Help needed! Im working on it BUT i am fitting the model ON TOP of an existing Thompson mod, here on Nexus. Im nearly finnished with the scaling/editing the parts (With the help of a Pulse Rifle Airsoft ive got at home for reference) to make it work properly as just an mod for the workbench but i cant program/Nifscope or change the animation sadly, so help would be great!
For any fans of Aliens and the M41A, I did try to work on the Fallout 4 version some years ago but it got deleted along with all my other FO4 mods. You can still find the textures I made on the Colonial Marines a wasteland adventure page which includes a sort of functioning version, however there were never any reload animations made for it, the weapon has never been much fun to actually use, and making it sound right has been something that most major game developers have not managed.
I never usually plug my own mods but in this case I will. I did a lot of work to try and replicate the movie version, it is available as part of my companion overhaul for Tale of two wastelands, and with a little work you could also use it in New Vegas. Its based on the original by Jab_Bauer and let's start with why it sucks. Back when it came out for FO3, iron sights were not a thing so due to the model not having sights (which is the same as the movie one) and positioning of the model, it was always godawful to shoot the thing. Combine this with how the M41A has to be configured to sound right and my only option was to make it unplayable, so it is Jericho's default weapon.
Now the good stuff. It sounds exactly like the pulse rifle from Aliens, and I mean exactly. Thanks to sound files from the Colonial Marines FO4 mod and some of my trickery you get the variable fire rate which is close to impossible to get right. The rifle functions as a slow-firing shotgun with a long muzzle flash and several random sounds giving the appearance of burst fire. In addition, the weapon has been resized and the textures reworked. The original did not even have a normal and spec map, and suffered from horrible stretched stuff on the underside. Mine is 100% accurate to the film and much better quality, with the only slight issue of it having to be cleaner, although being durable plastic it looks pretty good.
Whenever I watch Aliens and hear Hicks shoot for the first time I think wow, that is the coolest thing I ever heard, and mine sounds just the same. So if you play TTW and want that proper Aliens vibe, check out my companion overhaul which features loads more unique weapons and armour.
I not modded fo4 at all, could not be arsed, But it does have sound files and etc that i imagine might work in the fo4 engine, or they could be converted over to its format.
If anyone want to try i would suggest this, contact one of the original pule rifle modders, see if they will give permission to use some of the assets they used.
My vague memory might recall the guys mod that i used said he was done with modding, and i could give permission to others to improve on my mod or do whatever with it. But to cover the bases since i did a few mods and might be misremembering which mod guy said what at the time, this was years ago. You could check the page my mod is located on and i gave full credits, and whatever annotations the og modder told me. And try contacting them to confirm permission to try and build on their work or use parts of it to try and get the gun into fo4.
http://www.nexusmods.com/newvegas/mods/35860/?
From my page
Thanks to Jeb_Bauer for his Aliens pulse rifle mod, with fixed collisions and all, i could not get the grenade launcher to work, bit beyond my know how and not sure it is even possible wo script extenders like we had for the old fallout. Thanks to Neotorious whos Jebs's mod was based off of. Also thanks to Fext and mike01010101 for their work on the initial mod and Feczor for the sounds.
The models for the Colonial Marines Weapons look jank and ugly, not to mention the quest to get them is tedious and it's not even highlighted in the pipboy interface.
I'm an engineer, but 4 months ago I'd never modded a game. I have 8 files up now. They're not world-changing, but I couldn't have understood them, much less made them, four months ago.
If everyone who's been spamming "someone make this" on this page would instead have spent that time sitting down, focusing on a task with no immediate gratification, and learning how to do something new, this would not only already be a thing but probably like 47 versions of the thing.
No one was born knowing how to make mods.
You can get all pissy and mad now, or you can recognize the truth and realize this will only help your brain.
Here's a freely available resource for anyone to come and use... and it's filled with people passively waiting for someone else to do something.
That's horrifying.
Do something.
"Why don't you?"
Because I don't want to. I do things I want to do. If you feel this is important to you, THAT'S 99% OF THE MOTIVATION OF HOW ANYTHING GETS DONE IN THIS WORLD.
So you're off to a good start!
