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Everything posted by Tenurialrope3
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[WIP] Weapon Addition and Replacement Suite (WARS)
Tenurialrope3 replied to antistar's topic in Fallout 4's Discussion
Saddening to hear about your father's situation, my condolences and I hope it will improve. Also, my belated condolences for the loss of your grandmother. (I should have said this when I read your mention of it months ago, I have to psyche myself up a bit to make a post and I was feeling pretty ill at the time. I'm sorry if this is a bad time to say it so relatively late after.) Again, my wishes of good health to your family (and you). I don't really have anything to comment on the mod currently (the much larger part of your post), for better or worse.- 2744 replies
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[WIP] Weapon Addition and Replacement Suite (WARS)
Tenurialrope3 replied to antistar's topic in Fallout 4's Discussion
Looks good, I don't have much else to say on those pics. (Though I feel like I should mention, looking at the vanilla cartridge model of the .38 round, with it being the same model as the 10mm it (to me atleast, if we are to think of it as a .38/9mm round) looks closer to a deep-set-bullet version of .38 ACP/Super than a rimmed revolver round or the stubby .380.) I am now wondering though, with the recent unfortunate news on the nexus, and with you making models for the mod-added cartridges like .380 and 9mm Para (which you some time back mentioned that you probably wouldn't have to do, as I seem to recall (might be remembering wrong though)), do you know if the AmmoTweaks update still is something that will ever happen? And would isathar still upload it to nexus (doesn't really seem so to me. I'm not faulting him for that), or somewhere else, and is it still the framework you will utilize for WARS? (And my apologies if you don't know the answers here and I'm wasting your time (and apologies to isathar if I'm saying something he finds stupid), or I'm being a dummie and it's actually clearly known what's happening with AmmoTweaks after this long a time and the recent nexus news.) (I also feel tempted to ask your opinion on the recent news, but this probably isn't a fitting thread for that and it feels out of line.) Completely unrelated, I have some questions on some of the models in WARS: 1. As you mentioned some time back (and as is seen by looking at it (in) ingame (pics/vids)) the model of the Skorpion is scaled larger than it is in reality. When that was first shown and mentioned I didn't have much interest in the Skorpion (so didn't bother to ask), but I have since gotten more interested in PDW and machine-pistol type weapons, and as I'm in the small percentage of mod users who care much about proper size-scaling of mod weapons, I thought I'd ask if you might scale down its size (so as to be more accurate to the real gun) sometime in the future. (I know it can be (or just is) a pain to refit everything else (animations, etc.) around a new size scale, but I thought I'd ask.) 2. The A1 barrel for the AR-15, in the pics you have shown of it, doesn't have a bayonet lug, but in the weapon list in this thread you have written that it will take a bayonet. So how will that work, will one be able to attach a bayonet to it without a bayonet lug or have you added a bayonet lug to the A1 barrel after posting those pics of it, or something else? (This is very petty of me, I know.) 3. The back of the slide on the Glock (as far as I've seen) looks a bit odd, it is shown as a solid block/square with the cut-outs on the striker plate and back of the slide just painted on and the pieces of the frame and trigger mechanism that are cleared by and/or sit in those cut-outs are modelled as part of the slide and also just painted on (I hope I wrote that in an understandable way). With several other existing mod-weapon Glocks for Fo4 that don't have this quirk in the model (and the 1911 in WARS also being free of this kind of "issue"), I was wondering if this might get fixed sometime in the future (also a petty issue, I know). And again, apologies if these are/sound demanding, just thought I'd make known some of the quibbles I had with some of WARS's models, in case you might consider them. Again, sorry if I/they sound entitled. (And also apologies if I wrote something(s) incorrectly or in a way that can't be / isn't understood properly when read.) And again, I wish good health to your father (and family, and you), I know the opposite situation all too well. (And yes, this is a bit late to make a post, (what is atleast to me) the next day after your one above. I literally (not literally) sat on this post all night and morning, being too tired and lazy (and slow in writing) to finish it until now.)- 2744 replies
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This issue of the mod search not accepting partial words/text is still happening as of now, I myself noticed it a couple of days ago. I don't want to sound demanding, but this inability is a very annoying and problematic one atleast to me. So can we get some words that this is something that will eventually get fixed, or will we just have to live with it? (I realise this thread was off the front/first page, but it seems better to comment here than starting a new thread on the same thing. My apologies if I did wrong in that.)
