Fallout 4

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76 comments

  1. remielpollard
    remielpollard
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    Been going through this in Xedit and you've got a lot of things very wrong in here, such as parts that reduce accuracy when they should be increasing it. Your factory muzzle contains an aim model entry with no reference, and for some reason gets much better accuracy and almost no recoil as a result. This makes it better than every other muzzle option, despite the fact that every other muzzle option should be better. Another example is your underbarrel laser - the numbers you have put in AimMod[]ConeDegrees [Min and Max] are 0.2. Positive numbers increase the size of the cone, reducing accuracy. The numbers should be -0.2, which will reduce the size of the potential cone by 20%, improving hipfire accuracy as a result, which is what lasers should do. There are multiple other examples and I am in the process of fixing them for my own game, but you should fix this up, mate. 
    1. zengzicong
      zengzicong
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      Hey, remielpollard, do you mind sharing your patch with me? I won't upload it, I just want to fix all those issues that you found.
    2. ALICExGLASS
      ALICExGLASS
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      Seconding this, I really want to use this mod but not if it's janky as hell lol
  2. BradTheBard1
    BradTheBard1
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    I get a CTD anytime I try to examine the gun when it's dropped by an enemy. Also enemies hold it like they would a pistol. Any ideas what could be causing this? Love the look of it so I want to avoid deleting the mod if I can.
  3. dolours
    dolours
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    I've managed to edit the .esp to make new semi-automatic receivers. Please let me know whether I have permission to upload the file.
    1. j3pelfrey8
      j3pelfrey8
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      Yes please give permission.
  4. Tiller1996
    Tiller1996
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    is there any way to make it semi automatic?
    1. j3pelfrey8
      j3pelfrey8
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      That is what I was thinking.  This rifle is glorious.  I just wish it could be chambered for semi-auto.
  5. PhoenixKnight13
    PhoenixKnight13
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    Great job on this and your NZ-41, I really appreciate the fact that you included all the major options (damage modifiers and ammo type mag swaps are especially useful). The barrel with laser and integrated suppressor is lovely as well.
  6. fraquar
    fraquar
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    At least this has a different look than all the cookie cutter AR/M4 clones out there.

    Sorry for my rant to follow - has nothing to do with your mod.

    TBH, I really, really wish they'd make a version of Fallout that takes place outside of the U.S. - where weapons like this would be much more plausible in the environment - given the Soviet Bloc never collapses in the Fallout universe.    It just makes it hard to rationalize a metric ton of weapons made by your enemy on your shores (AK's, Makarov's, 9x39's, this, Chinese weapons, etc), distributed in such large numbers that they become common drops in game 200+ years into the future.

    I'd love to have a weapon like this spawn in the game - but then Fallout lore slaps you in the face and you realize you are in BOSTON.   
    Please, next time put us somewhere where you aren't at ground zero of the U.S. weapons manufacturing region - please?
    1. Tinywars
      Tinywars
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      Are you a Fallout fan? I ask because I wonder if you've ever heard of the Gun Runners. They make brand spanking new weapons and they horde weapon schematics like the Brotherhood horde tech. I get the dislike for the constant drop of the same old same old, I'm with you on that. This mod though looks fun. 
    2. wyrmalla
      wyrmalla
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      The rational with foreign weapons appearing in the US can be a few things:

      * They're captured foreign arms from various conflicts - bought home by soldiers. This was a common thing back in the day and has led to more period foreign weapons from say WWII being available within the United States than there are in their Country of origin.

      * They're from Military contracts or domestic purchases. The original Games established the use of foreign manufactured weapons in the use by the US Military. Its plausible then that some foreign guns are imported from abroad (such as Norinco being a big brand in real world Canada's private gun ownership market). 

      * They're foreign aid to fifth columnists/ resistance/ or the arms of the former Military in occupied States like Canada or Mexico. Crossing over with soldier bring backs and imported foreign arms, in the period leading up to and the 200 odd years since the Great War, there may have been some flow of arms between occupied Canada/ Mexico into the US. 

      That's enough to justify at least some weapons appear as one off uniques, and depending on the background behind why certain weapons appear in the game, could be enough to say why random raiders, etc, can be found with them. Who's to say those "Handmade Rifles" didn't come from one of the reasons I gave, or as Tinywars said, aren't domestically manufactured?

