I'm using the mod and loving the changes you made, makes the gun feel more the way I think Bethesda was intending it to feel.
The only issue I'm having is that I can't craft the "long light barrel" attachment. I have all the required scrap and perks, but still doesn't let me. I've also checked xEdit and have no other plug-ins affecting the weapon or its attachments.
So I put in a bug report for this, but I actually figured out what the problem was, in the constructible object record the wrong purified water ID is referenced. It should be WaterPurified "Purified Water" [ALCH:000366C0]. If you were still wondering - been over a month since you posted. LOL. Easy fix in f04edit.
Hi, thanks for finding this issue. Unfortunately I don't have time to work on items for FO4 for the near future. Stickied post so people with FO4edit can fix themselves/patch this mod.
After testing, I can confirm that on my end the weapon is correctly chambered in .308, spawns with .308, and scales off Heavy Gunner. You must have a mod conflict that is overriding my changes.
Gonna give this a go since I'm starting a new modded playthrough. The "Assault Rifle" should have always been a heavy gunner weapon. Pretty sure I read somewhere that it was supposed to be used with power armor or something along those lines. I'm not usually someone who does replacers, but I feel this makes sense and with jkruse05's lore friendly 5.56 pack I don't feel the loss of the 5.56 version.
I might be weird but I honestly liked the aesthetic that was this abomination of a gun. It felt Fallout it just was managed incredibly poorly. Dak's replacer is really nice, but I feel like this idea has it's own place too. Just one of those use what makes most sense to you. Don't get people that complain about options.
So I noticed the lore bits during the Loading screen still note the assault rifle - for consistency it would be awesome if you updated the relevant screens - including updated the heavy gun note to include the vintage machine gun.
Nice to see an assault rifle mod that retains the aesthetic of the original while also making it function like a real weapon.
That said, is this compatible with addons like AARP and Nimrout's expansion pack (besides obligatory clipping issues)?
EDIT: can confirm that this works with addons, although you need to load this mod's plugin after them if you want it to still be rechambered to .308. Attachments from Nimrout's mod won't show up in the levelled lists but I've patched that in FO4Edit.
It should be compatible with the addon versions I think. My meshes only replace the vanilla barrels and stocks, so any addons should work fine; no clipping issues should arise. I did touch the weapon entry itself, though, so no guarantees if they touch those too.
26 comments
I'm using the mod and loving the changes you made, makes the gun feel more the way I think Bethesda was intending it to feel.
The only issue I'm having is that I can't craft the "long light barrel" attachment. I have all the required scrap and perks, but still doesn't let me. I've also checked xEdit and have no other plug-ins affecting the weapon or its attachments.
If you have any ideas why, please let me know.
Thanks again for the awesome mod.
But the ammo type for all the Assault Rifles I can craft, spawn or find are still the usual 5.56mm ???
Dunno if the Heavy Gunner perk is applying to 'em.
It still is. So, it's not benefitting from Heavy Gunner.
...Which means currently, the only thing this mod is affecting is the appearance of the assault rifle.
What gives?
I might be weird but I honestly liked the aesthetic that was this abomination of a gun. It felt Fallout it just was managed incredibly poorly. Dak's replacer is really nice, but I feel like this idea has it's own place too. Just one of those use what makes most sense to you. Don't get people that complain about options.
That said, is this compatible with addons like AARP and Nimrout's expansion pack (besides obligatory clipping issues)?
EDIT: can confirm that this works with addons, although you need to load this mod's plugin after them if you want it to still be rechambered to .308. Attachments from Nimrout's mod won't show up in the levelled lists but I've patched that in FO4Edit.
It should be compatible with the addon versions I think. My meshes only replace the vanilla barrels and stocks, so any addons should work fine; no clipping issues should arise. I did touch the weapon entry itself, though, so no guarantees if they touch those too.