Thank you guys for this. The sounds are so good. I especially like the suppressed fire sound. The textures and animations are AAA. This is the highest quality mod I’ve ever used. I do have a bit of an issue with getting the 1.5 fov zoom patch to override the original esp file. I’ve tried several different rules and orders. Nothing seems to work. The default fov aim is always there. Could you let me know the proper way to use the 1.5 optional file? Please and thanks!
Not only does this not have power armor animations, but it also completely breaks when trying to draw it in the power armor. I thought maybe they'd just be a little sped up or cattywampus, but this is ridiculous.
Looks like the levelled lists have added the weapon to the lists for super mutants. The super mutants I have found so far don't fight back, as the only weapon they have is this pistol. Guessing this may be a bug?
That is by game design. Super Mutants have different animations than humans/humanoids - so unless the mod author makes Super Mutant animations for their weapon Super Mutants can't use the weapon so they default to fists.
Don't include Super Mutants in Leveled Lists unless you know they have an animation for that weapon. If it's custom animations - they most likely won't. That is a lot of extra work for no real practical benefit.
Use this mod. https://www.nexusmods.com/fallout4/mods/51665 put it low in your load order (high priority). It will isolate the super mutants level lists so they don't get weapons added by mods (many of which they can't use). Instead they have a dedicated set of weapons. I've used it on many play throughs with many different mod lists and it's never failed me.
The LLs are a bit ridiculous for sure, I had to delete half the entries to stop this from being the most dispersed weapon in my game. I've literally found over 200 of them in a single playthrough lol. Removed from all rifle/auto LLs, super mutants, bosses, etc... I only left the basic handgun and vendor LLs as it should be lol. It's fairly easy to do, just open the Quest entry in xEdit.
The animation quality is equally high like FX0X01 animations!
And I specially like such kind of animations because it's not excessive hollywood dramatical and beat the mag in or the weapon to release the bolt. In real life At the Army or alike your superior would yell at you if you treat your gun like this, and for fallout universe you definitelly wouldn't want to have your gun exposed to uneccessary consumption by hitting it. (ah remember the old times in New Vegas and FO3 where you have to repair your gun xD ) As also how just usual people would do without some tricky special reload like you see on some "bad ass MC" movies. Maybe shall look cool, but it just displays "look at this wannabe" (wouldn't work as simple as like this anyway)
Just 10mm ammo still disturbs me xD Changing it in using munitions 5.7
There is a place for those fancy animation mods. It's up to the user to determine if they fit in their style. ----- For me they don't. Since I don't speak for everyone it doesn't matter what I think. :D ----- I'll say this though. If you use a mod like Put 'Ur Gun In (which forces you to holster your current weapon to draw your switch weapon) - you really don't want to be waiting on more animation frames than absolutely necessary to complete that switch. It will play both of them, not just magically make your switch weapon appear out of thin air. ----- Ex. F4NV SAA? Good. The animations extensions are necessary (drop hammer on holster, cock hammer on draw). Random Carnival Tricks SAA? Bad, and depending on the animation very bad. Might very well be staring up at the Ghoul that killed you while you were waiting on those carnival tricks to complete. :D
hi , I love this gun there is an issue with the power armor tho , it doesnt show the gun properly when you are in a power armor and it doesn't even allow you to fire
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www.blender.org
Awesome weapon :)
Don't include Super Mutants in Leveled Lists unless you know they have an animation for that weapon. If it's custom animations - they most likely won't. That is a lot of extra work for no real practical benefit.
And I specially like such kind of animations because it's not excessive hollywood dramatical and beat the mag in or the weapon to release the bolt. In real life At the Army or alike your superior would yell at you if you treat your gun like this, and for fallout universe you definitelly wouldn't want to have your gun exposed to uneccessary consumption by hitting it. (ah remember the old times in New Vegas and FO3 where you have to repair your gun xD )
As also how just usual people would do without some tricky special reload like you see on some "bad ass MC" movies. Maybe shall look cool, but it just displays "look at this wannabe" (wouldn't work as simple as like this anyway)
Just 10mm ammo still disturbs me xD
Changing it in using munitions 5.7
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For me they don't. Since I don't speak for everyone it doesn't matter what I think. :D
-----
I'll say this though. If you use a mod like Put 'Ur Gun In (which forces you to holster your current weapon to draw your switch weapon) - you really don't want to be waiting on more animation frames than absolutely necessary to complete that switch. It will play both of them, not just magically make your switch weapon appear out of thin air.
-----
Ex.
F4NV SAA? Good. The animations extensions are necessary (drop hammer on holster, cock hammer on draw).
Random Carnival Tricks SAA? Bad, and depending on the animation very bad. Might very well be staring up at the Ghoul that killed you while you were waiting on those carnival tricks to complete. :D
E: Fantastic mod btw. the reload is crisp.
it doesnt show the gun properly when you are in a power armor and it doesn't even allow you to fire