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OBERBERG

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  1. Been getting a loud buzzing every time I throw a grenade,molly, throwing knife etc. and when npcs do that or use the grenade launchers from various mods. Since I have a around 240 esps consisting of personal merged files, does anyone have or had the same bug and might be willing to speculate?
  2. Looks great as usual. You ever consider the SKS? https://www.nexusmods.com/fallout4/mods/17298/?
  3. Like it says in the description. Anyone had this problem and have an idea of what's causing it? It happens for player and NPC's when using grenades, grenade launches and mines. It makes absolutely no sense. Do any of you who mess around in the guts of FO4Edit or Creation Kit have any idea where I should start looking?
  4. As far as velocity and range and such, I've been using this and just relying on the guys research. http://www.nexusmods.com/fallout4/mods/20389/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmodfiles%2F%3Fid%3D20389&pUp=1 . As for Damage, I have my own values that I've input using new calibers. I can throw you a copy of my own esp if you want to eyeball it. Keep in mind that I've removed all of the player and NPC health scaling in my game using a separate mereged esp, which is how it all works, but you can still apply the base values in the ammunition records to the vanilla method of balance and gameplay.
  5. Instead of a perk to effect recoil, you could try using the recoil compensating stocks (Object references) in vanilla as a reference, and modify the standard receiver (or whatever makes it 5mm) to mimc the effects.
  6. Hope you're feeling better or at least will soon. if you want examples of what I was getting at, New Calibers uses an easier way of making re-chambers by using a new attach parent slot (so you don't have to make a hardened, powerful and advanced mod for every caliber) and Immersive Gameplay (http://www.nexusmods.com/fallout4/mods/14669/?) uses the damage changing method I was getting at. If you crack them open in FO4edit, the light-bulb will go off, guaranteed. Saves a ton of time.
  7. Ok, so when making a weapon mod (in this case a caliber re-chamber), specifically the form that determines what that mod changes on the gun is the object modification. A vanilla example would be the .308 receiver for the combat rifle. Instead of changing the damage via the receiver mod form, you can go to the ammunition form (5.56x45 NATO, 9mm Luger, .308 Win etc...) and attach a damage value to it, so the game calculates it for you. Saved me a lot of time and frustration when re-balancing Weaponsmith extended and new calibers for my own playthrough.
  8. Not sure if ya'll are aware, but I've found a time saver when making caliber rechambers. There is a damage value attached to the ammunition records, so I start with .22lr (I use New Calibers), the least damaging caliber and set it to one, with every other caliber moving up along the list till you hit the .50cal at 110 damage. Doing this means you don't have to break out the calculator every time you want to make a weapon re-chambering mod.
  9. Are you on Gaming Undeground Network by any chance? There's an AKM mod with custom anims and a bunch of different options there, but the guy who made it doesn't really like it and might be receptive to have it placed here. Might save you time. Here's the link if you can use it. http://www.gunetwork.org/t11117-fo4-akm-project-v1-5
  10. Looks Great so far! Have you considered adding an ACOG (RCO) to the M16 series? Bit of a soft spot for me since it was issued to me way back when. A perfect example of it is in the ru-556 mod.
  11. I remember the metro 2033 weapons used to fit quite nicely in new vegas. Might solve your pipe gun problems.
  12. I'm having the same problem, similar mods I use are Truestorms with all DLC patches, scrap everything with its patches, WOTC(leaning towards this one now that I think about it) , 3dscopes,keynuker (not the problem),looksmenu and a couple of weapon and armor mods thrown in. Hope that narrows it down. edit: woah, color me wrong. Heard keynuker causes problems also.
  13. I wouldn't mind seeing the head disappear whilst keeping the head parts (hair/helmets).
  14. Thanks for the info, I figured that the .esps just not being loaded would work. I'll give it a shot.
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