not sure if im missing a patch and its most likely not even your problem but anyone know why i cant craft .22 ammo? it doesnt even show up in the crafting menu
Is anyone else getting a weird anim bug where the reload is causing a weird sort of effect that looks like your arm is covering the bottom left corner of the screen?
Was a little late to reviewing this one but these 2 Carbines are great new additions to CWE! I definitely prefer the .44 Carbine on my higher levelled character but the .22 has been helpful for my newer low level character! Endorsed and reviewed
I second this, but still, l I don't know how after 10 years we still don't have a good B42 Optics equivalent for FO4, the vanilla overlay is so atrocious I go on my way to actively remove scopes whenever possible.
If you dont mind the functionality of vanilla scopes i would probably recommend this mod, https://www.nexusmods.com/fallout4/mods/29922 its not the greatest and i do wish there was a little more variation in the scopes but it does make the vanilla scopes usable for me personally, though thats subject to your opinion.
https://www.nexusmods.com/fallout4/mods/29922 https://www.nexusmods.com/fallout4/mods/45626 https://www.nexusmods.com/fallout4/mods/45503 Scope overlay replacements. if it doesn't suit your tastes, well UNLUCKY!
Thanks for the suggestions, but that's really not what I was looking for, I've also tried FTS, but it's very janky atm, not to mention that every single new weapon needs a patch to even work correctly.
Yeah, of course it does, but for B42 Optics for example is not really an issue since you can literally edit and add scopes in game with no problems, or at least I've never personally experienced any. I don't know, I've tried both STS and FTS, and personally I don't like either, I found them kinda jank.
Could you post this and the other weapons and attachment mods in Bethesda .net for PC? I play on GeForce now and I can only use mods from Bethesda.net and I love you mods guys they are simply the best I.
so install it? or patch it out. A 10-22 kinda needs a .22 ammo, that's why we released it as such, feel free to use as is or make your own patch to remove that ammo type.
Munitions is lightweight and there's plenty of mods using it now, I personally keep all my mods using Munitions locked into Munitions as it supports my specific idea of how I wanna balance my weapon.
For example, here, if you were to put this gun in .38, it would need to be rebalanced to account for that. Because why use this gun with .22 caliber damage that uses .38 when you could just use a pipe gun also in .38 doing more damage. But if you up the damage then you just have a reskinned pipe gun at an early level. Best way I can put it, so at least give Munitions a try, it's a good mod and it makes balancing a large variety of weapons that much easier
It's very easy to patch Munitions out. 1. Open up xEdit with this mod active. 2. Once xEdit has finished loading, click on the Ruger Rifle Pack's xEdit entry to open it up. (It's called DakRugerRifles) Do the same for "Weapon." 3. Click on either of the 4 guns that show up. Scroll down until you see DNAM - Data. 4. Click on what's directly to the right of "Ammo" twice. If you'd want to change this to shoot .38, then you'd type in Ammo38Caliber. 5. After you've done that, scroll down until you find "LNAM - NPC Add Ammo List." This tells the game what ammo it will spawn with. Change it to be the same caliber as you did in the previous step. For example, if you selected .38, you'd type "LL_Ammo_38Caliber." 6. Close out of the Ruger Rifle Pack's xEdit entry and right-click it. Select Clean Masters. After that's done, save it, and close out of xEdit.
If Munitions is still a master, then you'll have to go to the Quest part of Ruger Rifle Pack's xEdit entry, and delete anything that says Munitions there. After that, repeat step 6.
98 comments
please put the exact location
instead of letting us search like idiots !!!!
https://www.nexusmods.com/fallout4/mods/45626
https://www.nexusmods.com/fallout4/mods/45503
Scope overlay replacements. if it doesn't suit your tastes, well UNLUCKY!
I don't know, I've tried both STS and FTS, and personally I don't like either, I found them kinda jank.
Munitions is lightweight and there's plenty of mods using it now, I personally keep all my mods using Munitions locked into Munitions as it supports my specific idea of how I wanna balance my weapon.
For example, here, if you were to put this gun in .38, it would need to be rebalanced to account for that. Because why use this gun with .22 caliber damage that uses .38 when you could just use a pipe gun also in .38 doing more damage. But if you up the damage then you just have a reskinned pipe gun at an early level. Best way I can put it, so at least give Munitions a try, it's a good mod and it makes balancing a large variety of weapons that much easier
1. Open up xEdit with this mod active.
2. Once xEdit has finished loading, click on the Ruger Rifle Pack's xEdit entry to open it up. (It's called DakRugerRifles) Do the same for "Weapon."
3. Click on either of the 4 guns that show up. Scroll down until you see DNAM - Data.
4. Click on what's directly to the right of "Ammo" twice. If you'd want to change this to shoot .38, then you'd type in Ammo38Caliber.
5. After you've done that, scroll down until you find "LNAM - NPC Add Ammo List." This tells the game what ammo it will spawn with. Change it to be the same caliber as you did in the previous step. For example, if you selected .38, you'd type "LL_Ammo_38Caliber."
6. Close out of the Ruger Rifle Pack's xEdit entry and right-click it. Select Clean Masters. After that's done, save it, and close out of xEdit.
If Munitions is still a master, then you'll have to go to the Quest part of Ruger Rifle Pack's xEdit entry, and delete anything that says Munitions there. After that, repeat step 6.