      Mind too that in the real world its a practice in the US to buy most of the parts of a gun but the receiver, then craft produce one of those to complete the parts kit. Those Handmade Rifles could be built from incomplete parts kits - similar to how some companies in the US will import parts kits and mass produce the remaining parts themselves, then sell on the completed guns. Maybe that was done pre-war, on a scale immediately post-war, or some Wastelanders found the parts kits and cobbled a gun together.
    3. gheyisht
      gheyisht
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      "TBH, I really, really wish they'd make a version of Fallout that takes place outside of the U.S...."

      A lot of peopel have been wanting and suggesting that IMO.
      It was somewhat of a meh when they announced that FO4 would BE IN... Boston again.
      But there's something unique about what Bethesda does with these Skyrim/Fallout games,
      You just dont see other open world games being able to pull it off the same way.

      That maybe keeping the worldspace scenario close to familiar, is allowing them to focus on FILLING the worldspace with all the details and mechanics that makes these games so uniquely replayable. Maybe part of the method is just getting the overall worldspace banged out and familiar enough to not have to bother with it. And work on everything else. Maybe if they tried to transfer it to Asia or something, they would have to spend a lot of the dev resources on REALIZING, an entirely new world space. To not look stupid and cliched, and do it with respectable detail.

      But I think they should.
      They could leave the mechanics as they are at this point,
      and shift the resources to an entirely new cultural world.
    4. Domslayer
      Domslayer
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      The closest you will get to a fallout game outside of the US is ATOM RPG, yeah its not the Fallout universe but like I said its pretty close to the same concept. Understand that Fallout is an American Franchise and the American developers tend to stick to that as its identity is mostly tied to the Factions in it and the Vaults that are within post apocalyptic 1950's esq America. Making one outside of the US is expanded universe stuff. It will have to be imagine by someone outside of the American developer ring and actually have the rights to it. Fat chance of that happening anytime soon.

      As for the brand spanking new weapons of whatever make, to me all of them are immersion breaking if you are into trying to be as realistic as possible. They should be excessively rare to get your hands on and even if you did you wouldn't even really be able to maintain it or supply it the ammunition it needs especially if its a military grade weapon (even the actual game developers got lazy in this department as well). Even with the existence of entities like the Gunrunners, it would still be really rare to find newly manufactured weapons in a wasteland and the reason behind it is a whole other topic in and of itself... but this is Fallout and since when was Fallout ultra realistic really? What should be really abundant in excess are improvised weapons and improvised firearms, especially after hundreds of long years after the fall of civilization. I was actually hoping more modders would expand on the improvised weapons of this game rather than just put modern day firearms into the game but that is what they chose to do. And even if it wasn't what I was hoping for the game is still all the better for the many mods here today. So still, thank you very much for the mods modding community!
    5. CanyonRunner69
      CanyonRunner69
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      Dude, F3 literally has chinese weapons shipped in chambered in domestic rounds so that chinese terrorists could stage an attack. I get DC might be far from boston, but I don't think it's hard to imagine you'd find other shipped soviet bloc weapons this way.

      Also New Vegas has a 1990s French anti-materiel rifle, so...
    6. PhoenixKnight13
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      Fallout 4 needs DLCs for Russia and China lol. Now *that* would be worthy of GotY status. I'd love to help write/design for a project like that...
  7. NexusLadin
    NexusLadin
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    I have the visible weapons mod and when i equip this weapon i see the weapon attachments like the sights and the grip but not the gun. Does anyone have a fix?
    1. Gadzooks24
      Gadzooks24
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      I use Classic Holstered Weapons and have the same invisible weapon issue. The attachments are seen, but not the body of the weapon. 
  8. Kinnapegg
    Kinnapegg
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    LOOKS GREAT.. do you plan on making a 5.45x39mm update or patch as  the real Vargo was only in 5.45x39mm
  9. JjForcebreaker
    JjForcebreaker
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    One of my favs. Looks absolutely fantastic and doesn't feel out of place.  
    Good job!
  10. GoldenDarknezz
    GoldenDarknezz
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    FYI Tactical reload does exist. You'll have to patch it yourself but the required files are in the tactical reload repository, under "HitmanNukaworldAK_TacticalReloadPatch".

    on a side note, is it just me or are power armor animations broken? xedit seems to lack power armor subgraph entirely?
    1. brett129
      brett129
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      Same, when I use power armor It"ll use a different weapon animations when firing or just holding. Basically whatever gun I used before it.