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Modern Firearms (OUTDATED, NEW LINKS NOW POSTED) 2.5 1.4 by Idlesheep


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Posted

MCM would be great:-)

 

I was reading more over at the WARS thread on nexus and the author has been stating they are gonna use the ammotweaks framework for sure to switch between ammo types and receivers and other stuff. http://www.nexusmods.com/fallout4/mods/4036/?

 

What I don't like about ammotweaks is it adds a lot of other ammo types that modern firearms doesn't use but if it solves the problem of switching things while having the same kind of gun in the inventory it might be worth a look. One major problem I see with using it with some mods is the ammo types like FMJ and AP etc it would mean anyone would have to go through all their mods and delete the OMODs that are doing the same things from those other mods. Most likely the mod authors would not be making a patch for it.

Posted

Unless there's some major breakthrough happened then the multiple weapons of the same type preventing scripting from working won't change I'm afraid, it was a simple matter of the engine not knowing which item was being called up, hence the workaround of the unique mfcustoms, giving them their own id. Still, its an interesting time for fallout modding, another pretty major door just got opened, but it may take a while for the dust to settle I guess as everyone starts to use the new methods.

Posted

Under the bugs section of ammo tweaks mod they say this "- Most unique weapons won't allow swapping ammo types or changing condition mods in real time using the default [swap Ammo] item.
    - Using the item named [swap Ammo Alt] will allow swapping ammo/attack types for these weapons.
        - This alternate method has the drawback of sometimes picking one of your weapons of the same type at random if you have more than one weapon of the same type.
        - The only way I've seen to get around using multiple items for this requires F4SE so it will probably be optional once implemented.
    - condition will update when these weapons are unequipped or equipped."

 

 

So that mod suffers from the same problems this mod has but something to consider is that mod handles all the stuff you guys are doing with things it is modular as the user can install things optionally but the script load is increased because of scripts running on each weapon. If or when WARS comes out I'm worried about how to have both that mod and this one running together so as the author of that mod says F4SE might be the thing that solves this weapon of the same type problem but it might be a while before we see that happen since the game is in a big mess with creation cash club drama screwing up all the updates to the game.

Posted

So, I am still getting issues with some armor pieces after a fresh install. I haven't dug into the assets yet. I've had some stuff come up and will have time this weekend to start looking, but maybe someone else might know what is wrong.

 

37014766592_1229eb2ff7_b.jpg

 

37044259951_d5bdcceb3d_b.jpg

Posted

I have created new formIDs for all the vanilla altered keywords and started a new game to see what would happen. So far the only problem I'm having is the ap_armor lining keyword renamed to ap_FIS by this mod doesn't seem to work anymore if made into a new custom keyword. This affects the "misc" mod option for all the armors like belts and vests and leg or arm armors they no longer can use this option after altering this keyword. This keyword is important though because so many people have other mods like AWKCR which use this keyword and of course it is the vanilla keyword that handles armor lining for things like the vault suit and the hazmat suit etc.

 

I tried switching it out for the vanilla keyword and the other one that goes along with it ma_armor lining but they only show a "misc" option in game and don't allow it to access any of the options for that mod. I switched back the one thing I was testing with to the new keyword I created for it ap_FIS1 for now but all the other keywords don't seem to be having problems I can mod guns change gun paints change BDU textures or belt textures or armor textures and stuff. I still haven't found a lot of the weapons in game yet so I'm trying to get to those and see what happens to them.

 

Something I noticed between playing with the mod the way it was and playing with it after I changed the keywords is that npcs are at their proper markers now for all kinds of things like trashcan carla is sitting on the road by that pile of garbage like she is supposed to be doin and super mutants in the hospital near malden attack normally instead of all rushing out of the very back of the hospital as soon as one of them notices me. Some of the vanilla keywords altered by the mod were for power armor so they could cause problems between different power armor mods. I have that enclave X-02 mod installed and worsins garage etc gonna try these out too and see if there are any differences there with these new keywords.

Posted

Actually FO4Hotkeys and MCM have both Reg2K as author. MCM support is already prepared for Modern Firearms and i'm also in the MCM Discord, requesting conveinience options, lol.

Posted

@nervod: that looks like the old meshes... You don't still have loose files from a previous version kicking around in there do you? ...there is however the possibility those are what whiskey referred to as 'wip' items- the only thing we use in game is the bdu- uniform from the clothes.

Posted

@nervod: that looks like the old meshes... You don't still have loose files from a previous version kicking around in there do you? ...there is however the possibility those are what whiskey referred to as 'wip' items- the only thing we use in game is the bdu- uniform from the clothes.

I'm wondering if I need to uninstall. Go back through with a fine tooth comb and delete anything I see and start a new game with a fresh install of the mod. I tried to do it with a existing save before. I uninstalled. Loaded up. Saved. Then installed on my existing saves.

Posted

Everything is in ba2 archives now so you shouldn't have any loose files laying around. Always install something yourself don't let those mod managers take over your stuff. The only big benefit those programs can offer is to have a bunch of different runs on the game going on at the same time so you can load up one list of mods for one save and another list of mods for another save etc. but those programs never get all that stuff right every time they always screw up somehow.

Posted

I Love MF! I would have uninstalled this game a long time ago if it wasn't for this mod.

 

One question though:

How exactly do I make my gun unique at the vendor station? It doesn't give me an option to make my rifle unique.

Posted

You have to build one of those vending machines at a settlement and go down to the bottom of the list one of the last few options on the menu it lists only the weapons in your inventory as something you can upgrade from which just makes it a unique weapon but you will have to redo your mods for the gun as they don't carry over.

Posted

You have to build one of those vending machines at a settlement and go down to the bottom of the list one of the last few options on the menu it lists only the weapons in your inventory as something you can upgrade from which just makes it a unique weapon but you will have to redo your mods for the gun as they don't carry over.

 

Thanks!

I thought there would be an option to turn my own gun unique. I just traded mine in for a new one :)

Posted

Something I noticed while modding the saiga12 is that if I have the dragons breath mod installed and then add a legendary enchantment like plasma infused or explosive the game will slow to a crawl in heavy areas like sanctuary or some parts of downtown while using auto fire mode. This is the fault of the game though since it doesn't like lots of explosions or similar graphics rendering a lot like the kwk with that carpet bomb shell.

Posted

finally found a famas cricket was selling it:-)  So I noticed some bugs with it like the muzzle flash effects are far out in front of the gun even though the barrel is the shortest one a 12in commando barrel and it only matches up when I use the longest barrel 24in. The accuracy gets worse the longer the barrel is but after attaching an angled foregrip the accuracy goes back to what it was before the barrel change. Looks like a grenade launcher would fit under this thing but none are available yet so I'm guessing you guys are still working on that one.

  • 2 weeks later...
Posted

I would actually like to see a patch that removes the weapons from the leveled lists or at least makes them spawn a little less.

:lol:

 

Actually, I want a mod that do the exact opposite: remove "vanilla" (base game and DLC save the unique ones) ballistic weapons to let only the weapons provided by these two mods. No more pipe weapons.

 

Any idea ?

Posted

Best thing you can do is find a good pipe gun replacer, unless you want to get knee deep in fo4edit. Same goes for reducing the spawns really, though that may change in future versions as the distribution of the guns and equipment will be handled differently.

Short answer- things will improve in the future, but for now it's a huge and tedious task, so seems unlikely anyone's going to take it on.

Posted

You should still be seeing them in the wild, I know I do. Strange, you got anything else reducing their likelihood of spawning?

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