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[WIP] Weapon Addition and Replacement Suite (WARS)
Tenurialrope3 replied to antistar's topic in Fallout 4's Discussion
Opening the omod / omod's file (would one call it a file (probably not)? I'm blanking on what else to call it. The screen where one edits the stat effects and ingame name (& such) of the omod is what I mean atleast.) in the CK, clicking the "edit" option/button on the "Model" section/box on the left (the one below the "Name" section), enabling and then changing the "Colour Remapping Index" option (1.0(000) & 0.0(000) respectively being most and least intense there. I usually set it to around 0.5(000)). (Sorry if these instructions aren't good / are hard to follow.) Now in my experience this isn't a fully consistent/reliable method; this option -seems- like it has an occasional risk of resetting when opening or using the CK (dunno what triggers it) (so it's often good to double-check it before saving (any changes to) the plugin), and as I said, there are some glow sight setups in some mod weapons that it doesn't work at all on as far as I can tell. Now, I didn't derive this method "from theory" (i.e. knowing what the Colour Remapping Index option actually IS); I simply read about it some year(s) ago and then started using it and it worked. So I don't know if this works on optical/red-dot sights (or anything else) as well, or if there are any side effects or bugs (I (currently) only use it for glow sights, and I haven't noticed any issues besides the resetting (which I'm not sure how real it is; never seems to happen if I try to induce it, so maybe I'm just screwing up somewhere and then being bad at troubleshooting (probably the case, really))), but it does work fine the vast majority of the time as far as I can tell.- 2744 replies
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[WIP] Weapon Addition and Replacement Suite (WARS)
Tenurialrope3 replied to antistar's topic in Fallout 4's Discussion
Firstly, Merry Christmas and Happy New Year (and hoping that next year will be better) from me as well. I did see the standalone 1911 the day you released it, though I was too busy (more like lazy, though I did legitimately have other things to do) to try it until about now. Some comments on things that stuck out to me after trying it: I did notice a mod conflict/incompatibility right away: if one uses the (3rd person) pistol animations from the "Tactical Flashlights" (https://www.nexusmods.com/fallout4/mods/16172) (and I think the Pip-Boy Flashlight mod as well) it causes characters to not hold the front grip on the gun if that's attached (instead the off-hand is floating uselessly a bit in front of the pistol's grip). Now I'm not exactly bothered by this, as I was already considering uninstalling those animations and this simply pushed me over the edge, but I thought it might be worth bringing up. When I first got ingame and got hold of a 1911, I was looking at it and wondering what that extra slide-stop was doing sitting on the right side of the slide. Then I noticed that that's the selector lever for the full-auto receiver and I felt a bit silly. In WARS it's going to be that one first choses the trigger group (with the semi/full one adding that selector onto the gun) and then one can switch between fire mode, yes? I'm just a bit unsure here in the 1911's case. I had forgotten what the (barrels+)sights would be like, so I was pleasantly suprised that the glow sights are actually different instead of the common (still fine enough) "stick some glowy bits on the normal sights" deal (and I was also glad that I could easily change the intensity on the glow sights in the CK as like on the vanilla weapons' and unlike some other mod weapons' glow sights). Beyond that I don't have much to say on the mod, outside of that it's one of the best and highest quality pistol mods on the Fo4 Nexus (and it will ofc. likely be just as good or better as a part of WARS.), and I'm quite happy to be able to play with it (and it also allows me to remove a handful of pistol mods (that this one thus replaces) from my fairly full load order, which is always good). :smile:- 2744 replies
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[WIP] Weapon Addition and Replacement Suite (WARS)
Tenurialrope3 replied to antistar's topic in Fallout 4's Discussion
