DegenerateDak, you forgot to clean masters. Hence the reports of people being unable to load it without a bunch of DLC.
Spoiler:
Show
To everybody else having problems with missing masters: - Load plugin in xEdit - Right click on the plugin in the treeview - Select "Clean Masters" from the context menu - Save - Done
Only Fallout4.esm will be required master after the steps above.
Thank you for acknowledging it man -- recently discovered your mod highlights and have really enjoyed them. I hope that you can patch this soon, as those of us without the DLCs are unable to even do the manual fix. Good luck with the other projects! Those halo ones look sick!
If your still updating this mod, us FallUI users, well, at least I as a FallUI user, can’tpick up your assault rifle, it doesn’t show up in the inventory, and for some reason, has infinite ammo, the only mods affecting it after the mods in the FallUI series, if you could look into it, that’d be great
For technical info, I’m using default settings for all of the FallUI mods, and I used the secondary option in the files of this mod, the re mesh, re chamber, and rename, it absolutely isn’t even showing the new name either for some reason, hope this info helps
Playing in VR and the assault rifle was god damn ugly. Thank you for this, the fact that it's a little slimmer is especially good in VR so it stops blocking my damn view haha.
Exactly, bugs the heck out of me... I want to main this weapon, but I can't in good conscious use it when there are so many other weapons that completely blow it out of the water in terms of usefulness. :(... Thus, it just becomes an interesting-looking weapon for NPCs to use...
It definitely needs a damage boost. By the time this thing starts spawning I already have pistols doing more damage. I honestly don't know why it doesn't come with a boost already, since it's using a much more powerful cartridge than the original
Replacers or Overhauls should by default, include additional damage modifiers in the customization menu of a weapon, In my opion.
Why? If you're playing on Hard or Very Hard (which nerfs YOUR damage by 50%), with Unleveled World and or with Encounter Zone Recalculation and npc bulletsponges, you'll quickly get outgunned by other mod weapons.
A huge improvement on the original "assault" rifle, by turning it into a proper machine gun that looks and feels the part!
The only thing I'm wondering, is there supposed to be an automatic firing mode switch for this? Because I can't see one in the workbench options. Thankfully, I can use ECO and Gunsmith to alter this, but I was curious if it was meant to only be semi-auto.
Ta!
Edit: Also, I've noticed that the suppressor shows a see-through ring where it connects to the barrel. It's a minor issue, but just something I caught.
245 comments
To everybody else having problems with missing masters:
- Load plugin in xEdit
- Right click on the plugin in the treeview
- Select "Clean Masters" from the context menu
- Save
- Done
Only Fallout4.esm will be required master after the steps above.
Because i like this design more
Both the original combat and assault rifles tend to be a hint on the weak side for later use unless modded.
Why? If you're playing on Hard or Very Hard (which nerfs YOUR damage by 50%), with Unleveled World and or with Encounter Zone Recalculation and npc bulletsponges, you'll quickly get outgunned by other mod weapons.
The only thing I'm wondering, is there supposed to be an automatic firing mode switch for this? Because I can't see one in the workbench options. Thankfully, I can use ECO and Gunsmith to alter this, but I was curious if it was meant to only be semi-auto.
Ta!
Edit: Also, I've noticed that the suppressor shows a see-through ring where it connects to the barrel. It's a minor issue, but just something I caught.