At least one of you can do this. And do it well. And learn things you never knew. And stay up until 2 AM making pulse-rifle sounds into microphones.
The only problem is to learn everything for this, sound, animation, textures and projectiles + modability in the workshop. It would take longer than you are suggesting.
It's literally months of work for a newbie... Starting on something like this is highly ill advised. So telling people to just do it is borderline dumb af. People need to start where they feel comfortable... taking up something like this, would be pretty hard for a single person, especially with no experience modding.
Just saying, your comment is kind of a dick thing to say.
How arrogant and condescending. Computers and modding are things that some people are not built to have the skills for, that's why everyone has skills and lack of in others. So, if someone is not medically inclined, or has the skills or the ability to understand the field, they should just "dooo iiittttt"? I don't think too many of their patients would survive. I'm the worst at math, I lack any skill in it, no matter how hard I "dooo iiiitttt", and nothing will change that. Everyone has their limitations.
Just because you figured out how to make a few minor mods, does not mean anyone or everyone can take on a mod like this, especially.
Sorry, did you just equate obtaining medical attention with making demands of a person who dedicates their free time to giving you free s#*!?
Did you two just get all butthurt at someone trying to motivate you into trying to learn something new, instead of whining about how someone else should do work for you because you want them to? Like, what, mod welfare?
I support your position 100% I AM A NEWB TO EVEN USING MOD'S! HOWEVER! Many moons ago, I'd never really used any computer except to play "Oregon Trail" or type something on a program someone else loaded for me!
A friend got me in at a computer company, doing sales of all things! Talk about having to learn to be a good bullshit artist! That was the part I was good at but HATED! There's nothing like having to lie for a living!
Why I'm saying this: I sat down for my first day of work, the place looked like the deck of the Enterprise, I felt like I was in the Twilight Zone! My new boss came over & dropped a HUGE book in front of me with over 600,000 computer parts in it & said, "Good Luck, Welcome Aboard"! He was told I'd had experience! I DIDN'T! But I studied that book & taught myself the job! It was hard, I was in a new relationship with a woman, & in a new Apartment in a new city!
My point is that YOU ARE RIGHT! Anyone who says you're a dick for saying this, in my opinion just has a problem with shortcut's to thinking! The truth is that it's hard & like anything, if it's worth doing it's worth doing right, & if it isn't difficult to some degree it's probably not worth much! ANYONE COULD DO WHAT I DID! ANYONE COULD DO WHAT YOU DID! They just have to want to do it!
Thx1138 for Modding for FO4! The mod's are what make the game worth ANYTHING!
Hello, my apologies if this comes off as rude, but would you happen to be able to share the references you used? I was going to try to model this, but I cannot find the view to model the sights and such
Trying to post some images of the m41 as rdone for inclusion in my mod 'jms weapon conversions'. will be a standalone implementation over there and eventually add into the comprehensive mod.
I've come across this mesh with absolutely no experience modding. So please be kind ;P I/m still currently working on this whenever i have the chance out of work hours.
*Sound FX added *Basic textures ( NIF mesh has no cube map just yet ) added collision to NIF
Originally based on the plasma gun but moved on to Istavan Assault rifle when working on collision for bigger hit box
some feedback would be appreciated
*** I Recorded this video when i had no reverb attached to the custom sound descriptor dooohhhh ( all is fixed now ) ** https://www.youtube.com/watch?v=afjlaFOK1Kw
Nice making m8. Can you add a plasma receiver (overcharged capacitor or something like that) conversion pls?? (once you are almost done) At least options for many people. And too little directed energy rifles that looks good.
nice work, but yah shouldn't have shot the cat, rest alright but the cat not nice .. hope don't mind but was also converting this as part of JMS weapon conversions .. if like can always go with the model already did there instead of continuing with this one. Was doing a stand alone with it over there for some of the folks as had already converted JB's version form FO3 and wanted something more complex for the next step.
On one already did used Istavan sound and Assault animations also as best fit unless wanted to make my own animations (NOT). Made my own explosive rounds for it versus using in game ones but if recall the weapon uses 10 (ballistic) and 30mm (grenade) rounds (the Armat version).
enjoyed the video .. except for the cat .. Bast is not pleased.
