This weapon does too much damage, it kinda makes fights too easy at the start of the game. And any low level/low rank enemy has a chance to spawn with one of these, wich in survival mode early game allows a common raider to kill you with 3 shots at a long distance and a really fast rate of fire. It would be nice to add some options reguarding the weapon spawns on NPCs and maybe lower the damage to at least match de standart hunting rifle damage with the M14 standart reciever.
have you though about adding a version that replaces the combat rifle? i've been looking all over nexus for and m14/m1 garand replacer for the combat rifle, but no one has done it yet..
Hello o.o/ just for asking , why every single mod of weapons has so many report bugs on it? its just an question, but im searching for weapons and everyone has many reports
ive been using this for a long time and haven't had any issues. the LL injection is a bit too heavy handed and imo this gun is a bit too strong for early levels but those are balance issues, not technical ones. gun works fine for me
Feels like the leveled list entry could use tweaking.
This is showing up from what seems like level 1. Something like 20% of all raiders seem to be carrying it, which is pretty wild given how powerful it is for that level.
I've got dudes carrying unmodded pipe-guns showing up in the same batch as a guy carrying this. Feels a bit too much.
Having it begin showing up at the same time as Hunting rifles might make more sense, or even later, since early-game hunting rifles seem to be pistol-gripped and with snub-barrels.
If you just started playing and have a m14, I suggest throwing it in a "for later" box or sell it after you've changed the leveled item. Same goes for the service rifle, I found it in the first hour of playing.
Here is how to quickly change the leveled item and damage. (also when you save, FO4edit can make a backup so if you do something wrong you can revert back).
Open FO4edit, CTRL A and right click to unselect all, on filter write m14 then tick the m14 box (you can also tick fallout4.esm if you want to make sure the changes work) then OK in lower corner.
Once loaded, click the little plus left of m14, then scroll down to Leveled Item, this is the leveled items the mod injects into fallout4.esm.
There you have all the mobs the weapon will spawn on, the level for the m14 is 1, ONE, on all of them. So go through all of the mobs and pick a level you find suitable.
Also, if you feel like the m14 is still a bit OP compared to vanilla guns (hunting rifle has a base damage of 37 and is BOLT action) and you're not using some kind of damage balancer, go under m14, weapon, click the m14assaultrifle and find DNAM - data Damage base, and change it to what you find suitable.
If you feel like a semi auto rifle should not go through your 308 ammo, you can change the ammo under DNAM data to something else like, 5.56, or another "balancer", you can change the range of the weapon (currently has same range as hunting rifle (256) also found under DNAM data.
After you feel satisfied just save and tick the backup (should be ticked by default).
gonna do this later on when i have some free time appreciate it man, i love the lore of the m14 being around in large quantities its very tongue in cheek classic fallout, it's just a bit heavy handed. I'll leave an attribution to you in the mod description if you want.
Nice gun, but it is not semi automatic. It has a very obvious limited fire rate. And a bad one at that. I can pull the trigger 3-5 times, to its one trigger pull. In real life, guns cycle new rounds into the chamber, much faster then the human finger can pull a trigger. The reason this is so, is because firearms will cycle the round, faster then the human brain can communicate with its body. This problem shouldn't exist on any semi automatic firearm. Limited fire rate on a semi automatic, is faulty video game logic by those who have never stepped foot on a gun range.
Not true, you can deff outrun a fixed gas system gun. The m14 is auto regulating so that shouldn't be possible It should fire as fast as you click, albeit uncontrollably. 762 is pretty spicey.
Yeah I beg to differ on that as well. Way over ten thousand rounds down range in my lifetime. So yeah I agree with your statement. A lot of folks go to the range once a week or month or whatever shoot a couple targets and think they are a marksman and trained up for real life confrontations. But the fact of the matter is you can train into oblivion. But if you are not training right you are not going nowhere. Kinda like the saying practice makes perfect. But that is not true either. Perfect practice makes perfect.
670 comments
I JUST WANT MY M14
This is showing up from what seems like level 1. Something like 20% of all raiders seem to be carrying it, which is pretty wild given how powerful it is for that level.
I've got dudes carrying unmodded pipe-guns showing up in the same batch as a guy carrying this.
Feels a bit too much.
Having it begin showing up at the same time as Hunting rifles might make more sense, or even later, since early-game hunting rifles seem to be pistol-gripped and with snub-barrels.
Same goes for the service rifle, I found it in the first hour of playing.
Here is how to quickly change the leveled item and damage. (also when you save, FO4edit can make a backup so if you do something wrong you can revert back).
Open FO4edit, CTRL A and right click to unselect all, on filter write m14 then tick the m14 box (you can also tick fallout4.esm if you want to make sure the changes work) then OK in lower corner.
Once loaded, click the little plus left of m14, then scroll down to Leveled Item, this is the leveled items the mod injects into fallout4.esm.
There you have all the mobs the weapon will spawn on, the level for the m14 is 1, ONE, on all of them. So go through all of the mobs and pick a level you find suitable.
Also, if you feel like the m14 is still a bit OP compared to vanilla guns (hunting rifle has a base damage of 37 and is BOLT action) and you're not using some kind of damage balancer, go under m14, weapon, click the m14assaultrifle and find DNAM - data Damage base, and change it to what you find suitable.
If you feel like a semi auto rifle should not go through your 308 ammo, you can change the ammo under DNAM data to something else like, 5.56, or another "balancer", you can change the range of the weapon (currently has same range as hunting rifle (256) also found under DNAM data.
After you feel satisfied just save and tick the backup (should be ticked by default).
Good hunting.
I can pull the trigger 3-5 times, to its one trigger pull. In real life, guns cycle new rounds into the chamber, much faster then the human finger can pull a trigger. The reason this is so, is because firearms will cycle the round, faster then the human brain can communicate with its body. This problem shouldn't exist on any semi automatic firearm. Limited fire rate on a semi automatic, is faulty video game logic by those who have never stepped foot on a gun range.
its to damn heavy! 16-20 weight is way to much