Jump to content

Modern Firearms (OUTDATED, NEW LINKS NOW POSTED) 2.5 1.4 by Idlesheep


Recommended Posts

Posted

By purple do you mean it had no texture at all, or a purple tint? The tint is an AMD issue, the fix file (a roll back to previous lenses) is in the downloads here.

A more permanent fix will be in the next version.

Apologies if you'd removed the fix when stripping loose files, I wasn't aware when advising in the thread who might have installed the lens fix already, I'll make sure to mention it next time.

Posted

In other news, Lordofdragons01 otherwise known as Draco has made a bunch of compatibility patches for popular mods such as Weaponsmith Extended, New Calibers, Raider Overhaul and We are the Minutemen among others, all in a handy fomod, mf and ms versions included. I'll upload it here when it's generally agreed he's finished tweaking it, but in the meantime you can find it here:

 

http://www.nexusmods.com/fallout4/mods/26459/?tab=4&&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fcomments%2F%3Fmod_id%3D26459%26page%3D1%26sort%3DDESC%26pid%3D0%26thread_id%3D5949598&pUp=1

 

Our thanks to him, it's looking great.

Posted

Just grab 'Lens Fix.zip' from the downloads here and install it over 2.5-1.4, that'll set the lenses back to their previous versions. It's only the 'see-through' scopes that have the issue, and only on AMD cards. Full fix in the next version, sorry for the inconvenience.

Posted

Ok got it gonna see how it works out. Hey I was digging around in the esp and there is a holotape for controlling this mod? Does it work yet and where can I get it in game?

Posted

Naw, that holotape is a placeholder for some planned stuff that never got finished. The guy that was working on it had some a trouble in the real world and was unfortunately unable to complete his ideas. There may be a working holotape in the next version, depending on how our new script wizard Zoomah deals with some of his plans. Holotape or not though, he's made some amazing stuff so far, it'll be worth the wait for sure.

Posted

Glad you mentioned it I was about to spawn it in and see what it does. The loading screens show this shotgun that has a GIGANTIC drum mag is this a bug or actually a thing?

 

I changed the sound keyword for anything using 762x39 to the nuka world hand made rifle keyword and it sounds much better has the loops and everything. I found an AR57 and setup a custom sound for it I found in another game sounds great. I can't believe someone managed to put a P90 mag on a handlebar gun lol never thought I would see that. The handling is just a little better than the P90 mod on nexus.

Posted

Glad you mentioned it I was about to spawn it in and see what it does. The loading screens show this shotgun that has a GIGANTIC drum mag is this a bug or actually a thing?

 

I changed the sound keyword for anything using 762x39 to the nuka world hand made rifle keyword and it sounds much better has the loops and everything. I found an AR57 and setup a custom sound for it I found in another game sounds great. I can't believe someone managed to put a P90 mag on a handlebar gun lol never thought I would see that. The handling is just a little better than the P90 mod on nexus.

That load screen would be the Saiga 12, and yes the giant drum is actually a thing. Currently uses a blown-up copy of the vanilla combat shotgun drum, but the real thing is a skeletonized beast, originally designed for the Fostech Origin 12.

Posted

So, I said once I worked out some bug I would post a link to the MK23 easygirl holster. I made both left and right leg ones. Completely craftable and does not replace any of the easygilr holsters.

 

I in no means take any credit for Human Natures easygirl mod or any credit from the Modern Weapons team. I just paired them together and made it bodyslide compatible. I'll reach out to Human Nature to see if I can maybe host the mod here. I dont think Nexus would have it since they seem to have something against Modern Weapons.

 

I need you guys to test it out though to see if you find any issues.

 

I do still have one open bug and cant find any good tutorials getting around it. The gun in the holster in really high weights will bend with the body part. I don't know how to get rid of this.

 

You do need easygirl already for this mod. It is setup to just install and overwrite the existing easygirl esp.

