As of version 1.3.0 it now uses the "Standard 3000 RPM Burst-Fire". This will just shot single-shot in VATS, but should improve the feel while using normally. For those that prefer the "Interruptive Burst-Fire" I've added a small patch that lets you switch over to that.
I see, thanks for the quick response. I really like the added option to have a burst fire mode on yours, only issue I see with it is that it can be a bit buggy sometimes, if you reload mid burst the player will do an extra burst fire after you finish reloading, so gotta be careful if NPCs are around lol.
I assume that's because the burst was done with ESP edits or scripts rather than the animation itself? We didn't have that issue on FX0x01's FAMAS, if you need I could give you a proper animated burst fire, just let me know.
This mod seems to break the Tactical Reload patch. Now every time i press reload the gun just swings to the right. I don't know if you also use tactical reload, but if you do and have any fix/patch I'd really appreciate it!
Simple fix to copy any unresolved errors from the original plugins & patch files, you don't need a new patch you just have to learn how to use FO4Edit.
Didn't realize at first that I would have to completely uninstall/clean save the original version of the Bozar by Doom before using yours, but once that was done things seem to be going smoothly. Haven't upgraded on a bench yet and tried the scopes, but think things will work out. Thanks for the mod changes. Looking forward to using this.
If you're adding this mod in a save where you already have acquired the Bozar you'll have to get rid of any copies of the Bozar you own before installing it. Simplest would be to just scrap it.
I'm getting error reports in xedit saying some IDs are invalid for a light module.
T6M_MGEF_BurstFire_Interrupt_15 "Burst 15" [MGEF:FE13D74B] MGEF -> ObjectID 00174B is invalid for a light module. T6M_Ench_BurstFire_Interrupt_15 "Burst Fire - Interrupt - 15 Round" [ENCH:FE13D74C] ENCH -> ObjectID 00174C is invalid for a light module. F4NV_co_mod_Bozar_Receiver_Burst_and_MoreDamage3_15 [COBJ:FE13D74E] COBJ -> ObjectID 00174E is invalid for a light module. F4NV_mod_Bozar_Receiver_Burst_and_MoreDamage3_15 "Advanced Burst Receiver 15" [OMOD:FE13D74A] OMOD -> ObjectID 00174A is invalid for a light module.
Trying to make a patch for the 15 round burst omod will end up with unresolvable errors no matter what I do. Perhaps you forgot to compact form IDs before flagging as ESL?
I was meant to remove the 15 burst receiver as it didn't work out as intended and just ended up being sort of an automatic rifle. But totally forgot that.
Will see, this one I mostly ended up doing before I started using them. The other ones I've already used for a while so would have to start over my save to play them essentially if I made them light. But might do something down the line.
just wondering, does this mod fixed the respawn bug of Special Bozars(like they just keep respwaning after map refresh)? If it does, then this mod will be dearm-ish good
.esl files are essentially flagged .esl and .esm per default. Hence why I went with that. Due to the nature of the mod it shouldn't be an issue in being esm tagged, but I'm willing to adjust if there is a need.
25 comments
As of version 1.3.0 it now uses the "Standard 3000 RPM Burst-Fire". This will just shot single-shot in VATS, but should improve the feel while using normally. For those that prefer the "Interruptive Burst-Fire" I've added a small patch that lets you switch over to that.
I assume that's because the burst was done with ESP edits or scripts rather than the animation itself? We didn't have that issue on FX0x01's FAMAS, if you need I could give you a proper animated burst fire, just let me know.
You'd be able to provide a modified animation that would let me do burst without a script? I'd love that if possible!
As for STS check out my Night Vision Add-On, it provides an updated plugin.
T6M_MGEF_BurstFire_Interrupt_15 "Burst 15" [MGEF:FE13D74B]
MGEF -> ObjectID 00174B is invalid for a light module.
T6M_Ench_BurstFire_Interrupt_15 "Burst Fire - Interrupt - 15 Round" [ENCH:FE13D74C]
ENCH -> ObjectID 00174C is invalid for a light module.
F4NV_co_mod_Bozar_Receiver_Burst_and_MoreDamage3_15 [COBJ:FE13D74E]
COBJ -> ObjectID 00174E is invalid for a light module.
F4NV_mod_Bozar_Receiver_Burst_and_MoreDamage3_15 "Advanced Burst Receiver 15" [OMOD:FE13D74A]
OMOD -> ObjectID 00174A is invalid for a light module.
Trying to make a patch for the 15 round burst omod will end up with unresolvable errors no matter what I do.
Perhaps you forgot to compact form IDs before flagging as ESL?
Updated to 1.2.1 with a cleaned up plugin.
Due to the nature of the mod it shouldn't be an issue in being esm tagged, but I'm willing to adjust if there is a need.