This is a massive update that was a very long time in the making. Now that I've released Munitions, I've finally gotten rid of the standard vs. light versions. There's now only a single supported version of the mod (which makes updating this significantly easier for me).
About the aim model not making the gun sway. I just want to get that fixed. Can anyone point in the right direction, or where to look in fo4edit. I'm rather familiar with the tool but can't figure out why the sight has no sway. Thank you!!!
I have a problem where the upper receiver and scopes are not appearing in the modifications at all. Anyone run into this before? Tested on clean save with correct load order. I am using the Next Gen, up to date version of the game.
So, after some fucking around I discovered Tactical Reload is incompatible.
I tried using this Tactical Reload Patch Repository Continued but couldn't get it to work right with the unofficial update. The whole tactical reload thing is not worth it imo. Just such a hazzle. Most of it is depreciated, buggy, and/or needs a gazillion patches.
Love the tweaks. But, I am having issues with my uppers. Certain uppers delete the barrel and muzzle. Still need to do some testing. Just wondering if anyone else is having this issue? If I could fix this and add the m7 bayonet back in, it would be perfect mod for an already amazing mod. Great work.
This only works properly in a new save. The unofficial update removes the picatinny rail receiver on the service rifle and the non-picatinny rail receiver on the carbine respectively. It seperates them into two distinct weapons. However if installed mid-game, the options to craft the "incorrect" receivers remains for some reason. Installing these breaks the barrel/muzzle, and sometimes the scope slot.
Edit :- I wasn't on the right track, the problem is the FallUI Item Sorter. It messes with the DN_CommonGun INNR Entry and the issue seems to be that. The solution seems to be to use it in Light Mode
@Arquebuss If you haven’t found your own solution yet, it might be fixable with custom rules in the Complex Sorter. I will do some testing with it if I get the chance, and hopefully I’ll remember to post the results here.
sorry if this is a dumb question. But I effectively have this question for most of these update mods, notably the ones with munitions as a requirement.
Do the ammo types that already exist in game (.308, 5.56, 7.62, etc) get replaced by their munitions counterparts? Or is it just required for the ammo types that are added by munitions, like 9mm in this case? Just asking because I don't want to have to manage two separate versions of each for vanilla weapons and modded ones. (Unless I use the conversions mod)
EDIT: Im a dingus, for whatever reason I thought munitions added its own version of vanilla ammos. No idea why I thought so. you can ignore me XD
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This is a massive update that was a very long time in the making. Now that I've released Munitions, I've finally gotten rid of the standard vs. light versions. There's now only a single supported version of the mod (which makes updating this significantly easier for me).
So, after some fucking around I discovered Tactical Reload is incompatible.
All my service rifles seem to be named Service Rifle Service Carbine (etc)
Anyone got any ideas why?
Do the ammo types that already exist in game (.308, 5.56, 7.62, etc) get replaced by their munitions counterparts? Or is it just required for the ammo types that are added by munitions, like 9mm in this case? Just asking because I don't want to have to manage two separate versions of each for vanilla weapons and modded ones. (Unless I use the conversions mod)
EDIT: Im a dingus, for whatever reason I thought munitions added its own version of vanilla ammos. No idea why I thought so. you can ignore me XD
The mod remove it? I still see on the acceleration the description "50% knock down"
Any help?