This is a completed project and will not be revisited in future aside from simple bug fixes. It is meant to be a replica of the original Kar98k from BFV and thus, I cannot possibly indulge any requests that would stray from that vision. Please try to enjoy the mod as I've presented it and should you have any complaints, know that nothing will come of voicing them, save to make my day worse. I may not respond to comments, but I read them all never the less.
Another note: This weapon is only made possible with the proper implementation of BCR. I know many users will take issue with these requirements, but know that without those mods, I could never have created this. It is this or nothing.
Thank you for your consideration and enjoy the mod.
Great mod but partial reload kept skipping final 'bolt forward' animation even after I changed to TR version 1.2 from 1.1, Then I found the problem - See Through Scopes patch. So long story short if you want STS then you get slightly broken animation with this mod, if you want this mod fully functioning then no STS. I hope someone can find a way around this in the future I think it's possible since similar mods work fine with TR+STS patch. Anyways awesome mod, thanks for your work.
Reload animation dosnt work. I dont know why. Dosnt matter how many rounds in rifle- an animation of empty gun is always played (and with scopes to). I have STS, but I used patch for tactical reload and tried without STS at all. PLS HELP, I'm trying to fix it 2 days!
NPCs don't use the 3rd person animations. For some reason, your MOD is not pointing to the correct folder. Possibly a missing entry in your esp? The players 3rd person works great including the left cover animation. Thanks for that. Most weapon mods mess this one animation file up and I always have to fix it by replacing it with another animation file.
Edit
I added your animations to the vanilla huntingrifle folder and now the NPCs are using the proper animations. Unfortunately this will mess up the vanilla hunting rifle animations. Not sure why, but your MOD draws from the vanilla folder for the NPCs and the proper Kar98kBFV folder for the player.
I tried deleting the AnimsHuntingRifle from your esp but this messes up the animations completely for the NPCS and they stop moving. The player is not affected by this when deleting this entry and the gun works fine.
Right now I am trying to figure out how to get your esp to draw from the Kar98kBFV folder like the player does. You have it all properly linked to in the HumanRaceSubGraphDataAdditiveKar98kBFV so I don't know why the hell its not feeding from that folder for the other characters.
For those who are having random CTDs or constantly crash around Concord with Tactical Reload v1.2 installed,
try this fixed version: https://drive.google.com/file/d/1LAX_u_RSC2tKojxymtbhRc3JOe-8-g5B/view?usp=sharing
The problem seems to be around weaponbehavior.hkx, not gunbehavior.hkx. So I edited it, and at least it works for me. Bolt push animation without random CTD. Yeaa! Also, the animation works okay with See-Through-Scopes overwriting it.
And unlike the preview video, Kar98k without scope seems to always reload with a full clip. If you want bullet counted reload without scope, open FO4Edit, go to Object Modification, find 'mod_Kar98kBFV_Scope_SightsIron' ([Sights] 1x Iron Sights), change ADD Keyword 'AnimsKar98kBFVNS,' which refers to Non-Scripted Reload I guess, to 'AnimsKar98kBFVS2,' then save it.
I would assume the NS stands for No Scope. I'm torn on what is causing the crash. Only thing I know for certain is the only times I've crashed is when NPC's were involved. The first crash I got was shooting the Raiders above Sanctuary. Then I noticed every time I crashed I was injured, so I healed myself and retested and no crash. In fact I hadn't crashed for a week until today. Cleared Museum like I have 10,000 times before - but this time I decided I'd had enough of "Over Here!" and let her rip on Sturges. Soaked 3 bullets, went aggro and a couple seconds later not only crashed but it closed Mod Organizer 2 as well. I've never seen a crash close Mod Organizer before.
Another possible fix is to download one of these cleaned TR 1.2's in these comments. Delete the 'Behaviors' folders that are next to the '_1stPerson' in both the 'Character' and 'PowerArmor" folders. I have been testing it for the last couple of days. Working Kar98k, full animations (bolt-push, BCR, tac reload) and experiencing tons of combat with the gun spawning into the LL, whereas before.. It would ALWAYS only take at most 3 seconds before a crash, linking 'hkbHandIkControlsModifier' in buffout. Now, I haven't seen that crash in days.
Thanks that kind of did it for me, one thing that threw me off though, is that when I created a version of the gun with a ZF39 in xedit, the bolt starts sliding again. It works fine for the base rifle even with a scope mounted. Not sure what I would have to change as all the keywords are the same
Easily the best and most accurate Luger P08 on the nexus, accurate model and scaling, crisp textures and spectacular animations, even if it doesn't have the customization features of the other mods. Maybe someone will make some nice material swaps to go with it.