I like your JMS collection bro. But pls add standalone for Maco Pulse Rifle and fix its hipfiring bug (the weapon re-holsters when firing from the hip, can only fire ADS) and also put lots of sights variety onto it I wanna put reflex (the Institute kind) on it. You can make it use normal plasma cartridge
I'm sure they were all eaten and back in fallout 2 tho .
I have no problem with it dude, I'f i would of known The JMS weapon conversion existed i probably never would of installed the CK and gave it a shot,
I'm enjoying the challenge and the learning curve/ Understanding Nifs and How they work. Its pretty addictive once injected. I kind of want to continue for my own knowledge seen as i've got it this far now.
I still will take a look at the nifs on the weekend tho , thanks mate.
yah it is addictive .. started blender and can't stop now .. and all i have to do is open the wine and then as the night goes on the changes get weirder and weirder no correlation there i am sure.
Enjoy the fun and if need anything do not hesitate to ask .. I m making my own textures for these and then mapping them to th weapon in blender at this point all the parts are done, just have to figure out ho I want it to work ... animations my bane, I really need to do this for a lot of the weapons in JMS but just can't get started at this point.
81 comments
I never usually plug my own mods but in this case I will. I did a lot of work to try and replicate the movie version, it is available as part of my companion overhaul for Tale of two wastelands, and with a little work you could also use it in New Vegas. Its based on the original by Jab_Bauer and let's start with why it sucks. Back when it came out for FO3, iron sights were not a thing so due to the model not having sights (which is the same as the movie one) and positioning of the model, it was always godawful to shoot the thing. Combine this with how the M41A has to be configured to sound right and my only option was to make it unplayable, so it is Jericho's default weapon.
Now the good stuff. It sounds exactly like the pulse rifle from Aliens, and I mean exactly. Thanks to sound files from the Colonial Marines FO4 mod and some of my trickery you get the variable fire rate which is close to impossible to get right. The rifle functions as a slow-firing shotgun with a long muzzle flash and several random sounds giving the appearance of burst fire. In addition, the weapon has been resized and the textures reworked. The original did not even have a normal and spec map, and suffered from horrible stretched stuff on the underside. Mine is 100% accurate to the film and much better quality, with the only slight issue of it having to be cleaner, although being durable plastic it looks pretty good.
Whenever I watch Aliens and hear Hicks shoot for the first time I think wow, that is the coolest thing I ever heard, and mine sounds just the same. So if you play TTW and want that proper Aliens vibe, check out my companion overhaul which features loads more unique weapons and armour.
https://www.nexusmods.com/newvegas/mods/74440
I not modded fo4 at all, could not be arsed, But it does have sound files and etc that i imagine might work in the fo4 engine, or they could be converted over to its format.
If anyone want to try i would suggest this, contact one of the original pule rifle modders, see if they will give permission to use some of the assets they used.
My vague memory might recall the guys mod that i used said he was done with modding, and i could give permission to others to improve on my mod or do whatever with it. But to cover the bases since i did a few mods and might be misremembering which mod guy said what at the time, this was years ago. You could check the page my mod is located on and i gave full credits, and whatever annotations the og modder told me. And try contacting them to confirm permission to try and build on their work or use parts of it to try and get the gun into fo4.
http://www.nexusmods.com/newvegas/mods/35860/?
From my page
Thanks to Jeb_Bauer for his Aliens pulse rifle mod, with fixed collisions and all, i could not get the grenade launcher to work, bit beyond my know how and not sure it is even possible wo script extenders like we had for the old fallout. Thanks to Neotorious whos Jebs's mod was based off of. Also thanks to Fext and mike01010101 for their work on the initial mod and Feczor for the sounds.
I can probably sort out the sound too but I am not an animator so spacefiddle can do that.
If everyone who's been spamming "someone make this" on this page would instead have spent that time sitting down, focusing on a task with no immediate gratification, and learning how to do something new, this would not only already be a thing but probably like 47 versions of the thing.
No one was born knowing how to make mods.
You can get all pissy and mad now, or you can recognize the truth and realize this will only help your brain.