That's encouraging to hear (read). Yes, from what I remember from the publicly released animations of the guys that have contributed to WARS, they have all have been pretty good on their idle animations (though I'm less sure on the weapon-lowered anims. And, I feel bad about saying this, but, I think a few (~1-2) of Ha_ru's animation sets have had (slightly) stuffed up idles (my apologies to him if he reads this)). Just to clarify (this is probably going to read like I'm an important voice, while I am just one petty mod user): My biggest concern on this part of the animation sets is the IdleReady (that is the "standing still w/ weapon out & not aiming" animation yes?), that one being bad has far too many times broken my desire to use/keep a mod weapon that uses it (so if some are off in this mod I do really hope that they either get fixed or I'll be able to overlook them after playing). The GunDown/weapon-lowered animation being poor I have often been able to get past (though not happily) if the mod weapon is otherwise good quality & well-implemented. The aiming animation being stiff/"frozen" generally doesn't bother me (for a number of reasons) (though it is still nice if that one does have some subtle movement), I wasn't even thinking of that one when I brought this up.- 2744 replies
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[WIP] Weapon Addition and Replacement Suite (WARS)
Tenurialrope3 replied to antistar's topic in Fallout 4's Discussion
Looks like it will be the best 1911 mod (/ included in a mod) for all Fo4, fantastic. Not much else to say on it. I do have a question on animations, for all the weapons (that use new animations) in the mod: Yours and Hitman's vids showcasing the animations don't spend much time standing still or against walls/barriers (fair enough), so I can't really see what the idle and "weapon-lowered" (i.e. when stood against a wall, also used by weapon-lowered-when-out-of-combat mods (like https://www.nexusmods.com/fallout4/mods/6364)) animations are like. Do the idles and weapon-lowered anims have that mild movement or subtle "breathing" to them that the vanilla weapons and (usually in my opinion) better animated mod weapons have, or are they completely still/stiff/"frozen" with no movement at all (the short times the idles are (or seem to be) seen in the vids look like they do have some movement, but I can't fully tell) or have movement/breathing that also exhibits an odd shake/trembling, both of which can be variously seen (unfortunately) in many of the custom-animated mod weapons. The idle and weapon-lowered animations being off/"bad" (i.e. still, or shaky) has been a dealbreaker for me with many of the otherwise great weapon mods, so I'm really hoping that they are good in WARS. (I'm pretty sure the Thompson mod as released by you does have good (i.e. not still/"frozen", not shaky/trembling) idle & weapon-lowered animations (though I can't open the game right now to check). So the question in shorter form would be: do the other weapon animation sets in WARS have at least the same quality of idle and weapon-lowered animations?)- 2744 replies
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[WIP] Weapon Addition and Replacement Suite (WARS)
Tenurialrope3 replied to antistar's topic in Fallout 4's Discussion
The 1911 looks great, not much else to say on that right now. More importantly; saddening for me to hear that bit of personal news. I hope it turns out as well as it can, I really do. My well-wishes to your father. I'm sorry if my sympathy for you doesn't come through in this text, but I do feel it.- 2744 replies
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[WIP] Weapon Addition and Replacement Suite (WARS)
Tenurialrope3 replied to antistar's topic in Fallout 4's Discussion
Firstly, congrats to antistar on the beth.net interview (bit late so say it, I know). And secondly, aye; the Deliverer BF1 Animations mod is/has/uses a new animation set and doesn't affect any mod's weapon(s) that use the (Deliverer's) vanilla animations or standard replacers of them (or atleast I've never had any such issues (and the mod's description ofc. rightly says I shouldn't) through my time using it, and I have used/tried a number of vanilla-animations pistols during).- 2744 replies
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[WIP] Weapon Addition and Replacement Suite (WARS)
Tenurialrope3 replied to antistar's topic in Fallout 4's Discussion
Well as far as I know, 8rd 1911 magazines are a fairly common feature on many of the more modern versions of the gun, so in most cases, unless they're on a world-wars-era 1911, they seem sensical/reasonable to me (unless I'm just misunderstanding what you're saying there). (Though ofc., the 1911 for WARS, is a classic world-wars-era one.)- 2744 replies
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[WIP] Weapon Addition and Replacement Suite (WARS)
Tenurialrope3 replied to antistar's topic in Fallout 4's Discussion
