308 comments

  1. GoldenDarknezz
    GoldenDarknezz
    • premium
    • 133 kudos
    Locked
    Sticky
    I am glad my constant harassment of how s#*! your animations are caused you to create this dump truck masterpiece. Remember, Ziele auf den Kopf!
  2. OzzyTheRaven
    OzzyTheRaven
    • premium
    • 435 kudos
    Locked
    Sticky
  3. xCADAVVER
    xCADAVVER
    • premium
    • 647 kudos
    Locked
    Sticky
  4. DCarcher
    DCarcher
    • supporter
    • 0 kudos
    Thank you for all the work done. I have a question on the BCR system. The preview video has a crisp animation, but I can't seem to get the exit animation to play. The start is good (bolt opening) the loop works, but when the loop is done, the hands go back to ready position and the bolt closes itself. 

    I don't think this isn't an issue with the Kar98 mod, since I also have the same issue with the Single Action Army. But it looks like you got it to work, any advice? Yes, I downloaded MergedRoot Behavior, and I don't have sprint reload. 
    1. Broodahood
      Broodahood
      • premium
      • 1,053 kudos
      That specific animation is "WPNReloadToIdle.hkx." This animation is a BCR + TR combined feature to add in the bridging animation going back to idle after BCR reload is either finished or interrupted. Meaning first the patcher needs to manually create this animation as well as doing the rest of the necessary patch work(mentioning this for you because I don't know how they BCR patched Single Action Army or other mods you have, if they don't have TR support then the weapon will just reset to idle after reloading), and second both BCR and TR (v1.2+) needs to be fully functioning on the user end for this to work as intended.

      In this case we do have BCR+TR support and it has been tested working as shown in my video, so likely your TR isn't functioning properly somehow, could be a wrong version of the framework or the game itself, or some kind of load order conflict.
    2. DCarcher
      DCarcher
      • supporter
      • 0 kudos
      Thank you for the reply, I did not want to reply back without resolution. I found that the issue was a mod conflict. The file "Tactical Reload - See Through Scopes Patch" somehow conflicts with the exit animation, preventing it from being triggered. This must be an old mod that I never took out of the load order, since when I uninstalled it, see through scopes still works. Again, thank you for your reply and I hope this message will help someone else with this issue. 
    3. Broodahood
      Broodahood
      • premium
      • 1,053 kudos
      The "Tactical Reload - See Through Scopes Patch" is very outdated and replaced by Merged Root, they will conflict with each other because they do the exact same thing while the latter opens up for more compatibility with other animation behavior frameworks too, so just use merged root and you'll be fine.
  5. I have a question: how is possible get other skin for bayonet? (When i take it to a weapon workbench i see some skin violet) I see is with this mod but don't see any "skin" for bayonet on "Files" section, someone can help me please? Thanks.
     
    Edit: Nevermind i resolve
    1. COMMANDEROX25
      COMMANDEROX25
      • premium
      • 0 kudos
      I have the same thing, can you tell me what you did?
    2. Broodahood
      Broodahood
      • premium
      • 1,053 kudos
      This was addressed on the description page:
      Some unique materials are locked and shown as missing textures - This is intentional and after consideration I've decided to move them onto my discord server, so if you're interested in getting the full sets you can download the additional texture pack there.
  6. Dim357
    Dim357
    • member
    • 0 kudos
    is there a way to stop the zoom effect when aiming with iron sights??? 

    (nvm i found another mod that removes it.)
  7. Munchies38
    Munchies38
    • premium
    • 0 kudos
    Is there an easy way to make this new ammo work with True Damage?
    1. Munchies38
      Munchies38
      • premium
      • 0 kudos
      Nvm. I figured it out
    2. GEzerGAmer
      GEzerGAmer
      • member
      • 0 kudos
      Can you teach me how?

