I am not totally sure if this is a bug, but the 10mm revolver uses the vanilla 10mm pistol firing sounds. On the description page it doesn't mention custom sfx but I am confused after watching your mod demo video as it shows the gun having unique firing sounds. So just as clarification is the 10mm revolver supposed to sound like the vanilla 10mm pistol? Because if so that's perfectly fine, I just want to make sure I am not crazy. Thanks in advance!
I never thought I would ever see a Super Redhawk added to a Fallout game as a 10mm! Interesting choice, I'm curious why you chose this model for a 10mm revolver? I know it actually does have a version in 10mm in real life, not that it really matters since this is a fictional universe, but this gun is more well known in the .44 Magnum and larger calibers.
I only ask this because of the gun nerd in me, this mod looks really nice and fitting with the lore with the gun's unusual look. I like that one of the modifications fixes the horrifically ugly barrel on the Super Redhawk that looks like someone put a suppressor on a revolver, props to you for that!
It would be cool to see one in .454 casull but at that point it would be just another hunting revolver type weapon, plus I know munitions doesn't have .454 casull so it would probably be a pain to add it. I had the pleasure or displeasure of shooting a Super Blawkhawk in .454 casull in real life, and well you don't forgot that, and neither does your shoulder for the next couple of days. I'm fine with the 10 mm, it gives me another use for 10mm ammo, and their is no shortage in the amount of modded big revolvers in .44 magnum and above, so its nice to have one in 10mm. Now I would love it if someone would give us a real .38 special police revolver, not just some ammo conversion for the .44 magnum, then maybe I could use all that .38 ammo that piles up.
Hey, I'm having an issue where every 10mm revolver is 'The Gambler' and I'm wondering how I fix this, I really don't want to disable the mod but the random constant dying from the unique I don't even use is very frustrating. Enemies are constantly spawning with it and it's gotten to the point I have about fourty of them. It's just very confusing
Hi I have the 1.02 version of the mod and even after starting a new game I am unable to find the unique. Hope I can find it soon as it looks amazing and kind of reminds me of Ace of Spades from Destiny 2
I am using vortex if that helps, usually when a file includes a fix it brings up a conflict screen and allows you to select if it loads before or after the main mod, but the 1.2 rail fix does not do this. Would that cause the issue?
I can only find the unique, half the f*cking raiders and gunners spawn with them. It's driving me crazy but I don't want to disable to mod because I really like the non- unique variant I have
Aw, doesn't work with the VR version. The Gambler crashes the game when you pick it up. Standard version crashes the game when you access it in the workbench.
Edit: I tried changing the FormIDs of the mod in xEdit (4.0.3) to be above 800 but it still crashes. Not sure why, that should have made it work.
DOOMBASED released his merged pack in the middle of his weapon modding. When he made a new weapon, he just added it to the pack also. Probably just copied as new records in FO4Edit. But, they're your mods. The ESLified files pretty much eliminates the need for a pack anyway.
Recently, I've started using the Commonwealth Weaponry guns to replace the located guns of DOOMBASED, with plans to drop his mod. I don't actually use most of those guns anyway. Just sell them for caps.
Before ESL files, AIOs were desirable to save space in the load order. ESL and ESLified files eliminate that concern. I mean, unless you end up with over 2000 ESLs in your load order. That hasn't happened to me yet. Keep up the great modding!
84 comments
Not sure if its a bug.
I only ask this because of the gun nerd in me, this mod looks really nice and fitting with the lore with the gun's unusual look. I like that one of the modifications fixes the horrifically ugly barrel on the Super Redhawk that looks like someone put a suppressor on a revolver, props to you for that!
I am using vortex if that helps, usually when a file includes a fix it brings up a conflict screen and allows you to select if it loads before or after the main mod, but the 1.2 rail fix does not do this. Would that cause the issue?
Standard version crashes the game when you access it in the workbench.
Edit: I tried changing the FormIDs of the mod in xEdit (4.0.3) to be above 800 but it still crashes. Not sure why, that should have made it work.
Recently, I've started using the Commonwealth Weaponry guns to replace the located guns of DOOMBASED, with plans to drop his mod. I don't actually use most of those guns anyway. Just sell them for caps.
what animations are used for this revolver?
Animation replacer works fine?