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Modern Firearms Tactical Edition Fallout 4

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Created a plugin with FO4Edit. The purpose of this mod is to combine the assets of the two largest weapon packs, while ensuring they are compatible, feel balanced, and show up at vendors and on enemies. Numbers 3 6 2 download free. In addition to create a more dynamic and realistic fallout world where your loadout matters heavily on what you can take on. Fallout 4 Enhanced Edition (Fallout 4 - 242 mods) - A hardcore list made to both expand and deepen the Commonwealth, built around the Horizon Gameplay Overhaul Lexy's LOTD Unofficial (Skyrim SE - 670 mods) - Lexy's Legacy of the Dragonborn list converted to be a Wabbajack installer ('Unofficial' because the WJ team maintains this, not the Lexy. Check it out here! Support me on. Idlesheep is back and has updated one of the greatest Fallout 4 mods with some much needed improvements. Modern Firearms (Gunsmith Edition) has been trimmed down by about 400MB and new features.

  1. Fallout 4 Modern Sidearms Mod
  2. Fallout 4 Modern Firearms 2.4
  3. Modern Firearms (tactical Edition) Fallout 4
  4. Fallout 4 Modern Firearms Tactical Edition Download

Modern Firearms

PC

Requirements

(Optional):Bullet Counted Reload – If you want proper, New Vegas-style reloads for tube-fed shotguns, then BCR is mandatory. Otherwise, you'll be stuck with vanilla reloads. 'Vanilla reloads' meaning, with the current shotgun animations, you'll reload 5 shells even if you only shot 1. BCR fixes this.
(Optional):Mod Configuration Menu – Modern Firearms now includes MCM support. Animation development from pitch to production pdf. Within the MCM Menu, there are options to tweak global (outgoing & incoming) damage, toggle stagger on/off, bind keys to the weapon functions, and access the debug container.

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Additions

  • Complete rebuild of the SPAS-12 shotgun, including both semi-auto and pump-action receivers, with fire-mode script integration.
  • Rebuild of all other tube-fed shotguns, including re-animation for the pump-actions, with support for the new Bullet-Counted Reload framework. See the Known Issues & Notes section below for important notes on this feature.
  • Complete rebuild and expansion for the Kriss Vector submachine gun. 100% new assets, proper animations, etc.
  • Replaced the old Leupold DeltaPoint Pro optic with the original DeltaPoint, both for the HAMR/Deltapoint stack and the slide-ride version on handguns. Might need to be re-zeroed on some of the pistols.
  • Replaced the old full-size Uzi with newer assets, also added an integrally-suppressed barrel option.
  • Added the IMI Micro Uzi.
  • Re-animated all the AR-15/AR-10-pattern rifles, using the animations from the F4NV Service Rifle. Sight alignment is borked across the board, so we're going to need you to help out with re-zeroing. Unfortunately, this reanimation also means a total loss of foregrip animations for now. We honestly just don't want to mess with setting up weapon-specific foregrip mods right now, but that function will be returning soon.
  • The MP5K has been reactivated. See the Known Issues & Notes section below for known issues with it.

Fixes

  • Re-positioned the Beretta pistols so they actually sit properly in the player's hand.
  • Tweaked textures for some optics.
  • Tweaked the lens textures/effects for the Leupold HAMR/DeltaPoint stack and EOTech Vudu. This is an initial test to feel out the change, so please give feedback on it.
  • Fixed the FAL reload.
  • Any magazine tube on shotguns that holds more than 5 shells will require you to reload twice to get the full capacity. This is only known to be a thing so far with BCR. It has not been tested without BCR.
  • Iron sights on the pump-action shotguns aren't quite right. The rear sights are centered, but the front posts are offset to the left. That's an animation issue, so it won't be fixed for a while.
  • The K variant of the MP5 has been re-activated, though the animations don't support the prototype or standard fore-ends, so the left hand just clips through the foregrip.
  • The animations for the AR-pattern rifles don't line up 100% perfectly. Left hand clips into the handguard in first-person and is floating in third.
  • A lot of optics are misaligned on a lot of guns, ranging from 'slightly off but usable for CQB' to 'literally impossible to use at any distance'. We're working on it, but it'll take time.
  • The M14 is effectively disabled and can only be obtained via console command, pending better assets and a complete overhaul. DO NOT REPORT THE M14 AS A BUG. If you console in a disabled weapon, you should expect it to be broken.

Fallout 4 Modern Sidearms Mod

Xbox

From 2.5 Beta-1 to 2.5-1.4: https://docs.google.com/document/d/1_5fojuf5Qhsf_VI54kDoncvsec19yU-ttdTdOULD3Hw/edit?usp=sharing

  • A lot of improper animations, most of which will be fixed in the next version. Necessary anims literally didn't exist at the time of implementation. E.g Shotguns.
  • Red-dot/See-through type optics severely misaligned on certain guns. E.g The Uzi and some snipers. This will likely always be WIP, but many will be fixed over time.
  • Some of the scripted modifications (e.g the new suppressors) will take a moment or two to actually cycle. That's due to how the hot-swap scripts work in this build. This will be remedied in the next version.
  • Limb Armor (Arms and Legs) camos showing as missing/pink/purple textures. Only the base colors work for the Limb Armors. DTO Vest, all 3 Holsters, and the BDU camos should work fine though, with the exception of the DTO Vest CADPAT Arid not working.
  • For the AK family of rifles, the KAC and Magpul handguards sit way too low. We'll be removing them in a future update (possibly) or updating them with newer, better assets.
  • Stealth BDU Hood being pink/purple. That specific BDU is marked as [WIP] for a reason.
  • BDU Cap fits too small, causing clipping of hair, etc, regardless of modded or vanilla hairstyles.

Modern SidearmsIS COMPATIBLE with this version of the mod. They work flawlessly together. Be sure to load MS after MF. Aka, load MS under MF.

Fallout 4 Modern Firearms 2.4

Modern Armors

PC

  • Fixed LL injection. Armors and BDUs should now start spawning on Raiders and Gunners, at the least.
  • Added the missing Prototype Vending Machine (PvM) meshes, so the mod no longer requires Modern Firearms for the PvM to properly show.

Modern Firearms (tactical Edition) Fallout 4

  • Camo for the limb armor pieces display as bright pink (missing textures). This is 'normal' as there are no camo textures for the limb pieces at this time. This will be fixed in the future.
  • Some BDU types are broken in some fashion or another. Quick tip: If it's marked with 'WIP' in the name of the item, avoid using it.
  • Some of the armors, BDUs, etc, are not craftable in the MA PvM. This will be fixed in the future.

Compatibility Patches

Fallout 4 Modern Firearms Tactical Edition Download

Bitperfect 3 1 1. File installation key for matlab r2014a download. MA Compatibility patch for D1v1n122's Fallout 2287 Nuclear Winter thanks to TatenSkate#8667





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