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Spadey - Diakyuto - mmacola1

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91 comments

  1. freedomphamtom1
    freedomphamtom1
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    The uniques can respawn. I lol'ed when dog meat brought me a 2nd 'the classic' from cleo's shop.
  2. MaxPuniish
    MaxPuniish
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    I'm experiencing a bug that's causing every single bobby pin in my world to be replaced by advanced calibrated receivers for the anti material rifle. i even get 5 of them from bobby pin boxes. its kind of funny but I also haven't been able to pick any locks my entire playthrough.
    1. boomdaddymaxwell
      boomdaddymaxwell
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      Is this still happening? Did you find a fix?
  3. seinz00
    seinz00
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    gonna need STS and TR patch for this
    1. Dawson120
      Dawson120
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      this
    2. boomdaddymaxwell
      boomdaddymaxwell
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      +1
  4. mshor117
    mshor117
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    thank you for releasing this, really happy to be using the anti-material rifle again with nice animations, i have also patched it to use the 50 cal rounds from MWGS
  5. IcewaterKat
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    Big guns, unless silenced, need to be louder the bigger they are. lol

    I'm thinking there is a level of bull dookie to that line but I want my ears to ring a little like when firing a a large caliber weapon without ear protection. Just kidding. I use earbuds and I want to be able to hear my music playing at low volume. I already have enough ringing in my ears. lol

    I will be trying the 'louder' option though. lol
  6. CutieMarkFreeZone
    CutieMarkFreeZone
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    i got 2 questions
    1: does it have see through scopes?
    2: what's the major difference between this and the F4NV released one?
    1. Spadey01
      Spadey01
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      1. No see through scopes as we tried to make it as vanilla as possible.
      2. Major difference would probably be the customization. The FNV was more faithful to the source material in NV while this one just has a ton of attachments and some funky uniques.
  7. Gunslammer
    Gunslammer
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    The uniques can respawn after some time and can be picked up by NPC's and lost if not collected when they die. I also think the new sounds are abit too quiet and not as punchy as they were in New Vegas.
  8. Having played with this mod and the F4NV's AMR there are some things that i would like to note about it:

    1 - I didn't find the firing sounds to be that loud. Maybe it's my setup (or maybe im borderline deaf). But one thing i've noticed about the firing sounds is that they're too "flat" sounding, like they don't have any reverb, they don't have that "echo" after the initial blast (that's the best way i could describe it), and that makes the weapon sound less powerfull (at least for me).

    2 - I prefer the attachments on this weapon over the ones on the F4NV's AMR, because to me they feel more vanilla. The only thing i don't like is that some of those weapon mods requires 3 perks to craft, now that's not a big deal if you use some UI that allows for more perk requirements to show in the crafting menu, but i use a vanilla UI, and if i hadn't opened the mod on FO4edit i would never know that those certain weapon mods required 3 perks to craft.

    3 - This one is more of a personal nitpick, rather than a mod's problem. The animations, while good quality, feel a bit too light, as if you were handling a smaller and lighter weapon. The good thing is that slowing them down alleviates that feeling of having a styrofoam gun in your hands.

    Now this is not a hate comment trying to dunk on the mod, or some kind of entitled demands trying to force you to change the mod to fit my tastes, these are just personal opinions, and after all, this mod has earned a permanent place in my load order, despite those little things that i dont personally like (FO4edit exists, and i can easily tweak the mod to my tastes with it).
    1. Diakyuto
      Diakyuto
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      The animations ended are the way they are because when testing stuff like Wardaddy’s AMR anims, it ended up having misaligned ironsights up the wazoo. A lot of AMR animations did. Hitman’s reused vanilla animations and I generally just grew to like them more. Especially since it’s the same animation timings as vanilla.

      for sound, it’s from Payday 2. I might experiment with adding an exterior tail myself as I’ve been doing some vanilla sound mixing on my own stuff. I kept it in anyway because I just really loved using the Barrett in payday and I figured letting the in-game reverb would be enough. I’ll look into what I can do in the future.

      As with the vanilla UI thing…that’s actually something I didn’t realize would happen. My apologies. Personally I prefer having a bit of perm investment in attachments for end game weapons but I didn’t realize this would negatively affect vanilla UI users. For that I deeply apologize.

      I appreciate the feedback though. You’ve been very respectful so it didn’t come off as a snide or anything. Thank you for the kind words!
    2. As i've said, i don't hate the animations, their are really good quality (as someone who played new vegas a lot, i always used hitman's anims), i just feel that maybe slowing them down (like the reload on the tunnel snakes special) not only makes the weapon feel a lot heavier (as it should be) but it helps balance it (high firepower, slow fire rate and reload).

      The sound is good, it feels "punchy", and that "boom" feels powerfull on its own, is just that it dies down too quick, i feel that it lacks some reverb, and to me it makes it sound less powerfull.

      And for the 3 perk requirement, i agree with you. When i used to play new vegas and mess around in the GECK and FNVedit, sometimes i would do a similar thing (locking certain perks behind multiple high, late game requirements or other perks). I don't like how FO4 kinda limits mods to only 2 perks, and i know the solution is to use an UI mod, but i kinda like the simplicity of the vanilla UI so i stick with it, and as i've said, this "problem" is easily solvable with a quick fire-up of the good 'ol FO4edit.

      Again, i feel that this mod is the best of the 3 alternatives (F4NV's AMR and the creation slop, aka "Creation Club" version of the AMR, if we can call it an AMR cause it feels and sounds like a wet fart, and does the damage of a wet fart too), and even with those little gremlins, it will stay in my load order.
  9. SpartanK4102
    SpartanK4102
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    Sorry, but I have to echo the statement that this is just way too loud. I understand that this is a high powered weapon but it's simply way too high above every other sound effect in the game in terms of volume including literal nuclear blasts. I've recently been playing the the Manhunter mod a while and I feel that mod strikes a much better balance between volume and punch. This weapon is just not pleasant to use due to the volume even though the sound effect is good on it's own.
    1. Diakyuto
      Diakyuto
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      I’ll add an optional file to lower the volume on the firing sound. It’s kinda hard for me to balance firing sounds personally
    2. SpartanK4102
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      All good I guess it depends on your sound setup, but for me it is currently super unbalanced. This mod is exceptionally well made otherwise and I appreciate you listening to feedback
    3. Diakyuto
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      Probably. I’m using open back headphones and a premade equalizer preset so I imagine it’s louder on closed back headphones idk. 
    4. SpartanK4102
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      Ah makes sense. The update is much better though, even without the optional file. Thank you!
    5. Diakyuto
      Diakyuto
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      No problem!
  10. BarryTheRude
    BarryTheRude
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    I cant find the Classic AMR, its not at Kleos, like at all, i looked it up and its not where its supposed to be