This is great as far as loading the correct number of shells into the gun goes, but the way the animation plays out has a flaw that I find quite maddening. IDK to if this is just a consequence of how the animation from the original mod was, or if it's your interpretation on how those animations should be made into partial reloads, but when using this patch, the user ALWAYS start the reloading by putting one shell through the breech into the chamber, instead of putting it in the tube first.
This is a great immersive feature for when you're reloading the gun from an empty state, as the gun would then be empty, and so it makes sense to start by putting a shell in the chamber so that it's already ready to fire whenever you need to interrupt the reloading process, and it means you can theoretically always load the gun to its max capacity, with one round in the chamber and a full tube.
But this is something you only would or could do if the gun is completely empty. You can't put a shell through the breech into the chamber if there is already a shell there. The reason the character breech loads only the FIRST shell is because in the original mod, there was no differentiation between partial and full reloads, so it was presumed you were always reloading from an empty gun, in which case that first breech-load makes sense. That's why you only put one shell through the breech, and put the rest into the tube, because it makes no sense to put more than one through the breech, and only when empty.
I get this may sound like the ravings of a gun nerd, but it really is kind of a deal-breaker for me, it makes it feel like the animation is going out of its way to include a step that more often that not doesn't make sense. It feels like watching someone stacks blocks on top of each other, except every time they stack a batch of blocks they always start by shoving a new block into the bottom of the stack, even if there are already blocks there, before they proceed to stack blocks on top of one another like you would.
IDK, am I a whiny, entitled jerk? I felt the need to spell this out, because I feel like it negates too much of the satisfaction of using a very manual weapon like this to see an extra step always be included, even when it's nonsensical. So I don't mean to be mean about it, but it kind of breaks the deal for me when the animations are implemented like this.
This is exactly why I came to this page. Also because when reloading from empty my character has the full 5 shell animation, but only 4 shells get loaded into the gun.
As far as I can tell, it isn't possible to have the bolt load when empty and have just the normal load when there's at least 1 shell in the tube. Fallout 4 just doesn't allow that complex of an animation for one reload type.
It is possible to do correctly, if you combine BCR with Tactical Reload. For example, as I remember it, Remington Model 11 is able to combine both frameworks for a perfect result.
What is it about this mod that is supposed to be broken? Works just fine for me. My guess is that some people don't realize BCR hasn't been updated for next-gen update and that BCR itself is broken, not this mod.
Wonderfully made. The original patch in the BCR Patches File tab is outdated and now causes my game to instantly crash if I reload the Hunting Shotgun. Thanks a lot!
Ah gotcha, no worries dude. I havn't fully tested some of the other variations but I know there's a few that don't seem to work as well, ie the floating shell.
33 comments
This is a great immersive feature for when you're reloading the gun from an empty state, as the gun would then be empty, and so it makes sense to start by putting a shell in the chamber so that it's already ready to fire whenever you need to interrupt the reloading process, and it means you can theoretically always load the gun to its max capacity, with one round in the chamber and a full tube.
But this is something you only would or could do if the gun is completely empty. You can't put a shell through the breech into the chamber if there is already a shell there. The reason the character breech loads only the FIRST shell is because in the original mod, there was no differentiation between partial and full reloads, so it was presumed you were always reloading from an empty gun, in which case that first breech-load makes sense. That's why you only put one shell through the breech, and put the rest into the tube, because it makes no sense to put more than one through the breech, and only when empty.
I get this may sound like the ravings of a gun nerd, but it really is kind of a deal-breaker for me, it makes it feel like the animation is going out of its way to include a step that more often that not doesn't make sense. It feels like watching someone stacks blocks on top of each other, except every time they stack a batch of blocks they always start by shoving a new block into the bottom of the stack, even if there are already blocks there, before they proceed to stack blocks on top of one another like you would.
IDK, am I a whiny, entitled jerk? I felt the need to spell this out, because I feel like it negates too much of the satisfaction of using a very manual weapon like this to see an extra step always be included, even when it's nonsensical. So I don't mean to be mean about it, but it kind of breaks the deal for me when the animations are implemented like this.
As far as I can tell, it isn't possible to have the bolt load when empty and have just the normal load when there's at least 1 shell in the tube. Fallout 4 just doesn't allow that complex of an animation for one reload type.
-IAreBob