Doesn't seem to work on XBox. After downloading the mod, it merged into the .30 Carbine Automag file, it showed it was active so I exited the mod menu and went in game. It didn't spawn on enemies or in merchant inventories so I went back to the mod menu and found it was disabled.
Just tried deleting and reinstalling both mods. Now, neither of them can be enabled.
Thanks for letting me know - not sure what could cause that. Possibly something borked during the upload process. I've moved it to the WIP section for now until I can figure out what has gone wrong.
I've ported the patch to Bethnet - if someone can confirm if it is working it will be much appreciated- my Xbox recently went man down pants brown so not able to test personally just yet.
There is, but that requires another weapon mod as a dependency unless you're referencing the original one by Undyne777 which animations wise is bit dated since it uses vanilla anims (and afaik doesn't have a munitions patch so assume the former). Either way, I think the point Darkly is trying to make is that if they don't want that additional mod then they don't want one ammo type for one specific weapon. This patch is just about opening up options for a specific group of folk like myself - particularly for Xbox users who don't have the luxury of space that PC users do (I will try to port this evening if the creation kit works for me).
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the powerful unique should be chambered in 45-70
But not to worry - Dreaded Jake has ported a vanilla version that doesn't even require the original Bethesda.net | Vanilla Carbine Pistol Automag III Mod
A better option for Xbox than mine would have been that would have required the original!
Just tried deleting and reinstalling both mods. Now, neither of them can be enabled.
Bethesda.net | .30 Carbine Pistol Vanilla Ammo and Rename Mod