If you acquired the weapon in a regular playthrough and import that save for a NG+ you will need to reequip the weapon after stepping off the shuttle on Mars. For some reason even the Vanilla assault rifles default to the rifle picked up on Earth currently so nothing for me to fix on this front. Once you get to the first sniper rifle lying on the ground next to the dead alliance officers on Mars the VT-X can be equipped again. After that everything seems to behave like you would expect.
**Update#3 - 1/7/25** Reload Audio timing adjusted and sound file replaced to better match the timing of the animation. You should hear 2 distinct clicks now, once for the clip and a 2nd when shepard smacks the side of the gun to rechamber the weapon.
**Update#4 - 1/10/25** A new version MWM is out. I have updated my files so everything behaves as one would expect again.
Here is a quick list of some of the fixes in todays update: - Scope Color properly matches the rifle body again - Updated Tracer Spawn info so it will display more frequently - Corrected issue with the holster animation - MWM compatibility updates and the laser pointer got an update for the VTX (Thanks Mistyvail!)
I want to thank you HH for the absolutely beautiful rendering of the weapon, the attachments, the additional attachments such as the special ammo damage bonus, and some things I probably haven't unlocked yet. I installed the VT-X more than 60% through this femshep playthrough for the first time using GAW, EGM, Spectre Mod, etc and it is truly a game changer on Insanity with both AP ammo (my favorite against Reapers and a huge help in Omega vs Ramparts and Cerberus soldiers, and with Disruptor ammo and Cryo it does a good job against the harder targets like Banshees and the Tyrants.
I'm installing the PV mod that I somehow didn't get this after installing W11 a few weeks ago and losing my old ME data but I can say that with W11 (which I had heard so many bad things about as a PC gaming rig builder that I stuck with the tried and true W10) the game runs smoother, feels more "realistic" and with ALOT and ALOV is extremely breathtaking. I may do a broshep playthrough one last time with some mods I missed that doesn't affect later on stuff but early on things, and give it a whirl.
Truly though, sir/ma'am, your attention to detail (especially with the scope) is why you should be part of the ME5 team giving us our next adventure. Hopefully that'll be MW/Andromeda, who knows? In several hundred years I don't see why FTL could not be advanced enough to reach Andromeda's smaller cluster or at least a data up/downlink to send detailed schematics/reports of the situation.
Again, thank you! Look forward to trying the SMG and the Sniper!!!
I love this gun and use it on all my playthroughs. I only have one question, is it possible to make it full auto? I'm asking cause I've had mods in the pass that editing the files to change a gun to full auto doesn't work.
it is possible but it isn't balanced for full auto. Results could be undesirable.
Fire types are set at the weapon level so any mod that changes the default vanilla rifles wouldn't work on this one. That said enough people have asked for it so perhaps ill create a full auto version.
As soon as I tried it out I immediately knew this was gonna be my main weapon for the entire game. Thanks for the quality work! Can tell you put some time into this mod and it shows!
This weapon is awesome, So lets say I wanted to add more damage to it or make any values of the gun change in any way. How would I got about it and is it an easy thing to do or is it an absolute pain in the arse?
Unpack the .bin and look for the "damage" values in the bioweapon.xml and adjust them there. For more in depth answers on that process you can visit the ME Mods or ME3 Tweaks discord channels.
60 comments
**Update#3 - 1/7/25**
Reload Audio timing adjusted and sound file replaced to better match the timing of the animation. You should hear 2 distinct clicks now, once for the clip and a 2nd when shepard smacks the side of the gun to rechamber the weapon.
**Update#4 - 1/10/25**
A new version MWM is out. I have updated my files so everything behaves as one would expect again.
Here is a quick list of some of the fixes in todays update:
- Scope Color properly matches the rifle body again
- Updated Tracer Spawn info so it will display more frequently
- Corrected issue with the holster animation
- MWM compatibility updates and the laser pointer got an update for the VTX (Thanks Mistyvail!)
ammo damage bonus, and some things I probably haven't unlocked yet. I
installed the VT-X more than 60% through this femshep playthrough for
the first time using GAW, EGM, Spectre Mod, etc and it is truly a game
changer on Insanity with both AP ammo (my favorite against Reapers and a
huge help in Omega vs Ramparts and Cerberus soldiers, and with
Disruptor ammo and Cryo it does a good job against the harder targets
like Banshees and the Tyrants.
I'm installing the PV mod that I somehow didn't get this after installing W11 a few weeks ago and losing
my old ME data but I can say that with W11 (which I had heard so many
bad things about as a PC gaming rig builder that I stuck with the tried
and true W10) the game runs smoother, feels more "realistic" and with
ALOT and ALOV is extremely breathtaking. I may do a broshep playthrough
one last time with some mods I missed that doesn't affect later on stuff
but early on things, and give it a whirl.
Truly though, sir/ma'am, your attention to detail (especially with the scope) is why
you should be part of the ME5 team giving us our next adventure.
Hopefully that'll be MW/Andromeda, who knows? In several hundred years I
don't see why FTL could not be advanced enough to reach Andromeda's
smaller cluster or at least a data up/downlink to send detailed
schematics/reports of the situation.
Again, thank you! Look forward to trying the SMG and the Sniper!!!
Fire types are set at the weapon level so any mod that changes the default vanilla rifles wouldn't work on this one. That said enough people have asked for it so perhaps ill create a full auto version.
I mod for me and me alone but when others appreciate the effort it feels good.