Fallout 4

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ccmads

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ccmads

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8 comments

  1. Pupernickel
    Pupernickel
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    Mod author after making auto-fatman for everyone:
  2. robtest
    robtest
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    your "known issues" probably stem from making a non-auto into an auto.

    I ran into similar issues on my mama murphy/Sturges variants of the 44 magnum.

    3rd person zoomed would auto fire until you unzoomed.

    1st person zoomed would auto fire until you unzoomed and clicked again.

    my "workaround" to make it behave properly was to use a base weapon that supports auto fire and cut and paste attributes over to that.
    1. Azrael_wtf
      Azrael_wtf
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      There's another workaround, that works without adding a new weapon. Tested with Gauss only...
      You have to remove the AnimsGaussRifle Keyword from the base weapon and add it to those barrels you don't want to be auto.
      Because of how the weapons work in FO4 it will cause some weird s#*! with the models, though...
    2. ccmads
      ccmads
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      I tried using azrael_wtf suggestion, seems it works but with weird model indeed, like the ammo cartridge gone to the bottom of the gun, reflex sight misplaced...
    3. Azrael_wtf
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      From what I understand, that's because the snap points of weapons are tied to the animation files somehow.
      The Gauss rifle anim overrides the placement of the snap points in the underlying assault rifle anim, so if you delete the reference to it, the snap points revert back to those used in the assault rifle anim. The same thing actually happens with NPCs holding the Gauss rifle, it just does not pop out that much as it does in first person.
      Been trying to get around that for a few days now, but did not make any progress. If any of you has any suggestion/solution, please share it with me.
  3. motaboy
    motaboy
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    I just came here to see an automatic Fatman in action
  4. VespucciDev
    VespucciDev
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    Are you able to do this for the Hunting Rifle too?
    1. ccmads
      ccmads
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      Technically yes, i will add it in next version if it works