Mo2 load order 1 - Tactical Reload - this have to be v1.2 remember this on the Old files location 2 - Colt Single Action Army - F4NV 3 - F4NV Colt Single Action Army - Tactical Bullet Counted Reload
There are 4 components to making this work: a) Tactical Reload b) Bullet Counted Reload c) Making sure you don't have any other mods also editing what Tactical Reload does (i.e. GunBehavior.hkx, etc). Mods like Stop Shaking in ADS do exactly that - and only 1 can win since it's the same file. d) Making sure you have the correct WeaponID in the BCR file - and that comes into play when people try to .ESLify a mod that was made for .ESP addresses - or add additional weapons which have their own ID's to account for. If you ESLified the F4NV SAA - then find the new ID for the weapon and plug it into the BCR .INI file. ----- Added: I added 3 additional weapon to try the Bob Munden 4x SAA slip-thumbing with revolver fanning instead. I had to add those additional weapon ID's to the .INI to get the features of this mod. Does make for a decent poor mans sub machinegun in a primitive action loadout though. :D Problem is you need a month of Sunday's to reload all of them.
To the author of this amazing mod I should say this mod is fking greatttt make the F4NV Colt Single Action Army an absolute godsend , I've never seen any other revolver mods to function like this, so beautiful and it reloads the exact same bullets that were shot.
The mod that I mentioned is somewhat necessary for those people who care about the gunplay of the game and remove that stupid jiggle that happens every time you shoot any gun in the game.
So pleassseeee could you create a patch for that mod and I'm sure for a man like you with your high abilities it wouldn't be so hard.
Awesome work, good sir. For those of you who can't get this to work, check if you have the see through scope tactical reload patch. This is the culprit that prevented this mod to work on my end. Unfortunately, it's either STS or this.
I love this, thank you; far better than what we had before. Not perfect of course, the hammer still moves into ready to fire position on its own after the reload, but its far far better than that jittery animation we had before!
Unfortunately isn't compatible with Sprint Reload and it's STS+TR Patch, it's a shame since the reload was the one thing I had issue with the original mod
37 comments
1 - Tactical Reload - this have to be v1.2 remember this on the Old files location
2 - Colt Single Action Army - F4NV
3 - F4NV Colt Single Action Army - Tactical Bullet Counted Reload
a) Tactical Reload
b) Bullet Counted Reload
c) Making sure you don't have any other mods also editing what Tactical Reload does (i.e. GunBehavior.hkx, etc). Mods like Stop Shaking in ADS do exactly that - and only 1 can win since it's the same file.
d) Making sure you have the correct WeaponID in the BCR file - and that comes into play when people try to .ESLify a mod that was made for .ESP addresses - or add additional weapons which have their own ID's to account for. If you ESLified the F4NV SAA - then find the new ID for the weapon and plug it into the BCR .INI file.
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Added: I added 3 additional weapon to try the Bob Munden 4x SAA slip-thumbing with revolver fanning instead. I had to add those additional weapon ID's to the .INI to get the features of this mod. Does make for a decent poor mans sub machinegun in a primitive action loadout though. :D Problem is you need a month of Sunday's to reload all of them.
But I would like to make a request; could you pleasssseeeee make a Patch for this mod: https://www.nexusmods.com/fallout4/mods/58120
The mod that I mentioned is somewhat necessary for those people who care about the gunplay of the game and remove that stupid jiggle that happens every time you shoot any gun in the game.
So pleassseeee could you create a patch for that mod and I'm sure for a man like you with your high abilities it wouldn't be so hard.
Thank you so much in advance.