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AriesThe_Ram - Spadey

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PrincessAries

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59 comments

  1. KiIIaBee
    KiIIaBee
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    Since it uses Vanilla scopes , should be to hard to make STS variants. Nice work Spade and Aries:) However i plan to make this baby a lore freindly 20mm like NTW -20. <3
    1. WarGravyB
      WarGravyB
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      🙄
  2. ExplosiveReaver
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    Love the rifle, but my only question is why is this using Muntitions 12.7mm? Yes thats .50cal but its a pistol round, 12.7x33mm. .50 BMG (12.7x99mm) is a rifle round from the vanilla game and would be a far more accurate round for this rifle.
    1. PrincessAries
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      Because the rifle is using the 12.7mm pistol round
    2. ExplosiveReaver
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      Then why use a super wide mag that would cause feeding and jamming issues because the bullet is way smaller than the mag?
    3. PrincessAries
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      Look at the new vegas survivalist rifle and compare the mag size to the 12.7mm pistol. 12.7mm can be .50 ae or .50 beowulf 
    4. REDM2MaDeuce
      REDM2MaDeuce
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      The Survivalist rifle is using .50 Beowulf, as that was designed to fit in a STANAG or PMAG AR15 magazine. The .50 AE is designed to fit in a pistol grip.

      I will not apologize for nerding out. But I will apologize for sounding rude.
    5. WarGravyB
      WarGravyB
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      I mean you're wrong anyways /shrug
  3. LordNighthawk4
    LordNighthawk4
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    The weapon looks cool, even if i would appreciate a hd-texture version.

    Is it possible that you forgot to trigger the 12,7mm injection for munitions? I started a fresh playthrough (only with your gun using 12,7mm ammo) and munitions does not do anything - even if i push the playerlevel to beyond 26 for testing?
    Using the .ba2 version.
    Sure, i can trigger on my own with munitions holotape but....just asking.
  4. Z3R0Daxx
    Z3R0Daxx
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    Whats the name of that ranger armor ver in the screenshots?
    1. PrincessAries
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      It's a unique in my boston riot armor mod
  5. TomsRomans
    TomsRomans
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    Ranger Rifle - M71 Manhunter seems to conflict in MO2 with mod - CC Tesla Cannon Upgrade - Loose Files
  6. TitoVespasianus
    TitoVespasianus
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    No console command to test it it's working?
    1. PrincessAries
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      I mean, there's no reason it shouldn't be working. And there's review videos on YouTube of the mod working. There's ingame esp explorer mods that are easier to use to cheat the weapon in than console commands anyways.
  7. dferstat
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    A quick question, if I may.

    Is your BA2 archive compatible with Old-Gen?
    1. PrincessAries
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      You should just install BASS so you don't need to worry if mods are or not.

      https://www.nexusmods.com/fallout4/mods/81859

      But I think I forgot to patch the texture archive to the old-gen ba2 header.
    2. dferstat
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      Thank you, x2.
    3. KiIIaBee
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      I just used ba2 patcher from DoubleYouI then extracted archives. If archive is less then I would say 700 - 1 GB I would extract them, cause Fo4 does have Ba2 limit once you get up in number of your modlist.  Hope that helps. Happy Modding. :)
    4. dferstat
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      From what I can gather, BASS seems to involve a one-time patch to the FO4 executable to allow it to read all BA2 archives.

      On the other hand, the BA2 extractor seems to require me to modify each Next-Gen archive I download.

      Option 1 seems, on the face of it, to be the simpler option.
    5. KiIIaBee
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      Noticed i said when you need extract them. You will need patcher. Since all BASS is does read them for game function. You still need DoubleYou's Patcher for extracting them. I have way to many Ba2's so i have extract ones that are not near limits i posted. I have 1900 modlist and growing, counting my mod projects.
    6. dferstat
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      I'm sorry, but I have almost no idea what you're talking about. Let's go back to my most recent post, where I stated:

      "From what I can gather, BASS seems to involve a one-time patch to the FO4 executable to allow it to read all BA2 archives."

      Looking at the BASS page, I see no mention of having to extract Next-Gen archives to use this tool, and so I presume I don't need to. Is this correct?
  8. MRzBuH
    MRzBuH
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    Isn't 12.7mm supposed to be a pistol round in fallout universe?
    1. zlo42
      zlo42
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      Yes, but it was also used by the Survivalist Rifle in New Vegas. 
    2. WillyAJeep
      WillyAJeep
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      I believe the intention was that .50 remain a rare, rifle-oriented caliber, while 12.7mm occupied the role for pistols and SMGs and so could be more common. I seem to recall the Survivalist's Rifle being considered chambered in .50 Beowulf in design, while the pistols and SMGs would more sensibly be .50 AE, just all simplified into the 12.7mm category for gameplay's sake.

      Kinda funny to see any pistol cartridge in this lovechild of Bozar and the Anti-Materiel Rifle, though, again, gameplay!
    3. CptGars
      CptGars
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      Correct, Josh Saywer has confirmed that the Survivalist's Rifle inspired by .50 Beowulf but that they used the 12.7mm aka Fallout .50AE just to keep things simple. 
    4. GrimLost
      GrimLost
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      I feel like that just sells this weapons stated lore even better. Turns out a pistol caliber round doesn't make for a good AMR and thus its pivot to Anti-Infantry. Really cool stuff.
    5. DavoS1001001
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      The .50 Beowulf (12.7x42mm) is more suitable for an assault carbine than for a sniper rifle.   A cartridge like the 12.7x55mm used in the Russian "Vychlop" silenced sniper rifles would be better suited for this; however that is a subsonic round, and with the projectile the cartridge is a bit lengthy.
    6. ExplosiveReaver
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      Good news! Beowulf is still a 12.7mm round lol. .50AE is 12.7x33mm, Beowulf is 12.7x45mm, and .50BMG is 12.7x99mm.
  9. doom987
    doom987
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    I dont know if you do weapon requests, but would you be willing to take the challenge and make your own interpretation of this big hunk of metal?

    According to the gun's original author, its a power-armor-only rifle, where youre literally unable to use it without power armor. And even if you invest in tons of strength, youll still have trouble managing its recoil without PA.

    Problem is: The gun in its current state has LITERALLY no first-person PA animations, CTDs when you so much as fire this thing, and the aforementioned properties mentioned by the author are literally non-existent. It has custom reload animations, but they are simply poorly made, to put it gently.
    And it only has 3 modifications - a 5.56 conversion, a reflex sight and a recon scope, and thats it.

    The mod from which this gun comes from is right here: https://www.nexusmods.com/fallout4/mods/66074
    The mod's been abandoned for 3 years now, so it would be nice if someone could take a crack at it as well, give it an actually nice model instead of using parts from other guns, and actual attachments, aside from the 3 it currently has in that old mod.
  10. Chikaws
    Chikaws
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    I love it! Very satisfying to use, and fits into the game perfectly. Especially enjoy that suppressor sound.