Fallout New Vegas

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Chinpoko117

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Chinpoko117

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21 comments

  1. BoussIRL
    BoussIRL
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    I know this is small niche thing, but when using the Trigger Happy mod with this weapon in first person (oddly not 3rd person) and holding down Fire, it only fires around a two round burst (on average) instead. I'm curious as to what your thoughts are on why this is. I'm not saying I'd like some kind of fix for this, I know it's probably not worth it, but I'm just curious for your thoughts on it. Other than that, I love this weapon, it fits my aesthetic so well!!!
  2. EggTheKing
    EggTheKing
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    is this gun affected by perks?
    1. Chinpoko117
      Chinpoko117
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      I can't remember, I don't think so no. I don't actually use any of my mods lol.
    2. KingPlatinum
      KingPlatinum
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      You should. The gun overall is great, but lacks influence by perk and got no sound.
  3. MojaveMailman88
    MojaveMailman88
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    Probably my new favorite rifle mod. I really like how it's semi-auto too. Thanks for making this.
  4. Hellzapoppin
    Hellzapoppin
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    • 9 kudos
    Gun looks great... has no sound. lol

    Not to worry, will just slave this mod to the Combined Community Sound Pack and set it to use the sounds for the Battle Rifle.
    1. iSebastein
      iSebastein
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      No worries! However it uses vanilla sound entries so that's unrelated to this mod. Ya got something causing the HowdahFire entries to be silent as I didn't touch them myself.
    2. Hellzapoppin
      Hellzapoppin
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      I checked to see what it might be; I do have two sound overhauls, the Combined Community Sound Pack and the All Weapon Sounds Overhaul. CCSP uses both custom sound entries and custom sounds for them to point to, which shouldn't affect mod-added weapons by default; AWSO doesn't appear to do so, either.

      Couldn't say why that's causing it to be silent with its default sound entries. Shouldn't be. But since it's a problem unique to me, well, I've solved it, anyway, so all good. :D?

      Currently running my squad out of the Big MT, here's the roster:

      Boone with a full-auto-fied M1A (making that weapon full-auto is the easiest way I've found to get a satisfactory rate of fire with it in semiauto)
      Veronica toting your own M16A3 with M145 optic (I know, she'd rather punch things, but I can't spend 45% of my time waiting for her to regain consciousness after she tries to punch her way through a gunfight... lol)
      Russell packing the "Hacksaw" Mk. 46
      And lastly, Willow carrying her own M16A3 with quick dot optic
    3. iSebastein
      iSebastein
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      Sounds like you got a well armed group, haha. Glad you like the mod man and the sound issue was sorted out!  I almost included custom sounds but decided against it at the last minute and went with the sound entries the Survivalist Rifle used
    4. AutisticBirb
      AutisticBirb
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      I'ts not unique to you, as I have it as well. How did you fix it? I'd go into geck and figure something out but I am too lazy right now.
    5. Hellzapoppin
      Hellzapoppin
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      Like I said, I went into FNVEdit (GECK would work, too) and slaved this mod to the Combined Community Sound Pack, then used:

      CCSPbattlerifle3d
      CCSPbattlerifledistant
      CCSPbattlerifle2d

      I guess you could also use the vanilla battle rifle sounds:

      WPNbattlerifle3d
      WPNbattlerifledistant
      WPNbattlerifle2d

      As for why I chose the battle rifle... I rechambered both the Survivalist Rifle and this rifle to .308, because AFAIK, neither Colt nor Armalite ever produced a .50 caliber AR-patterned rifle. (As far as I can tell, the Survivalist Rifle is patterned on Armalite's AR-10 design, which is chambered in .308. So that's what I set the Survivalist Rifle -- and this Checkpoint Carbine -- to use as well)
  5. aps98
    aps98
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    Pretty superb gun, especially during end game. Good alternative to HH Survivalist Rifle. But might better if AddItemToLeveledList changed to more versatile LeveledListAddForm on leveled injection script, since AddItemToLeveledList bake it to save game, while LeveledListAddForm would allow user to remove it later on save game in case they uninstall this mod.
    1. iSebastein
      iSebastein
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      Thanks for the tip! At first my GECK wouldn't let me save the scripts with LeveledListAddForm but after grabbing GECK Extender it now works like a charm. I'll be using this from now on in future mods, cheers!
  6. juicylad
    juicylad
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    Really cool mod though the lack of compatability with the grunt perk is a little annoying since the survivalist's rifle had that (and it would make sense anyways)
  7. RazortailWhip
    RazortailWhip
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    At what level does the carbine start being added to characters? My courier is level 11, and I have yet to see it (even in the Gun Runners shop) is that still too low?
    1. iSebastein
      iSebastein
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      shouldn't matter I don't think, try waiting a few ingame days to let the spawn lists refresh. I think it's either 3 or 4 days for the game to refresh loot lists.
    2. RazortailWhip
      RazortailWhip
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      Ah makes sense! Thanks!
    3. DarthAgonus
      DarthAgonus
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      Either that or you could try and find the Item Browser to get it that way.
  8. Timithy
    Timithy
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    Can you make a WWP patch for this AR? love the mod btw
  9. Garvskie
    Garvskie
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    Can I make a request, can you make a silencer or suppressor for this awesome rifle of yours plsssssss................. :-) :-) :-)
  10. rebillion76
    rebillion76
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    • 15 kudos
    Looks awesome. Love the survivalist rifle and all the variants that have been made, favorites gotta be polferrera's from AWO, but they are all so well done and fit in the game world perfect