, you pop a fusion cell out of the spot and replace it with a new one when reloading. It's a good looking gun and I'm going to check it out, but seeing a whole fusion cell come out of the cylinder in that one image is a bit off-putting. Just my two cents. I will probably just get rid of the whole laser conversion in FO4 edit if I like the rest of this gun.

    Anyway, have a look at that laser revolver.

    https://www.reddit.com/r/SimSettlements/comments/s8dw65/found_a_glitch_that_let_me_use_jakes_unique/
  11. FloydandFred
    FloydandFred
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    Love this. Where's the non-leveled lists version?