Here's a freely available resource for anyone to come and use... and it's filled with people passively waiting for someone else to do something.
That's horrifying.
Do something.
"Why don't you?"
Because I don't want to. I do things I want to do. If you feel this is important to you, THAT'S 99% OF THE MOTIVATION OF HOW ANYTHING GETS DONE IN THIS WORLD.
So you're off to a good start!
At least one of you can do this. And do it well. And learn things you never knew. And stay up until 2 AM making pulse-rifle sounds into microphones.
dooo iiiitttt
Just saying, your comment is kind of a dick thing to say.
Just because you figured out how to make a few minor mods, does not mean anyone or everyone can take on a mod like this, especially.
Sorry, did you just equate obtaining medical attention with making demands of a person who dedicates their free time to giving you free s#*!?
Did you two just get all butthurt at someone trying to motivate you into trying to learn something new, instead of whining about how someone else should do work for you because you want them to? Like, what, mod welfare?
Go away.
I AM A NEWB TO EVEN USING MOD'S! HOWEVER! Many moons ago, I'd never really used any computer
except to play "Oregon Trail" or type something on a program someone else loaded for me!
A friend got me in at a computer company, doing sales of all things! Talk about having to learn to be
a good bullshit artist! That was the part I was good at but HATED! There's nothing like having to lie for
a living!
Why I'm saying this: I sat down for my first day of work, the place looked like the deck of the Enterprise,
I felt like I was in the Twilight Zone! My new boss came over & dropped a HUGE book in front of me with
over 600,000 computer parts in it & said, "Good Luck, Welcome Aboard"! He was told I'd had experience!
I DIDN'T! But I studied that book & taught myself the job! It was hard, I was in a new relationship with a
woman, & in a new Apartment in a new city!
My point is that YOU ARE RIGHT! Anyone who says you're a dick for saying this, in my opinion just has a problem
with shortcut's to thinking! The truth is that it's hard & like anything, if it's worth doing it's worth doing right,
& if it isn't difficult to some degree it's probably not worth much! ANYONE COULD DO WHAT I DID! ANYONE
COULD DO WHAT YOU DID! They just have to want to do it!
Thx1138 for Modding for FO4! The mod's are what make the game worth ANYTHING!
I've come across this mesh with absolutely no experience modding.
So please be kind ;P I/m still currently working on this whenever i have the chance out of work hours.
*Sound FX added
*Basic textures ( NIF mesh has no cube map just yet )
added collision to NIF
Originally based on the plasma gun but moved on to Istavan Assault rifle when working on collision for bigger hit box
some feedback would be appreciated
*** I Recorded this video when i had no reverb attached to the custom sound descriptor dooohhhh ( all is fixed now ) **
https://www.youtube.com/watch?v=afjlaFOK1Kw
At least options for many people. And too little directed energy rifles that looks good.
On one already did used Istavan sound and Assault animations also as best fit unless wanted to make my own animations (NOT). Made my own explosive rounds for it versus using in game ones but if recall the weapon uses 10 (ballistic) and 30mm (grenade) rounds (the Armat version).
enjoyed the video .. except for the cat .. Bast is not pleased.
I'm sure they were all eaten and back in fallout 2 tho .
I have no problem with it dude, I'f i would of known The JMS weapon conversion existed i probably never would of installed the CK and gave it a shot,
I'm enjoying the challenge and the learning curve/ Understanding Nifs and How they work. Its pretty addictive once injected.
I kind of want to continue for my own knowledge seen as i've got it this far now.
I still will take a look at the nifs on the weekend tho , thanks mate.
Yes correct, 10mm Ballistics explosive tips 30mm grenade.
I'm planning on tackling animations once i get uv map and textures ( currently working on )
I've used the dummy receiver to hid the mesh of the mods for now, so just i can understand how mod attachments work ( also currently experimenting )
Enjoy the fun and if need anything do not hesitate to ask .. I m making my own textures for these and then mapping them to th weapon in blender at this point all the parts are done, just have to figure out ho I want it to work ... animations my bane, I really need to do this for a lot of the weapons in JMS but just can't get started at this point.