Fallout 4

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CSEPteam

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CSEPteam

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167 comments

  1. CSEPteam
    CSEPteam
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    Hey all!

    I'm currently working on another quest mod with my team, Loaded Bases. In the mod you join DC security and get partnered up with some security officers as you investigate the chem trade going on in Boston. If you're interested you can check out my Discord and ask more questions and/or you can support me on Patreon



    Hope you enjoy one of my favorite guns of all time so much so that I finally got fed up enough to say "Fine I'll make it myself." Also show some support for Bwones as he helped out a lot with the animations!
  2. Mustang052484
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    Will this play nicely with WARS as far as it's ammo tweaks? Haven't looked much into the ammo modifications from that mod.
  3. sparrowhawk143
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    I know it's a bit of a longshot, given the mod hasn't been updated in a year or so-- but any chance of adding a coin/capshot ammo type? I've been trying to wrap my head around doing it myself, but I definitely don't have the chops to make that kind of thing stick myself.
    1. CSEPteam
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      Maybe if I do a redux
  4. docmarion1
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    Thanks! CSEPteam

    I just noticed tho, the standard animation in first person seems to not work as intended or is it intentional? I am using a FOV slider and I can see that the hand is not really moving to actually cock the gun to reload, instead the right hand just stays still.  

    Any idea?
    1. CSEPteam
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      Play on a standard FOV, this is how it is on the base game lever action too.
    2. docmarion1
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      Thanks for the reply. 

      Yeah I figured, I've checked the base game Lever action rifle (DLC) and the hand doesn't move too, but the actual lever has animation tho, it does move. But in third person, the animation was just right for this mod and the base game level action rifle.  
  5. Omegaraptor05
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    Absolutely loving this mod like many of your others. Just wondering however, is it possible to like extend the reloading animation in F4Edit for the bigger barrels? I hear some people say its just a matter of editing some values in the program to extend the animation or something, and I wanted to try that myself, but personally have no idea how to use F4Edit so I don't wanna break anything XD
    1. CSEPteam
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      That's not how animations work at all. The program needed to edit them is 3dsmax 2014 which notably you cannot acquire legally anymore. that's part of the reason why animations are such a huge PITA
    2. Omegaraptor05
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      I didn't think so, but I'm not an FO modder so I admit know absolutely nothing XD. And dang. I hear a lot regarding 3DSMax and animations, didn't know it was completely de-listed, removed, all that.
  6. MexicanYoga
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    we able to get a BCR/Tactical reload combined patch for smoother reloads?
    1. SoftNugget66
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      bump 
    2. CSEPteam
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      that's... not how animations work...
    3. AJ1212
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      I think whats being asked is if youd redo the animations with TR in mind so the werird jump no longer happens, as with old BCR mods
    4. CSEPteam
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      or people could stop being entitled and just enjoy that I even managed to make the mod at all.
  7. venomsky
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    BCR is not working in 3rd person :(
    1. STR4NGERxD4NGER
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      That is an limitation with BCR, I don't think anybody has managed to get it to work in 3rd person.
    2. venomsky
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      mmm almost every shotgun mod works with BCR in 3rd person
  8. mark88117t
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    Hi, really like the mod - especially the "spin to reload" animation. 

    Is there any way to make it "spin to reload" even after shooting in ADS? when I ADS the animation it doesn't do the spin, only when I hipfire. 

    Was wondering if there's any way to edit this myself but couldn't figure out how 
  9. Slackboy407
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    I was just bitching how we didn't have this earlier today, that's funny
  10. GeneralGpatton1993
    GeneralGpatton1993
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    If you use the vanilla version, would that make it compatible with Caliber-Complex
    1. CSEPteam
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      Ew dont use that mod it's bad
    2. GeneralGpatton1993
      GeneralGpatton1993
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      Could you go into detail
    3. CSEPteam
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      Bloatware
    4. DaBoss18
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      the file says its 18kb?? I just use my bashed patch and fo4edit and I have 0 problems.
    5. CSEPteam
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      Adding 2000 ammo types that you'll never use is bloat
    6. JademanFitzro1
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      It is totally compatible since the mod does not have the function of caliber switching or edit the vanilla shotgun shell aka 12 Gauge in Caliber Complex.
    7. OrangeKhrush
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      CEP's response is true,  Caliber Complex does create bloat in ammo that you may not even have weapons patched for which can be annoying while Munitions copy's Fallout Horizon's long time blueprint of limited cartridge types.  I use CC because I like doing my own patches on F04edit which easy to learn to do,  and I can create interesting options eg:  using CSEP's own mods like the Bullpup Assault Rifle / AKM I have it patched to use:  5.45x39 (default), 7.62x45, 7.62x25 (replace 10mm), 20guage (replace 12g), 9x39 which doubles the damage output of default ammo. 

      Munitions is not bad at all if you want to debloat and just have your more standardized ammo types,  I believe True Damage is now supported as well by Munitions so thats a bonus because I absolutely loath tanky enemies. 
    8. KingJay2001
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      you can literally delete the ammo type you dont use from xedit. 
    9. CSEPteam
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      and with munitions doesnt require you to do that, it just works right out of the box with lore friendly ammo types, even some ones CC doesnt include, and with munitions you can opt in via a holotape you dont have to use Xedit at all. its just better overall.
    10. STR4NGERxD4NGER
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      What F4SEP said is exactly right. Munitions is small and light weight, doesn't add an unnecessary amount of ammo, and lets the players choose which ammos that want to spawn. Munitions even has LL Injection quests that mod authors can use to automatically add the ammo that their patch is using to the game without the player having to trigger it.
    11. Ausarq23
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      you as a mod author likely see things we don't so here's what it's like from a Mod Users perspective caliber complex is ideal for realism due to it's sheer number of actual real life calibers not just the ones that show up in the fallout universe but Munitions is ideal for a player who cares about the lore (again all of this from personal experience and from a Mod Users perspective) not once in all my hours of using both have i ever seen an unused ammo appear in game or cause any noticeable bloat (no slow loading screens (that couldn't be explained by another mod) no large storage takeover no lag no nothing) so i don't think it's fair to say it's bad just not ideal


      but hey if you can find a way to replace caliber complex with something better in your eyes while keeping the realism factor be my guest i'm sure it'll be a hit
  11. Faker62
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    Please help me I download but it doesn't show, if possible please help with what I should download