      I also have True Damage installed with the Accompanying Munitions Patches.
    3. I use Reaper's Munition Patches which converts the ammo type of this weapon to the Munitions 7.92mm
      and True Damage - Munitions Patch sets the damage of that type.
  8. Kwest601
    Kwest601
    • member
    • 0 kudos
    is there a way to turn the KAR98K fire sounds down without turning down the game volume? I want to use the gun but i dont want to have my eardrums blown off. other than that great gun!
    1. Broodahood
      Broodahood
      • premium
      • 1,053 kudos
      Check optional section
    2. spoconymacius1289
      spoconymacius1289
      • member
      • 0 kudos
      I tried it and its still loud all of my other guns match the volume but yours doesnt any help perhaps?
  9. X3n019880925
    X3n019880925
    • member
    • 1 kudos
    I don't know if this is a bug or intentional, but the rifle doesn't swing like other guns when I use the scope - as it should.
    It's too easy to aim with it, it's not realistic.
    Is there a solution for this ?
    Anyway, great mod, one of my favorite weapons ! The looks and firing sound is awesome !
  10. WacoDinduItself
    WacoDinduItself
    • member
    • 1 kudos
    Howdy! was looking if there was any news on an update for FTS for Next Gen, I have ReShade, FTS, FTS patch both for the weapon and the patch for the FTS mod itself, F4SE 0.7.2 and Address library - All in one. I'm fairly new to modding games and I get nothing but joy out of using mods such as this one, ive been trying to get this working for hours but to be stuck using the default reticle is nothing short of disappointing given the reticle itself is disgusting. can yall let me know if I'm mentally handicapped and missing something or has the NG update just messed it all up?
  11. Xelleos85
    Xelleos85
    • member
    • 0 kudos
    Was it intended not to add fAimModelBaseStability modifier?
  12. 大佬我下了这个mod为什么开镜没有原版的那种模拟呼吸的抖动效果啊,是本身就没有吗
    1. Broodahood
      Broodahood
      • premium
      • 1,053 kudos
      这个应该取决于动画,我为了高倍FTS瞄具做的动画幅度很小
    2. 好感谢回复
  13. Ale1ster
    Ale1ster
    • premium
    • 0 kudos
    I was messing around in xedit switching ammos and noticed the bullet counted reload patch file's plugin is labelled BH_Kar98k_SA.esp and when hovering over the .esp in the plugin section of MO2 there's a blip which appears with a description "Side Aim patch for BH Mauser Kar98k..." thought I would toss a comment since maybe something got mixed up.
    1. Broodahood
      Broodahood
      • premium
      • 1,053 kudos
      This was meant to be included for people who use Side Aim, basically updated SA patch and related animations with new BCR support. If you don't use the framework you can just disable or delete the extra SA plugin
    2. Ale1ster
      Ale1ster
      • premium
      • 0 kudos
      that's what I was trying to communicate, I downloaded the bullet counted reload patch but the plugin info within the bcr patch described the sa patch, which I had skipped over in the description because I am not using that mod.

      while I may have your attention, I can't get the rifle to show a damage value in the game. I believe I'm not doing something to make the mod interact with armament. it shows the correct ammo in the menu, but no damage value and no row where damage value would be. the gun consequently doens't do any damage :/ if you have an idea of how I could fix this let me know. thanks. gun looks sweet.
    3. Ale1ster
      Ale1ster
      • premium
      • 0 kudos
      I have figured out the cause of the rifle having no damage. there was a mod fnscar that has a fix for some problem with the vanilla .308 ammo. allegedly it's a common thing that's tacked onto some gun mods. so, because it was lower in my load order it overwrote the entire ammunition type and it was all .308 weapons that had no damage. I fixed it without having to sacrifice the scar mod loading the fnscar in xedit and deleting the whole ammunition tab in the plugin in xedit, then manually patching the fnscar to the .308 winchester variant(instead of bethesda's .308 round) and then .308 started working fine again. I'm glad it wasn't your mod. hopefully this comment helps someone. peace.
    4. Broodahood
      Broodahood
      • premium
      • 1,053 kudos
      Glad you were able to figure it out! As for my mods, they're thoroughly tested by myself and beta testers before releasing. If something plagues it that bad I would know, usually things like this is caused by a third party mod.