no issues at all, this mod and the old one run 2 separate .esp's so they're technically 2 different gun mods, you could play with both or delete the old one
only issue that would pop up is any enemy in your game that already spawned with the old MP5 would be using fists
Thank you, I've decided that this is the best MP5 at the moment - could we et an option to make the polymer parts green like this please? I'll use it either way https://www.hkpro.com/threads/mp5-green-stock-sets-in-stock-two-options.217051/
I see just noticed that, but don't you think having this gun at this level at the hand of your enemy and at the hand of yours will make the game a bit unbalanced I mean the base damage of this gun should be the same damage form Powerful auto receiver pipe rife for auto option and its 16 and then the level after should require level 2 gun nut same for semi auto the base damage should be 19 and this will make the gun perfectly balanced. you would be epic if you edit the gun to this.
Nice. If I'm honest, the only thing that kept me from using your previous version of the MP5 was lack of pristine parts. Makes sense for the common raider to use it while its messed up, but at some point the PC becomes a rich faction leader, I dont want to be walking around with broken down weapons, so I like to swap out handmade stuff for more machine made. In this version I see you added more pristine parts, so great job! Also, would be great if this used the West Tek Optics Pack
This is a cool mod, I love the worn out look of the guns, and they sound and "feel" good.
A couple of issues with 1.1 though:
The long and short scope use the same mesh, and its texture is missing. The scopes were also identical in 1.0 but they used a skinnier mesh and its texture worked.
The accuracy was about right in 1.0. In 1.1 the non-scoped versions have become really wildly inaccurate, worse than Pipe guns.
If you can fix the scope meshes and return the accuracy to what it was in 1.0 this would be perfect.
It’s like the aim wanders in semiauto. If you keep the sights on the same spot and fire repeatedly you’ll hit the spot sometimes, sometimes above, below, to the sides, etc. That happens to a degree with any gun but it seems extreme with the MP5.
I noticed you changed the Aim Model to the submachine gun one in 1.1, maybe that’s why?
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only issue that would pop up is any enemy in your game that already spawned with the old MP5 would be using fists
but I think the base damage should be lowered a bit for the balance case in this level since its only full auto.
you would be epic if you edit the gun to this.
If I'm honest, the only thing that kept me from using your previous version of the MP5 was lack of pristine parts.
Makes sense for the common raider to use it while its messed up, but at some point the PC becomes a rich faction leader, I dont want to be walking around with broken down weapons, so I like to swap out handmade stuff for more machine made.
In this version I see you added more pristine parts, so great job!
Also, would be great if this used the West Tek Optics Pack
A couple of issues with 1.1 though:
The long and short scope use the same mesh, and its texture is missing. The scopes were also identical in 1.0 but they used a skinnier mesh and its texture worked.
The accuracy was about right in 1.0. In 1.1 the non-scoped versions have become really wildly inaccurate, worse than Pipe guns.
If you can fix the scope meshes and return the accuracy to what it was in 1.0 this would be perfect.
cause I never touched the accuracy stat between updates
I noticed you changed the Aim Model to the submachine gun one in 1.1, maybe that’s why?