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Skyrim GUNMOD Redux Part 1 - M1 Garand


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Skyrim GUNMOD Redux Part 1 - M1 Garand

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Skyrim GUNMOD Redux Part 1 - M1 Garand

 

Introduction:

 Essentially, what this mod does is add an M1 Garand to your game. For those that may not know, an M1 Garand is a WWII era rifle originally manufactured by Springfield Armory. It chambers a .30-06 (7.62mm) round. This gun was originally introduced into Skyrim by a guy named xillus on MODDB alongside a handful of other guns. The original mod is unfinished and very buggy, so what this project aims to do is redo each weapon individually from scratch. Since the project as a whole is a WIP, for the time being, each weapon will be uploaded as it's own file. When every weapon is updated, refined, and working properly, they'll all be made into a single file. Each single file will still be left available for download as well, for those that may not want every weapon but instead just one or two.

 

About the Weapon:

 The weapon can be crafted at any forge with 2 steel ingots and 3 firewood. The ammunition can be crafted with 1 fire salt and 1 steel ingot. Considering a real world M1 Garand features a clip that holds 8 rounds, each time you craft ammo you'll be given 8 rounds. When you equip the weapon you'll be able to fire it semi-auto thanks to J3X generously allowing users to freely use his assets. That said, his mod is not required for this mod to function properly, but I still highly recommend using it anyway and checking out his other mods, he does fantastic work.

 

Requirements:

 This mod doesn't require anything other than the base game and the Dawnguard DLC. However, the weapon is optimized for use with Yurica's Musketeer Animations. So I highly recommend you consider using those alongside this or the weapon positioning may be off.

 

Installation:

 To install manually, take the files included in this mod and drop them into your Skyrim\Data folder. I recommend using a mod manager, however.

 

Sample Video:

 

Credits:

J3X

Ghosu

xillus

Yurica

Bethesda

 

Programs Used:

xEdit

paint.net

Blender

NifSkope

Audacity

 

Original Mod

 

Thank you again to J3X for the scripts, Ghosu for his models from Project Flintlock and his permissions for users to freely use his assets, xillus for the original mod, and Yurica for the animations.

 

Other Mods:

othermods1.jpg.c1a15fdf2126e3ba1b9d82f93bce4614.jpg

othermods3.jpeg.1f912df6075e76c94e46d927fcc3e604.jpeg

othermods5.jpg.53e7701b7a1d614328dd4c274bb9ba89.jpg

othermods6.jpg.b96e984c13ce8e8c09faf8dffc842aaf.jpg

othermods7.jpg.c4c34cfd01a10bfe8eba77c70576e4b5.jpg


  • Submitter
  • Submitted
    11/14/2019
  • Category
  • Requires
    Dawnguard, (Optional) Musketeer Animations
  • Special Edition Compatible
    Yes

 

Posted

Converted it to SE, working fine. Only visual bug is the angle at which the weapon is placed at the back. Most probably since it uses the Cross Bow features.

Posted
20 hours ago, Tron91 said:

Converted it to SE, working fine. Only visual bug is the angle at which the weapon is placed at the back. Most probably since it uses the Cross Bow features.

Thank you for that, I'll update the mod page to show that this functions with SE.

 

And yeah, unfortunately, I don't know any way to edit the position of the gun on the back without editing the way the PC holds it when equipped as well.

Posted

Great work, can I suggest something more lore-friendly? Those first European firearms from 14th-16th century, something like the schioppi, arquebuses without the stick, muskets (the one with the trumpet barrel), etc. would fit quite well into Skyrim because some of them look like something made of magic. Maybe use staves as basis for them?

Posted
1 hour ago, TWK971 said:

Thank you for that, I'll update the mod page to show that this functions with SE.

 

And yeah, unfortunately, I don't know any way to edit the position of the gun on the back without editing the way the PC holds it when equipped as well.

It functions in SE but after Nif Optimization and converting the animation files from the mod at nexus to SE format. I can provide the converted mod along with the animations. But, I ain't sure about the permission of using the animation files.

Posted
18 hours ago, user9120975435 said:

Great work, can I suggest something more lore-friendly? Those first European firearms from 14th-16th century, something like the schioppi, arquebuses without the stick, muskets (the one with the trumpet barrel), etc. would fit quite well into Skyrim because some of them look like something made of magic. Maybe use staves as basis for them?

There's actually already a really solid mod out that adds weapons like that. It has weapons pretty close to the ones you've described, even the hand cannon.

 

Check it out, here

 

Another really good musket mod is Yurica's Musketeer mod, there's actually a link to it in this mod's description.

Posted
17 hours ago, Tron91 said:

It functions in SE but after Nif Optimization and converting the animation files from the mod at nexus to SE format. I can provide the converted mod along with the animations. But, I ain't sure about the permission of using the animation files.

Yeah, I hear you. If anyone wants the converted version they could always just PM you about it and you could send it to them individually to avoid any issues like that.

 

Or if want you could upload the mod without the animations so people could at least get the weapon. The vanilla crossbow animations work with it too considering an M1 is loaded from the top of the gun, similar to how a crossbow would be loaded, and they can be held pretty similarly too. The only problem would be the positioning which could be fixed pretty easily in NifSkope.

 

I could message the author of the animations too to see if she's cool with you porting them to SE, if you want. I don't think it'd be a problem.

Posted

 

12 minutes ago, TWK971 said:

Yeah, I hear you. If anyone wants the converted version they could always just PM you about it and you could send it to them individually to avoid any issues like that.

 

Or if want you could upload the mod without the animations so people could at least get the weapon. The vanilla crossbow animations work with it too considering an M1 is loaded from the top of the gun, similar to how a crossbow would be loaded, and they can be held pretty similarly too. The only problem would be the positioning which could be fixed pretty easily in NifSkope.

 

I could message the author of the animations too to see if she's cool with you porting them to SE, if you want. I don't think it'd be a problem.

 

Yeah I can upload the version minus the animations.

Posted

Question, you say that we should get another mod for it to fire in semi auto? Does it fire in auto vanilla? Just asking because the garrand never fired auto asks also never had a bolt. It was a top loaded square clip that made a beautiful ping sound when it was empty and launched it out. 

Posted
17 hours ago, Jody88 said:

Question, you say that we should get another mod for it to fire in semi auto? Does it fire in auto vanilla? Just asking because the garrand never fired auto asks also never had a bolt. It was a top loaded square clip that made a beautiful ping sound when it was empty and launched it out. 

No, you can fire it semi-auto without the other mod, it says under the "Requirements" section that this mod doesn't require anything other than the base game and the Dawnguard DLC to function properly. The scripts are included in this download. I just recommended checking out that mod and his other mods because he's a really good mod author.

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