 

https://drive.google.com/open?id=0B1AX7snbwFTnZGxXRTBhQ0taUlU

 

Please let me know if you have some documentation or can explain to fix my last issue and if you see any other issues.

 

Thanks

 

Posted

Awesome Nervod, thanks for sharing!

 

With regards the nexus, there's no reason we can't post there anymore, but 'Sheep couldn't be bothered to after all the hostility he got from users. Ignore the rumour mongers lol, if you have permission from Human Nature it's safe to say you can post this wherever you like.

 

On the bodyslide thing I fear that's a problem that'sdifficult to avoid, I think you'd need the model cut into chunks, with the pistol and holster almost free-floating while the straps/belt were weighted to the body. No idea how to achieve that myself I'm afraid!

 

Anyway, thanks again!

Posted

 

 

So, I said once I worked out some bug I would post a link to the MK23 easygirl holster. I made both left and right leg ones. Completely craftable and does not replace any of the easygilr holsters.

 

I in no means take any credit for Human Natures easygirl mod or any credit from the Modern Weapons team. I just paired them together and made it bodyslide compatible. I'll reach out to Human Nature to see if I can maybe host the mod here. I dont think Nexus would have it since they seem to have something against Modern Weapons.

 

I need you guys to test it out though to see if you find any issues.

 

I do still have one open bug and cant find any good tutorials getting around it. The gun in the holster in really high weights will bend with the body part. I don't know how to get rid of this.

 

You do need easygirl already for this mod. It is setup to just install and overwrite the existing easygirl esp.

 

https://drive.google.com/open?id=0B1AX7snbwFTnZGxXRTBhQ0taUlU

 

Please let me know if you have some documentation or can explain to fix my last issue and if you see any other issues.

 

Thanks

 

 

...actually, double checking the credits with Whiskey, it appears some or all of the mk23 may be from Book of Earache, which the mods at the nexus have an issue with. We have perms to use them but it might be safer to keep it off nexus, as Earaches departure from there seemed to be far from amicable.

 

Edit: scratch that lol, Whiskey traced the models further back and says everything should be fine. Apologies for the confusion.

Posted

Will the m14 get a 30 round clip at some point? I found one recently and the only option for clip was no clip.

Probably. I tried figuring out how to set up extra mag options for the M14, but ran into a wall because apparently the M14 model doesn't have the necessary attach point/node, and at the time I didn't know how to add new ones.

Posted

I don't think anyone knows how to add new bones right now actually but didn't know it was setup like that.

 

 

 

I just found a REC-7 in goodneighbor and I like me some REC-7:-) I also like this new 6.8 spc ammo and the caliber change kits for guns that normally handle blackout rounds to handle 6.8 spc ammo. I found a bug with the colt canada c7/c8 using ARMS iron sights it appears the front sight is too high or the rear sight is too low it is hard to tell at this point but they are definitely misaligned. I was checking out the m249 and found out that the old bug of finding only the standard and tactical receivers in workbench with no alts is still there unless I go into fo4edit and change what receiver is given with the PC custom version then in game run it through the vending machine and all four receivers shows normally in the workbench. I also noticed you guys used that SCAR anim for the m249 standard anims which has a similar appearance to the old alt anims for the same gun but the reload is odd and slow. So now if I want the faster reload like before I have to get used to the old standard assault rifle anims which are now the new alt anims lol. What I used to do in v2.4 was take any of those m249 I could find and stockpile them at each settlement but convert them to the alt anims so the gun was closer to the face and now I'm gonna have to get used to just leaving them as is to keep the assault rifle anims in place.

 

Thanks to that amd card patch I now noticed that all the reflex scopes I normally used have glass in them which they didn't appear to have before which is great they look lots better now. That leopould reflex scope looks like the thing on the side behind the reflex part should flip over to sit behind the reflex part when the 6x option is used but they both look the same after going through the workbench or using the scope switch hotkey are they supposed to be that way? Oh I wanted to ask about the IFF scope animated graphics textures, they somehow changed between when I first started using the mod just after v2.4 was released and now. There used to be these animated red lines moving up and down on those circular sections on the sides of the scope graphics now there is just two black circular shapes there opaque no animated anything. What could have changed that? I got that bug back in v2.4 sometime last year and have no idea what changed it.

