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Oh good God. Sorry for the massive wall of text, guys. I can't remember how to get more than one line between paragraphs >.< Plus I tend to be a bit long-winded anyway..
Hey y'all, dev team member/community rep for the Modern Firearms team here. We just finished a massive update, figured making a thread would be easier than sending out a ton of PMs and hoping people find the link from the FAQ thread on BethNet.
First off, the bad news. For now, this is a PC-only update. Idlesheep, the team member who handles the BethNet uploads and thus the XBox version is unavailable due to real life (specifically he's trying to get into a PhD program and raise a kid), thus we can't get this out on both platforms. If you're one of our umpty-thousand console users, I'm sorry to say it, but you're gonna have to be patient. Unless and until 'Sheep gets the free time, there is NO legal way for us to push an update for y'all. If there were, we would've done it ages ago, believe me when I say that.
Second, install/update instructions. If you're already running one of the 2.5 versions, simply uninstall your current version (including any and all loose files you may have from previous updates) and install the 2.5-1.4 package in its place. Nothing else necessary.
Modern Side Arms Fallout 4 Download
However, if you're upgrading from 2.4 (or God forbid one of the older versions), you'll have to do a bit more work. First, completely uninstall whatever version you have now. Then load up your last save, ignoring the warning about missing content. Make a new HARD save (either via the menu or a quick nap if you're playing Survival mode), then exit the game. Then and only then can you safely install 2.5-1.4. As a warning, you WILL lose any and all MF gear you currently have, so either sell it off to a merchant or refund it via the PVM (and no, there's no way to avoid losing all your kit due to how much has changed from the older versions). FAILURE TO FOLLOW THESE INSTRUCTIONS WILL NEGATE ANY COMPLAINTS OF SHIT BREAKING. If you can't be arsed to do this relatively simple thing, you have no right to complain that your laziness caused you trouble.
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EDIT: Also, if you run into any leveled list issues with items spawning too frequently or certain items not spawning at all, make sure you're running a Bashed Patch. http://www.nexusmods.com/fallout4/mods/20032/? Instruction on how to build one are somewhere in the comments if you need help, but it's pretty simple to do.
Now then. http://www.mediafire.com/file/60atggsen2koh6s/Modern_Firearms_2.5-1.4.zip There's the main package. There's a changelog included, so feel free to read up on what all has been fixed, changed/tweaked and added. Here are some highlights.
1: We finally got the fucking [BDU] Military Uniform armor piece fixed. It no longer looks like a bad acid trip, and IMO looks kinda badass.
2: Added bayonets for the AK and AR-15 rifle families. The full versions clip like hell, so there are blade-only versions available if that bugs you. Fair warning though, they hit HARD.
3: Massively buffed gun bashing damage across the board. Base bash DPH is now 25% of the gun's base DPH, so anywhere from 10 (dinky little MP7) to 125 (KwK 88mm) per smack/stab/buttstroke (yes that's the actual name for it).
4: Fixed a few dozen bugs ranging from the minor (janky modifiers on optics throwing off AP usage) to the major (the janky BDUs). See the included changelog for details.
Also included in that package is a sanitized Hotkeys.ini file, for those of you that want to use FO4 Hotkeys to get the most out of our on-the-fly mod swapping capabilities. If you already use it, then ignore that .ini file (unless you want a backup or something). If you want to start using it, here's what ya do. First, install FO4 Hotkeys from here: http://www.nexusmods.com/fallout4/mods/11664/?. Once that's done, replace the default Hotkeys.ini with the one from the 2.5-1.4 package. Open that .ini up, and set whatever keybinds you prefer for the listed script functions.
Also, because I know someone's gonna ask for it, here's the rest of our stuff.
Modern Sidearms: http://www.mediafire.com/file/d3e1sw5wjna786v/Modern_Sidearms_9-23-2016_Archived.zip
Contraptions patch: http://www.mediafire.com/file/v25mnztmzp2acvc/MFContraptionsPatch.zip
Stagger removal patch: http://www.mediafire.com/file/2eqzallumrg0ocz/Modern_Firearms_Stagger_Remover.zip
Collection of damage patches: http://www.mediafire.com/file/13hb1f4gboewjol/MF%2BMS_Damage_Patch_Set.zip The value in the plugin name is the percentage that a weapon's base DPH is reduced to. So the 25% patch will knock an AR-15 from 100 to 25 base DPH, etc etc.
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Collect mod related materials/components:
1. Scrap the weapons you do not need, and get basic components depends on the weapon type.
2. Craft a vending machine at the settlement workshops under the crafting section. Buy components/ammo/personalize your weapon (for avoiding script conflict - explain below) or refund your weapon. Pre-war money is the only accepted currency for this pre-war vending machine.
Script conflict?
