Remember folks if you have an issue or a bug or are confused about something, please post the comments in the bugs/issues section. If you do not I will move your comment there. Thanks in advance <3 !!
Regarding the 1.11.36 update: with the “Starfield .nif Mesh Path Migration Tool for SF 1.11.36” by JMPZ11, I fixed my own copy of this mod by processing the mod’s included folder “Data\Meshes\TankGirl\Weapons\M41A”. I hope this helps some until the mod author can update it.
Hey hey helloo is it possible to get a patch to use the mod with the 1.1, because the gun has invisible part since the game updated !! and i need my AR to remove some xeno !!!
Well, mine isn't exactly the same as that one you linked, but it is similiar (check out the vid and see if it's for you!) and it SHOULD work with this version.
The damage is lacking when facing higher leveled enemies. Is there a amod code for increasing quality? I'm level 77 and the damage for regular automatic is 64. Just about every weapon i have is 100+ damage. Its cool gun but its not feasible to use after a point.
Anyway to add a leveld-list thingy so it appears in the world and in shops? I like having a ton of extra content weapon/armours added, that you come upon naturally, and not simply give yourself at the workbench.
Just a small suggestion, but great work, and I'm still gonna use and endorse cause I want more guns, and this one actually works quite well.
No, I will not do that as I do not want to contribute to the growing script bloat. You all will just have to wait until the ck comes out and I can do that without forcing an injector script.
I 100% do not like that the only way we can do that as of now is by using a script to force them into lists and would rather wait till I can add them normally.
Just been wanting to say I've really been enjoying this mod so far. I've been playing mainly as a sniper. While the sniper configuration doesn't deal the damage that vanilla sniper rifles do (the Hard Target and Magsniper), this rifle beats them in every other area. I greatly appreciate the suppressor and larger mag size and it's performing well so far (and looks a lot nicer than the vanilla rifles).
Congrats, this is very impressive. I can't wait to see more mods like this. It gives me hope that the Sig MCX from Fallout4 may someday make its way to Starfield. Also, nice touch with the Nerf skins.
Don't take any of this as me complaining but thought you may want to know. Some combination of settings caused the reflex sight to lineup overlapping the top handle. I went with a scope instead. Additionally, (& not that I think you can do anything about this anyway) but using the Camo M16 mod caused the foregrip & stock (except the wooden option) to appear the same camo from the M16 mod (https://www.nexusmods.com/starfield/mods/5798). The foregrip & stock appeared as intended after I disabled it.
"Scopes: The scopes and sights will clip at their base with the top of the weapon, unfortunately, you all will just have to deal with that. I only had two options, make the scopes/sights not clip, or make them inaccurate. As of now all of them are aligned with their proper aim down sights and work just fine. I know my mod in the past had people mention the iron sights were off, however, that is not the case this time as the sights and the projectile nodes were not altered in any way. "I reiterate the sights and projectile node are vanilla. ""
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https://youtu.be/dkpeYvIfqQY
it´s a replacer, but i would like to have this sound only with Your gun...
Edit: I think I figured it out...
Just a small suggestion, but great work, and I'm still gonna use and endorse cause I want more guns, and this one actually works quite well.
I 100% do not like that the only way we can do that as of now is by using a script to force them into lists and would rather wait till I can add them normally.
Don't take any of this as me complaining but thought you may want to know. Some combination of settings caused the reflex sight to lineup overlapping the top handle. I went with a scope instead. Additionally, (& not that I think you can do anything about this anyway) but using the Camo M16 mod caused the foregrip & stock (except the wooden option) to appear the same camo from the M16 mod (https://www.nexusmods.com/starfield/mods/5798). The foregrip & stock appeared as intended after I disabled it.
"Scopes:
The scopes and sights will clip at their base with the top of the weapon, unfortunately, you all will just have to deal with that. I only had two options, make the scopes/sights not clip, or make them inaccurate. As of now all of them are aligned with their proper aim down sights and work just fine. I know my mod in the past had people mention the iron sights were off, however, that is not the case this time as the sights and the projectile nodes were not altered in any
way. "I reiterate the sights and projectile node are vanilla. ""