Posted

I'll have to ask Whiskey about the IFF, I've no clue how those are set up.

With the magnifier glitch do you get the different zoom effect in first person, meaning it's just the model isn't moving visibly?

Posted

I may have fixed the UZI. What I did follows:

1) Make DOOMMAC11.esp a master to use the two handed anims.

2) Apply those anims through keyword to the UZI.

3 Duplicate and rename all of the optics that are being used by other weapons (Burris,Aimshot and Doctor).

4) Add property to each of those Object modifications: (Float,ADD, ZoomDataCameraOffsetZ,-.09) (Could be a little better, maybe -.88 or -.85)

and (Float,ADD,ZoomDataCameraOffsetX, .01)

5) The original iron sights are a little misaligned. The only value I changed was the ZoomDataCameraOffsetX to .09. It's better, though not perfect.

6)Sit back and rest on Laurels.

 

Anyone can do this if they don't feel like waiting for an update. Grab yourself some FO4Edit and prepare your body.

 

PS: For some reason I'm getting duplicates out of the workbench even though I changed the modcol list for the Uzi Optics. One works, the other doesn't. What'd I miss?

 

Posted

I'll have to ask Whiskey about the IFF, I've no clue how those are set up.

With the magnifier glitch do you get the different zoom effect in first person, meaning it's just the model isn't moving visibly?

 

Yeah I get the zoom in for the leopould but the mesh is not moving at all it stays off to the side.

Posted

I'll run that up the flagpole then, cheers.

 

Edit: having consulted the guys that live where they can own guns, one of our resident gun nuts actually has a D-evo it seems, and the magnifier portion of it doesn't move in real life. How it works is mysterious, but it seems it's not a glitch.

Posted

Really? well the game switches to a scoped view with it instead of a really zoomed in reflex sight like the 3x sights in the mod. Was it supposed to have a scoped view like that?

 

 

I just found a saiga 12 shotgun... this is no shotgun this is a dam FLAK CANNON!!!! it came with the flame rounds then I added a wounding effect to the legendary slot and just DAM this thing mows down everything in seconds. Good thing I set all the shotguns in this mod to use only slightly higher damage than vanilla shotgun lol. I had the AA12 mod from modgames site installed about a month ago but I got tired of looking at it and there was no english patch for it so I ditched it. The saiga 12 beats that gun easily looks great even if it does look like an AK. When changing some of the mods on this gun the accuracy can go down to ZERO is it supposed to do that?

 

 

I was thinking about the laser pointers in this mod and wanted to ask why they don't increase the accuracy by a few points when turned on? They don't help much in aiming really maybe a little in hipfire but I mostly use them for companions so I can tell where they are aiming at when they are out of view.

Posted

The author of hotkeys would find it useful too since they could just use the mcm instead of requiring the editing of an ini file.

 

Have you guys tried using the MGL with the vanilla assault rifle anims or the vanilla combat shotgun anims? Right now that thing reloads so slowly it is basically unusable without switching fire mod or switch weapon and then switch back to skip reloading.

Posted

Looks like wardaddy is working on those shotgun anims

 

The only difference I see between this and the anims hitman made for the hunting shotgun are the pump action on hitman's anims vs these that don't have any. It also looks like he can't get the bullet counting working reading the comments on that video.

Posted

Yeah the laser modules only affect hip fire accuracy, was the best idea anyone came up with for giving them something unique as a bonus. Lol, I have an aversion to having my companions waving em around, but you have an interesting tactic there, I'll try that out!

Posted

Oh and thanks for pointing out the Krebs, I didn't know it was out there, and fx's ru556 is about the only other gun mod I keep around.

 

The guys started discussing MCM yesterday in fact, though I haven't had time to more than skim read the conversation.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...