This is necessary for the scripts to function correctly whilst carrying more than one of any particular type of rifle. If You have two identical items (for example ACR) in your inventory then the scripts will not function for those weapons - which is an official bug. Reference (from official Bethesda document):
- This doesn't do much error checking, so if you try to attach a mod to an item that already has the mod, it may silently fail
- Currently there is a bug if you do this to an actor in combat; they will end up having no weapons drawn and won't attempt to draw any unless forced to do so.
- Currently this function causes the object to reload its entire 3d if they had the item equipped that you modified. This might look strange if the player is watching.
- This function currently won't work if the object it is called on has more than one of the item you request to modify.
My approach to avoid this conflict, is to make an unique copy of the gun for player only. To acquire them, you have to trade in the normal version in vending machine with a small fee to create a personalized version, with [MF] label in the prefix.
Scripted functions are currently:
- Switch Suppressor on/off: Suppressors reduce firing sound, as well as the recoil, however the bullet suffers a small reduction in kinetic energy (damage) too.
- Under-barrel weaponry / Main weapon selection: Switch into under-barrel grenade launcher or shotgun
- Semi/Full auto fire mode
- Scope Adjustable Objects (AO): Switch between zoom/magnifier/night vision toggling
- Bipod on/off: Deployed bipod greatly reduce the firing recoil, also increase the stability while aiming, ideal for LMG/Sniper rifle. However, aiming through the weapon with bipod deployed, your movement speed will be reduced by 90%
- Gadget: Switching laser aiming module (LAM) on/off
There are now aid items (reusable) found at the vending machine to mimic the function of the script hotkeys on pc.
Purchase those aid items (Manuals) from vending machine, assign them with your quick slots and enjoy.
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Dr. McD:
Because modern weapons have been in series since the first game, the modern era still happened, it was very different from the real world but it still happened, the world of Fallout didn't just jump from 1950 to 2077.
Because modern weapons have been in series since the first game, the modern era still happened, it was very different from the real world but it still happened, the world of Fallout didn't just jump from 1950 to 2077.
It's not hard to see why they don't fit Fallout 4's world, though. Kinda seems silly to turn Fallout's weapon roster into something painfully TACTICAL!, like assets have been accidentally mixed in with a new Medal Of Honour or CoD..
Everyone's load order is their own, of course, so if someone wants to CoD-ify Fallout, fair enough. I dislike all the SCAR's and wotnot, but I do use the P99, which certainly doesn't overly fit the world if you look at some of the other pistols in the game and series. I don't use the rails or go nuts with attachments, however.
My favourite weapons have been the Mauser pack, the M16 (probably my most used AR in the game), the Remington 1858 (my go-to hand cannon) and the 1911, though for general use the P99's more or less my default side-arm since adding it (it's well balanced for damage, has a good rate of fire, and just handles very well. good for picking off some lower level targets, and also good in a bind when you need to just unload whilst backing off). Custom reload animations are nice, but I try to avoid them like the plague given I use Alert Carry, and custom reloads don't conform to it.
The only weapon I keep now (I love the M1 Garand, but got sick of the perma-aim. I've not got rid of it, as Nick in the black modded trenchcoat looks rather badass using it) which does have a custom is the IF-54, primarily for a more dedicated rifleman/sniper character. It doesn't really fit the world, but it does suit her more hi-end, stealthy build and look, and its sniper configs can hit hard.
Modern Sidearms Fallout 4 Nexus
Re the Fusion gun: huh, hadn't heard of that before. I might give it a try whenever I go back to Fallout, as it's also on Xbox.
There’s a slight bug in Fallout 4 that causes your weapons to go invisible while you’re in first-person mode. It’s very annoying, as you’ll be unable to aim down your sights or do much in the way of aiming at all, for that matter.
To fix the issue, you’ll just need to do the following:
1) Enter third person mode (hold down the ‘back’ button if you’re using a controller)
2) Holster your weapon and unholster it (hold down the Square button on the PS4, or the X button on Xbox One)
3) Get back in first person mode.
2) Holster your weapon and unholster it (hold down the Square button on the PS4, or the X button on Xbox One)
3) Get back in first person mode.
That’ll fix it.
GTA: San Andreas was successful due to its graphics, gameplay, stories, missions (so many crazy fun missions) and last but not least the possibility to extensively modify the game.If you have the know-how and appropriate tools you create just about anything and add to the game. This allowed players to keep exploring and having fun in the open world in San Andreas well after the game was completed.A pretty large mod is the Bucuresti Mod which infuses the world in GTA with plenty of objects and places that can be found in the Romanian capital. Additionally you get over 3000 textures that are bound to considerably change the look and color tones around the San Andreas World. Gta san andreas mod packs. It delivers over 120 cars, such as the representative Dacia, Aro and Trabant, and the IAR 330L Puma Socat helicopter.It also finds ground to place one of the known neighborhoods from the city, named Drumul Taberei, along with some of the architectural landmarks.
For further technical guides on Fallout 4, be sure to check out how to use console commands on the PC, the best settings to use to maximize your performance, how to disable mouse acceleration, how to change the FOV, and how to fix any stuttering.