Absolutely love the version with the orange tubes that fires blue lasers. However, is there a way to remove the AOE damage? I hate how F4 handles explosive damage and how you kill half your settlers on accident when defending a settlement...
Yes. In fo4edit. I switched to gun nut 1 and ammo to 5.56 because i want it from the start and I dont like new calibers filling the game. BTW. All weapons from this author are fantastic. You should check them.
PS: If you want a free AK right from the begining the mod has an optional file called AK47 Location. You'll find one in vault 111 + 300 rounds.
This AK is my favorite weapon in Fo4. Realistic sounds and views. For those who want... you can make a switch and use a shortcut key for semi/auto firing using this: https://www.nexusmods.com/fallout4/mods/67679
I'm still here waiting for him to update this mod again because I think that with everything that was added, more content could still be added. I'm just saying that the weapons in the mod are based on the games from COD MW2 and MW3 of recent years and still lacks several attachments.
Well, at least this is my opinion and I don't force anyone to do this, I just hope and update it soon.
but i have a problem with the pistol , in the 3rd person view the pistol appears nearly invisible i Place the mod in the bottom of the loading order and that wouldn't fix this problem can u help me ?
Loving the guns, but some very unusual choices here;
One of the calibers (7.62x39mm) is already in the game with Nuka world, and the player can accumulate the ammo over the course of the game through looting; why not make NW a requirement and then offer a patch to let any non-DLC owning players (probably a very low number these days) apply to be able to make the ammo at the chem station?
If you choose to have the weapon handed to you in Vault 111, it is probably too easy and there is no drive to work to acquire it (or any better weapon since you have unlimited ammo and there are few vanilla weapons that are comparable), but if you don't use the add-on file/mod, you have to wait until GunNut 4 (minimum level 39) to be able to make the weapon. The Kalashnikov family of weapons is likely one of the most proliferate weapons on the planet (IRL). Why not make the requirement GunNut 2 or 3 (levels 15 & 25 respectively) instead? Granted, an easy fix in FO4edit, but seems the default choices of either available at level 1 or 39 is too big of a gap of when it becomes available.
Special skins (Golden Dragon, Pink Perforator) can be made at the chem station immediately...why not make it a short quest or an unique placed somewhere in the world?
Long barrels (18.2" & 20") available, but no optics 6x or greater? Seems these would be good candidates for DMR functionality.
299 comments
24 new attachments
2 receivers
AK103 (Dust cover removed)
RPK
8 barrels
Kastovia 343
KAS-7 406MM Barrel
KAS-10 584MM Barrel
18.2" Extended
16.5" Cavalry Lancer
20" Ranger
15.5" Takedown
18.2" Paratrooper
4 Stocks
Tactical Stock
Wire Stock
Duster Stock
Commando Assembly
10 Optics
Millstop Reflex
Visiontech 2x
Kobra Red Dot
Quickdot LED
Axial Arms 3x
Sillix Holoscout
Microflex LED
Hawksmoor
Royal & Kross 4x
Diamondback Reflex
If you feel like this update is worthy of your love and respect hit the endorsement button and vote to support me and my work. ❤️
Thanks!
PS: If you want a free AK right from the begining the mod has an optional file called AK47 Location. You'll find one in vault 111 + 300 rounds.
For those who want... you can make a switch and use a shortcut key for semi/auto firing using this: https://www.nexusmods.com/fallout4/mods/67679
Well, at least this is my opinion and I don't force anyone to do this, I just hope and update it soon.
but i have a problem with the pistol , in the 3rd person view the pistol appears nearly invisible
i Place the mod in the bottom of the loading order and that wouldn't fix this problem
can u help me ?
If you use the "munitions" mod, can't help since that's just a simpler version of CC for simpler people.