Any modders are welcomed to work and modify this mod, if you will post me with results I may add it as option or update main file with it with credits to a modder.
Just a little note if using for those using ttw version, if you use ttw quick start this mod makes it so you can't select your race/stats etc when leaving the vault. Not only that i had weird lighting issues in exteriors as well, and gun won't even spawn in mailbox and there might be even more issues. Gun itself works without any problem when i added it through command but it seems mod like tries to do much more than just adding the gun in game, author that provided ttw version probably isn't experienced in modding that much so these are the things that probably slipped into mod without them knowing, or it might be also because its really old mod. That being said gun is amazing but sadly can't use it because the issues. Still Endorsed
Is there a level or skill level requirement for using the gun? I picked it up in Doc Mitchell's house, but am being told I am too inexperienced to use the weapon at the moment.
The message itself is from a mod that checks against skill and level requirements for various things (like needing 6 strength for a particular weapon) and won't let you equip it
Instead of making 2 DIFFERENT ESPS that have the separate ammo versions how 'bout you make one esp that has the revolver that can use both 357 and 44.?
Conceptually, I assume that it could be done with a crafting recipe at a workbench. I do not, however, know how to execute this idea.
That said, it's not possible, as far as I know, to have a single weapon use two ammo types 'on the fly'; nor would it be realistic. In the real world, to switch from .357 Mag to .44 Mag, you'd have to swap out the barrels and the cylinders, and at that point you might as well just carry two guns, one in each of the calibers you want.
I beefed up the base damage and fire rate for my instance of this, and use it as my sidearm with QuickSilver500's Marlin 1894 Tactical (not available on the Nexus) as my rifle, since both are chambered for .44 Magnum.
Both are heavy-hitting, rapid firing nail-drivers.
Big thank you to Tau34RUS for an absolute *beast* of a wheelgun that really makes my "Post-apocalyptic Gunslinger" playstyle an absolute delight. :)
You're going make me cry, a UNICA f*#@ing 6! The most beautiful Unique revolver I've ever laid eyes on. I asked modders everywhere from open forums to exclusive modding sites and every one of them were disinterested. Thank you!
145 comments
Not only that i had weird lighting issues in exteriors as well, and gun won't even spawn in mailbox and there might be even more issues.
Gun itself works without any problem when i added it through command but it seems mod like tries to do much more than just adding the gun in game, author that provided ttw version probably isn't experienced in modding that much so these are the things that probably slipped into mod without them knowing, or it might be also because its really old mod.
That being said gun is amazing but sadly can't use it because the issues. Still Endorsed
Edit: I fixed it. For some reason the plugin always auto turned off itself
The message itself is from a mod that checks against skill and level requirements for various things (like needing 6 strength for a particular weapon) and won't let you equip it
Thanks in advance.
Conceptually, I assume that it could be done with a crafting recipe at a workbench. I do not, however, know how to execute this idea.
That said, it's not possible, as far as I know, to have a single weapon use two ammo types 'on the fly'; nor would it be realistic. In the real world, to switch from .357 Mag to .44 Mag, you'd have to swap out the barrels and the cylinders, and at that point you might as well just carry two guns, one in each of the calibers you want.
Both are heavy-hitting, rapid firing nail-drivers.
Big thank you to Tau34RUS for an absolute *beast* of a wheelgun that really makes my "Post-apocalyptic Gunslinger" playstyle an absolute delight. :)