This is my main "modern weapons playthrough" rifle. I have, naturally, performed extensive "surgery" on it: 0.0 Min Spread and Spread, adjusted the rate of fire, set the iron sights FOV to match default FOV while the Scopes mod adds a "4x magnification" effect, etc.
But on "modern themed" playthroughs, this is bar none my "do everything" rifle. ...ehhh, for now. We'll see what pops up here tomorrow, eh? :)
Really wanted to like this gun, but outside of 10m, this gun's aim is horrendous. Iron sights or EOtech, right over the creature for 1-shot burst, could empty a whole clip and not hit a single time. A little bit of moving around and I can eventually hit something the size of a wolf, but I cannot make even a single hit at 30m or more, no matter how much I adjust my aim.
I'm going to open this mod up in GECK and see if I can tweak it any.
Try to edit spread and min spread inside of GECK! Stats were made from Assault Carbine, and since is no sniper rifle, I left some spread to it. maybe too much for your taste. Sorry!
Most mod-added weapons (and this is not the fault of mod uploaders) are based on vanilla weapons' "info cards".
And vanilla weapons have cartoonishly high min. spread values that cause them to be just stupidly inaccurate. Again, this isn't the fault of modders. The original game's developers were probably trying to create an exaggerated sense of distance and/or recoil-caused inaccuracy. Not like they could see into the future and know that the community would create way more realistic recoil simulation mods.
What I always do (and what I suggest you do) is just go into FNVEdit, or the GECK, or whatever you use) and zero out the Min. Spread and Spread values. I do that for every weapon in my copy of the game, vanilla and mod-added alike. (With the exception of shotguns, because those are supposed to have a spread shot pattern.)
Be Warned:If you follow me example and zero the game's vanilla weapons and the weapons you add via mods -- gunfights will be insanely tough. Most in game firefights take place at ranges where the participants should absolutely not miss unless they're being staggered or crippled, which means that you can not "one man army" your way through the game when the weapons are accurate like that. You'll have to rely on cover (not concealment, and trust me, you'll learn the difference between cover and concealment very quickly) and will definitely want a "battle buddy" with you.
Or... more like a fucking army when you start taking on the Fiends, for example.
I'll be giving this gun a go -- fortunately, I have the Noveske AR and the MCX Spear (aka the M5) battle rifle to carry me through the quest to craft it.
Hi there Sioux, just some respectful feedback, ive downloaded your mod and have to say the following:
The weapon itself is beautiful, super cool sound and all. The quest sucks a lot...
Just a suggestion; what if... the schematics where to be found in vault 34 for example, u know, the one that had the cool weaponry the boomers have? And the one that has some more challenge to get in? 3 schematics found anywhere inside that vault sounds like a quest to me and, like i said it is a suggestion, After that, how about use a very unused cell like New Vegas Mill near fiend territory to craft the weapon? A little fighting with fiends/robots/mutants or whatever you choose to get in a computer to craft the weapon could be sweet! Endorsed, weapon is exactly what i was looking for, cheers!
xx000ADE for the wep, xx000DC9 Confort Parts, xx000DC8 Scopes, xx000DC7 for the Silencer. Still, do the quest cause it is meant to do and if you dont its gonna linger on your pip boy forever. Just do it.
Great mod, I love the rifle and combined with your two other weapons, it's amazing! but just one thing:
Is it possible to have a 2K texture version of the gun ? I have a both the Intervention and the Benelli M4 in 2K (witch makes weapons loads faster) or is there any means to preload 3 guns to avoid the wait on switching hotkeys weapons ?
Hi, just wanted to add this here to see if anyone is having issues getting the reload animations to work with Asurah's reanimation pack. ive read the description and installed all the files necessary to work with said animations. Any help anyone can give me or recommend something, maybe I am doing something wrong. That aside I would like to say this a great mod the gun looks amazing the sounds are on key I love it great work!
I just want to say that this mod is really awesome but unfortunately this mod is too much for my current PC that I have to wait 10 secs to equip it lol. Keep up the good work! I hope to enjoy this some more when I got enough money to buy a new PC.
51 comments
But on "modern themed" playthroughs, this is bar none my "do everything" rifle. ...ehhh, for now. We'll see what pops up here tomorrow, eh? :)
I'm going to open this mod up in GECK and see if I can tweak it any.
Stats were made from Assault Carbine, and since is no sniper rifle, I left some spread to it. maybe too much for your taste. Sorry!
And vanilla weapons have cartoonishly high min. spread values that cause them to be just stupidly inaccurate. Again, this isn't the fault of modders. The original game's developers were probably trying to create an exaggerated sense of distance and/or recoil-caused inaccuracy. Not like they could see into the future and know that the community would create way more realistic recoil simulation mods.
What I always do (and what I suggest you do) is just go into FNVEdit, or the GECK, or whatever you use) and zero out the Min. Spread and Spread values. I do that for every weapon in my copy of the game, vanilla and mod-added alike. (With the exception of shotguns, because those are supposed to have a spread shot pattern.)
Be Warned: If you follow me example and zero the game's vanilla weapons and the weapons you add via mods -- gunfights will be insanely tough. Most in game firefights take place at ranges where the participants should absolutely not miss unless they're being staggered or crippled, which means that you can not "one man army" your way through the game when the weapons are accurate like that. You'll have to rely on cover (not concealment, and trust me, you'll learn the difference between cover and concealment very quickly) and will definitely want a "battle buddy" with you.
Or... more like a fucking army when you start taking on the Fiends, for example.
I'll be giving this gun a go -- fortunately, I have the Noveske AR and the MCX Spear (aka the M5) battle rifle to carry me through the quest to craft it.
So. Much. Want.
:D
The weapon itself is beautiful, super cool sound and all.
The quest sucks a lot...
Just a suggestion; what if... the schematics where to be found in vault 34 for example, u know, the one that had the cool weaponry the boomers have? And the one that has some more challenge to get in? 3 schematics found anywhere inside that vault sounds like a quest to me and, like i said it is a suggestion, After that, how about use a very unused cell like New Vegas Mill near fiend territory to craft the weapon? A little fighting with fiends/robots/mutants or whatever you choose to get in a computer to craft the weapon could be sweet! Endorsed, weapon is exactly what i was looking for, cheers!
#!T8tCxYyA!cUzq8LEXlkMDF9iHKQzkh05ajBdIxer7zKX7bJSq9bE
Console Commands of course.
but just one thing:
Is it possible to have a 2K texture version of the gun ? I have a both the Intervention and the Benelli M4 in 2K (witch makes weapons loads faster) or is there any means to preload 3 guns to avoid the wait on switching hotkeys weapons ?