I wanted to report an error or bug with the animation in my game. The reload animation works perfectly with 5 (stripper clip) and 4 bullets, but when loading 3, 2 or 1 bullet the bolt returns magically to its position instead of being pushed by the character like in the other cases. Hope these comment helps.
For all the rest the mod is awesome, the best Mauser mod out there for sure.
Hi!! great work as usual, could you consider to make the next mod be the REPETIERPISTOLE M1912 or the TRENCH CARBINE? Anyways thank you for this and have a good one.
this mod completely broke tactical reload for me, no matter if I revert back to the 1.1 version, disabling this mod, reinstalling tac reload, starting a new game etc it just doesn't work
how do I fix this?
not saying that this mod is bad by any means but it did trigger something that caused tactical reload to completely break for me
152 comments
Comments locked
The author has locked this comment topic for the time beingThis is a completed project and will not be revisited in future aside from simple bug fixes. It is meant to be a replica of the original Kar98k from BFV and thus, I cannot possibly indulge any requests that would stray from that vision. Please try to enjoy the mod as I've presented it and should you have any complaints, know that nothing will come of voicing them, save to make my day worse. I may not respond to comments, but I read them all never the less.
Another note: This weapon is only made possible with the proper implementation of BCR. I know many users will take issue with these requirements, but know that without those mods, I could never have created this. It is this or nothing.
Thank you for your consideration and enjoy the mod.
Then I found the problem - See Through Scopes patch.
So long story short if you want STS then you get slightly broken animation with this mod, if you want this mod fully functioning then no STS.
I hope someone can find a way around this in the future I think it's possible since similar mods work fine with TR+STS patch.
Anyways awesome mod, thanks for your work.
Edit
I added your animations to the vanilla huntingrifle folder and now the NPCs are using the proper animations. Unfortunately this will mess up the vanilla hunting rifle animations. Not sure why, but your MOD draws from the vanilla folder for the NPCs and the proper Kar98kBFV folder for the player.
I tried deleting the AnimsHuntingRifle from your esp but this messes up the animations completely for the NPCS and they stop moving. The player is not affected by this when deleting this entry and the gun works fine.
Right now I am trying to figure out how to get your esp to draw from the Kar98kBFV folder like the player does. You have it all properly linked to in the HumanRaceSubGraphDataAdditiveKar98kBFV so I don't know why the hell its not feeding from that folder for the other characters.
try this fixed version: https://drive.google.com/file/d/1LAX_u_RSC2tKojxymtbhRc3JOe-8-g5B/view?usp=sharing
The problem seems to be around weaponbehavior.hkx, not gunbehavior.hkx.
So I edited it, and at least it works for me.
Bolt push animation without random CTD. Yeaa!
Also, the animation works okay with See-Through-Scopes overwriting it.
And unlike the preview video, Kar98k without scope seems to always reload with a full clip.
If you want bullet counted reload without scope, open FO4Edit, go to Object Modification, find 'mod_Kar98kBFV_Scope_SightsIron' ([Sights] 1x Iron Sights), change ADD Keyword 'AnimsKar98kBFVNS,' which refers to Non-Scripted Reload I guess, to 'AnimsKar98kBFVS2,' then save it.
I'm torn on what is causing the crash.
Only thing I know for certain is the only times I've crashed is when NPC's were involved.
The first crash I got was shooting the Raiders above Sanctuary. Then I noticed every time I crashed I was injured, so I healed myself and retested and no crash. In fact I hadn't crashed for a week until today. Cleared Museum like I have 10,000 times before - but this time I decided I'd had enough of "Over Here!" and let her rip on Sturges. Soaked 3 bullets, went aggro and a couple seconds later not only crashed but it closed Mod Organizer 2 as well.
I've never seen a crash close Mod Organizer before.
(A total of 7 files get deleted)
The reload animation works perfectly with 5 (stripper clip) and 4 bullets, but when loading 3, 2 or 1 bullet the bolt returns magically to its position instead of being pushed by the character like in the other cases. Hope these comment helps.
For all the rest the mod is awesome, the best Mauser mod out there for sure.
Anyways thank you for this and have a good one.
how do I fix this?
not saying that this mod is bad by any means but it did trigger something that caused tactical reload to completely break for me