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WarDaddy

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wardaddy755

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114 comments

  1. Maxxo197
    Maxxo197
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    If your MK14 is invisible just spawn a new one like the other dudes in here have said.

    player.additem 13000800                -                 (if you're lazy)
    1. xseverohatredx
      xseverohatredx
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      can confirm this still works, i typed in help mk14 in command console and got the id number that way tho, and it spawned in normal and not invisible.
  2. vantud
    vantud
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    The mod doesn't work, the gun still retain old animation. Help please?
  3. chinchunkiat
    chinchunkiat
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    The gun turn into invisible after installing this. This never happen before and how do i fix it
    1. Pakowang
      Pakowang
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      me too
  4. MacKos
    MacKos
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    does this have a Flash light mod?
    1. tmustr
      tmustr
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      The flashlight is still present, but the replacement receivers are missing attach points for the front rails. It's a pretty easy fix in FO4edit. For each receiver (there are only 4), in the Objection Modifications category under Data -> Attach Parent Slots, add the keyword ap_gun_Front "Front Rails" [KYWD:xx0008AA]
  5. krypton85
    krypton85
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    Calling this an animations mod is really misleading.  I just wanted animations, not a completely new weapon.  If I wanted a completely new weapon I would download  "MK14 EBR Completely Revised," but I didn't.  I downloaded MK14 EBR Animations and found out the animations are the least significant part of the mod.
  6. L00NYT00NS
    L00NYT00NS
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    Yea ill stick to the original mod. All these changes are ridiculous. Even more ridiculous this mod is named as Animations. This mod completely changes the gun. Nice animations but no thanks.
  7. Jajared117
    Jajared117
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    where did u get usec amor?:D
  8. VLODKOS
    VLODKOS
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    This video shows that the MK14 EBR misses very much when firing.
    (This also applies to the M1A, this is also a very inaccurate rifle, shame)
    At the same time, it is clear that the default Hunting Rifle shoots accurately and there is no such bullet spread.
    I don’t say anything about CS5 at all, it’s a very, VERY accurate rifle.
    I also tried to shoot with a rifle from the "HK G3 Family" mod and it is also very accurate.
    (A small caveat. I played with the M1A and noticed that it misses the targets. I googled and found information that "this is a bug of the standard .308 bullet. Install the fix from the "HK G3 Family" mod to fix it (despite the fact that this is a fix for the mod, it globally changes .308). I have both the original mod and the fix installed, but as you can see in the video, the m1a and mk14 shoot very inaccurately. But this cannot be said about the G3 - this rifle shoots just like the vanilla Hunting Rifle)
    At the end of the video, 9x39 VSS shooting is also accurate.

    I'm not saying what I'm a great shooter. This is not true. But the video still shows that the M1A and MK14 do not hit the targets.

    how
    I
    Can
    Fix
    It?

    That's just terrible. It spoils the game.
    Initially, I decided to try MK14, because I hoped that there would not be the same problem as the M1A, but unfortunately here is the same problem.
    Also, since the original author abandoned the mod, will there ever be support for See Through Scopes?

    I am also understand that this mod was also updated in 2018, but what if?


    1. VLODKOS
      VLODKOS
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      In short, I was able to correct this moronic curvature when firing at long distances.
      Now the weapon shoots normally, and not somewhere a kilometer from the sight.
      In general, you need FO4Edit.
      Open it, load the .esp plugin
      Go to the 'Aim Model' section, change the values ??there in the 'EDID Editor ID' subsection
      I did not begin to figure out WHAT EXACTLY needs to be changed there in order to remove this wild spread of bullets, I just took the values from the mod, in which there is no problem with the accuracy of shooting, that is, the values from the '9x39 Project' mod.
      I just mirrored everything there, saved the .esp, replaced the original with it, and that's it - now the M1A shoots accurately.

      I originally did this for the M1A, so the text refers to this rifle. But this should work for MK14 as well.

      Screenshot for clarity (clickable).

       
  9. concera
    concera
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    For those of you who have previously used the MK14 EBR without the animation update and are now finding that the gun you previously had in your inventory is invisible when equipped: this animation mod changes the item IDs and associated gun modifications. Some options available in the original version (adjustable recoil percent, adjustable damage percent) are no longer available when you update with the Wardaddy's animation mod. You can probably adjust this by going through FO4edit and merging the animation and sound files provided by Wardaddy's copy with the original, but I would not recommend this if you are not familiar with FO4edit.

    In short, the gun you had from the previous version is obsolete. You should remove any previous MK14 EBRs before installing this, install Wardaddy's copy, open up console, type in "help MK14", then player.additem (whatever item ID shows up alongside the MK14 EBR from the previous command).
  10. wsadwsaqezc
    wsadwsaqezc
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    the new animation can only be described as AMAZING!

    dont understand a few of those comments/requests since editing these very stuff is quite SIMPLE with FO4EDIT, tweak it yourselves guys!

    thank you for the great work 10/10
    1. ZombieGodTM
      ZombieGodTM
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      hey, i'm pretty new to modding and from what you posted it seems like you know fo4edit. Is there a guide you can point me to or describe how i can remove this mod's damage and removal of upgrades? i just want the animations.I'd really appreciate your help. Thanks
    2. wsadwsaqezc
      wsadwsaqezc
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      I like the new changes here so i only edited damage and receiver stats for this gun.

      If you want to edit the damage, go to fo4edit --> mk14.esp --> weapon, click on the entry "mk14".
      You will want to find the section named "DNAM - Data". (Filter by name comes in handy)
      Stats like Reload Speed and Damage will be there.

      If you want to remove the explosive bullet stuff, i believe you just need to remove a keyword.
      In the same place as above you will want to find the section named "APPR - Attach Parent Point".
      Now you only have to look at the names and decide which you want to delete (caliber switch or ammunition type etc.)
      p.s. This part I am referring to an article on the mod page "Better Locational Damage" on how to remove damage modifier on custom guns:
      https://www.nexusmods.com/fallout4/articles/471

      if you want to edit the receivers/barrel/mag stats, go to mk14.esp --> Object Modification and find the corresponding names.

      google searches and downloading other similar mods for inspection help a lot
    3. chad999
      chad999
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      Thanks for being helpful and not a condescending dick man. Seemed to work for me!