Can you please move crosshair aaside a little? BCR not work with next gen update,and your gun have this sweet comfy fast reload animation. When you have free time,please).
I tried to move the iron sight to left using zoom data but it just ttilts very nastily. It’s an anim quick. I might try moving the entire model as a bandaid since it doesn’t have that many attachments anyway.
Oh it’s not really the engine this time. It’s the animation set which are custom. A lot of em tend to have misalignment which is why I’m pretty picky about animations I use. A work around is just moving the actual gun mod til the irons are centered. I just have to hope there’s no clipping.
Nice one, only thing that would be missing would be a tactical reload patch to use the BCR reload animation when partially reloading without a scope :)
Rifle is great, but there is one issue - it weights too much, like fat man or minigun. If it weighed less, it would be the perfect rifle for lore friendly sniper run.
xEdit is your friend. Only takes a couple minutes tops to get a weapon just the way you want it. If you ever wondered why some weapons weights are all out of whack look no further than the Hunting Rifle. The Hunting Rifle has a Weight value in the Weapon record of 6.00000. The problem is the "Default" configuration has the following OMODS that all add additional weight - as follows:
Standard Receiver: 0.02500 Short Barrel: 0.25000 Short Stock: 0.20000 Standard Magazine: 0.10000 Standard Sight: 0.02500
Total 0.6 Multiply 0.6 * 6 + 6 = 9.6. So you don't see 6 in game, you see 9.6 when you spawn a default Hunting Rifle. That is one heavy sawn off hunting rifle - you'd think it would be closer to 6 than 10 - right?
Great mod work but for me, I do not use weapon mods that depend on "BCR" or " Munitions" Mods. I tested it and it works fine in the pre Next Gen update version of the game. Regretably it just adds performance issues in the newest game engine updates. And munitions mod is just too heavy on load times and with the new update adds to game lag. Being a weapons, firearms collector, and competition shooter, I love the concept of munitions. But this is a pre-apocalyptic fantasy game and munitions just make the use of firearms too complicated. And BCR courses some, depending on weapon mods, crashes with the Next-Gen Update. Your mod works ok for a while on the NGU version but after a while, it glitches as the game becomes more unstable. It is sad how the NGU has made things so bad. My focus is playing the updated game with mods that correct Bethesda screw-ups on the new engine and provide a smooth as possible play threw. I am running more game stabilization molds than all other types of mods included that retain lore-friendly playthrew. I really hate the update! With all that, it is a good mod.
3 mods that are indispensable if I play with the classics (i.e. any weapon with a single bullet hand reload animation). 1) BCR. I'm not reloading an entire Winchester 1892 just because I want to top off the 2 rounds I fired before I put it away. That right there would have me acting like Jack Nicholson in The Shining. 2) Manual Reload. I run it dry, I need to hit the reload key. No magic auto reloading - gone. I'm not a 3 year old that needs my hand held by the game. Besides, I can't channel my inner Bob Munden without it.... 3) Put 'Ur Gun In. You need to holster your weapon before you draw your next one. No more magic - into and out of thin air with your weapons - all happening at light speed.
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That said, this mod doesn't depend on either BCR or Munitions. It's why they are called "patches"......
It works. I use the old version of Archive2 so it’s backwards compatible. Only thing that won’t work is BCR but you can still use the gun and all that.
It’ll add on top. I removed the old LL injector but you may find a few more M1903s than usual as a result. I felt it was worth it because it seems Bethesda’s LL injector works better for me.
I was just wondering how bad/obvious the conflict with the Mosin is? I usually use that in alot of my playthroughs but I would like to add this in as well if its only a minor issue.
80 comments
BCR not work with next gen update,and your gun have this sweet comfy fast reload animation.
When you have free time,please).
You can grab M83 scope from M1 Garand mod,its mounted aside,maybe it works:3
xEdit is your friend. Only takes a couple minutes tops to get a weapon just the way you want it.
If you ever wondered why some weapons weights are all out of whack look no further than the Hunting Rifle.
The Hunting Rifle has a Weight value in the Weapon record of 6.00000. The problem is the "Default" configuration has the following OMODS that all add additional weight - as follows:
Standard Receiver: 0.02500
Short Barrel: 0.25000
Short Stock: 0.20000
Standard Magazine: 0.10000
Standard Sight: 0.02500
Total 0.6
Multiply 0.6 * 6 + 6 = 9.6. So you don't see 6 in game, you see 9.6 when you spawn a default Hunting Rifle.
That is one heavy sawn off hunting rifle - you'd think it would be closer to 6 than 10 - right?
Munitions" Mods. I tested it and it works fine in the pre Next Gen update version of the game.
Regretably it just adds performance issues in the newest game engine updates. And
munitions mod is just too heavy on load times and with the new update adds to game lag.
Being a weapons, firearms collector, and competition shooter, I love the concept of munitions.
But this is a pre-apocalyptic fantasy game and munitions just make the use of firearms too complicated.
And BCR courses some, depending on weapon mods, crashes with the Next-Gen Update. Your
mod works ok for a while on the NGU version but after a while, it glitches as the game becomes
more unstable. It is sad how the NGU has made things so bad. My focus is playing the updated
game with mods that correct Bethesda screw-ups on the new engine and provide a smooth
as possible play threw. I am running more game stabilization molds than all other types of mods
included that retain lore-friendly playthrew. I really hate the update! With all that, it is a good mod.
3 mods that are indispensable if I play with the classics (i.e. any weapon with a single bullet hand reload animation).
1) BCR. I'm not reloading an entire Winchester 1892 just because I want to top off the 2 rounds I fired before I put it away. That right there would have me acting like Jack Nicholson in The Shining.
2) Manual Reload. I run it dry, I need to hit the reload key. No magic auto reloading - gone. I'm not a 3 year old that needs my hand held by the game. Besides, I can't channel my inner Bob Munden without it....
3) Put 'Ur Gun In. You need to holster your weapon before you draw your next one. No more magic - into and out of thin air with your weapons - all happening at light speed.
-----
That said, this mod doesn't depend on either BCR or Munitions. It's why they are called "patches"......
I was just wondering how bad/obvious the conflict with the Mosin is? I usually use that in alot of my playthroughs but I would like to add this in as well if its only a minor issue.