Thanks for your support and downloading my first weapon. I would like to do more in the future time permitting. Here is my short list of future ideas. Right now, I am leaning to do the URU next, since I have always liked it.
M1941 Johnson - The Better M1. Due to its interesting shape, I feel like need to improve my modeling skills some more. Still rusty.
MAS 49/56 - A very unique french semi auto battle rifle. I just like the look of it.
Mekanika URU / Saco M683 - A Brazilian SMG, that Americans tried to copy. There is already a mod, but I want to do my own spin. Since the americans tried to copy it, I could see it fitting well in the sandbox.
"The Fusion Core" Weapon Pack. Currently, we need more weapons that use fusion cores as the primary ammo source. I have some ideas but may need assistance getting them to work.
Please reach out to me if you would like to collaborate. I would love to work on these or other ideas with other mod makers.
I had to reinstall my game and all my mods on a new OS, and now my game crashes when firing this gun, and only this gun. Both suppressed and non-suppressed. Every other gun mod I have works totally fine. I have Tactical Reload and it works with all my other mods. I literally cannot find the cause.
It seems like there's an incompatibility with ReeseSFX's Resound Project (guns). Sounds odd when firing, like it's off in the distance with a long echo. When using it without ReeseSFX's mod, it's also a bit quiet, but at least the sound is ok. Some context: ReeseSFX's mod greatly improves vanilla gun sounds, so assuming there's some modified record or file added that is in conflict.
Another issue: the projectiles/bullets don't ignite gas puddles like most ballistics are supposed to. Another issue: switching from the M50 to any other weapon (crouched only), odd black shape appears.
I love that this exist, as someone from Denmark. It also feels lore-friendly with my current Fallout London playthrough. A great addition to someone like myself who spiced that mod up with some retro European guns (currently i've got the Sjögren Inertia, FN FNC, FR-F2, Agram 2000, CZ-52 and the Frommer Stop. Highly recommend all of these).
I've noticed something about the animations. It seems that the bolt runs quite a bit slower than the rate of fire in 1st person, and doesn't sync up. I don't know if that's because mine has the advanced auto receiver or what. Might wanna look into that. Also, having glow sights and a bayonet (one does exist for the Madsen!) would be nice. Also also, if you're looking for more projects, I would love a Madsen M47 bolt-action, Bergmann 1910/21, Hovea M/49, or the Danish Krag-Jørgensen.
Very Obscure gun at least to me you don't see it in a lot of games i think i only saw this gun in arma 3 once????? been a while but anywho its a pretty decent early all rounder but its kinda weak but that probably has something to do with me playing on very hard as losing is fun and all the raiders are strapped cause yes. Can't wait to see what you do next Cheers!!!
Awesome mod, really nice addition to the lower level spawns, feels balanced and in-keeping with the games aesthetic style.
This might just be incompatability issues with other things on my modlist, but it seems a little overabundant - i've got to level 30 now and its still the single most commonly spawning weapon im finding on enemies. Not sure if thats just me, or if other people are seeing something similar!
So I run about 100 different weapon mods, and I don't have this problem, however I can see how it can happen.
The pool for Raider weapons is very small. The M50 comes in 9mm and 45 variant, and the semi-auto and full auto. Raiders pick from the semi auto or full auto lists, so it essentially has 2 different spawn chances for raiders at level 30. If you are running only this mod, then there is a high chance you will see it a lot. I would recommend using all of Daks weapon mods for example to fill out the lists to give more variety. I use the same style of weapon list injection as him.
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Please reach out to me if you would like to collaborate. I would love to work on these or other ideas with other mod makers.
here are some of my suggestions; AMT hardballer 7", schofield revolver, Type 99 SMG, C96 Carbine.
**Edit: Removed, not spawning on any enemies or showing up in mod browser.
Another issue: the projectiles/bullets don't ignite gas puddles like most ballistics are supposed to.
Another issue: switching from the M50 to any other weapon (crouched only), odd black shape appears.
I've noticed something about the animations. It seems that the bolt runs quite a bit slower than the rate of fire in 1st person, and doesn't sync up. I don't know if that's because mine has the advanced auto receiver or what. Might wanna look into that. Also, having glow sights and a bayonet (one does exist for the Madsen!) would be nice. Also also, if you're looking for more projects, I would love a Madsen M47 bolt-action, Bergmann 1910/21, Hovea M/49, or the Danish Krag-Jørgensen.
This might just be incompatability issues with other things on my modlist, but it seems a little overabundant - i've got to level 30 now and its still the single most commonly spawning weapon im finding on enemies. Not sure if thats just me, or if other people are seeing something similar!
The pool for Raider weapons is very small. The M50 comes in 9mm and 45 variant, and the semi-auto and full auto. Raiders pick from the semi auto or full auto lists, so it essentially has 2 different spawn chances for raiders at level 30. If you are running only this mod, then there is a high chance you will see it a lot. I would recommend using all of Daks weapon mods for example to fill out the lists to give more variety. I use the same style of weapon list injection as him.