I certainly will agree that model scaling in games is not easy, I have very, very little experience in working with game's models, but it does match up with you say there, and I've read similar things on other game/mod related forums. Youch, yeah I think the Deliverer is scaled slightly too large ingame. I'm pretty sure the downsized model of the "Battlefield 1 Animation Pack - Deliverer" mod (https://www.nexusmods.com/fallout4/mods/30928) is more accurate to the real thing than the vanilla version is. (Admittedly, this is almost literally just from feel, looking at the model ingame, and comparing to other mod weapons that I feel pretty securely are scaled right. I can't exactly say anything definitive.) I suppose that the fact that the mod's Glock has 10mm & .45 (.45 option for the Glock is in, right? I would suggest next time you update the weapon details list in the second post, to put the chambering options there as well.) calibre options does help justify it maybe being sized very slightly too large (though/and the Glock in-hand in the ingame pics you've shown does look about right, so there's also that). And the 1911 is a big pistol anyway so if it is scaled based on the Glock then it would probably not look that off (if at all) (I hope). (This is what I'm talking about when I say that I'm petty. Most mod users would probably not care (or even notice) at all about minor details like this.)- 2744 replies
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[WIP] Weapon Addition and Replacement Suite (WARS)
Tenurialrope3 replied to antistar's topic in Fallout 4's Discussion
Hi, sticking my head out here again. I was planning to ask this about the (then) planned post-release 1911, now that it's going to be made now, well I better ask now: Will the physical ingame model of the gun be scaled "correctly"/true-to-life? As in it would be a bit less than one inch longer (edit: I wrote that as "shorter", damnit me...) (from what I've read) than the Glock 17 in the mod (assuming that that one is scaled "right", seems so). With pretty much all 1911 mods (ones with custom animations, that's generally my absolute minimum standard for using a weapon mod) I've tried (not that many, but still), the gun in-hand always seems either too big or too small physically (yes, I'm petty enough that something like that bothers me once I notice it (or think I notice it)). I've seen this "issue" (as I said) on enough other 1911 mods that I'm paranoid that it will happen in this mod as well. If this comes off in a bad way (kind of reads like it does), my apologies (to the authors of those other 1911 mods as well. ("I'm sorry, I'm just petty, I can't help it!")).- 2744 replies
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[WIP] Weapon Addition and Replacement Suite (WARS)
Tenurialrope3 replied to antistar's topic in Fallout 4's Discussion
I'm not much in tune with current world events, so this is the first time I've heard about this now. I do hope everything goes well (or as well as it can) for you and everyone else that is or might be affected by the fires. (And as of writing, it's snowing here where I live (I don't live in Austraila, mind), so it's quite some contrast to read about wildfires.) Stay safe.- 2744 replies
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[WIP] Weapon Addition and Replacement Suite (WARS)
Tenurialrope3 replied to antistar's topic in Fallout 4's Discussion
Looks great, even more of an improvement above the vanilla tube-mag/round-by-round reloads. Excellent work. :)- 2744 replies
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The shaming of non-premium users needs to stop!
Tenurialrope3 replied to IfItsOnPCItsNotExclusive's topic in Site Support
I suppose I'll say my piece on this: I was about to post that my biggest issue here was that the files list (meaning any collapsed/expanded files in it) resets after one returns to the page after a download, but I just discovered that one can simply open a new (separate) tab for the download and not disturb the files list, so I suppose I'll say that I don't mind the change much. I'll just hope/ask that this (slowing down usage of the site regarding downloads) does not go further beyond where it's at now. -
[WIP] Weapon Addition and Replacement Suite (WARS)
Tenurialrope3 replied to antistar's topic in Fallout 4's Discussion
I'm quite sure it's not, at least I don't have that function in my game (and I don't think that I have installed some mod that would have disabled it). I'm pretty sure the way the vanilla game shows the stat changes is as just (regular-UI coloured) plus or minus symbols of varying number depending on how big the stat change is (besides of course also showing what the stat would change to (ex. 167 from 155, but the UI itself not showing that that example would be an increase of 12, one has to know/count that oneself)). That function seen in the L123 vid seems it would be a nice minor convenience, one then not having to count/calculate onself what the exact stat changes would be for any individual weapon mod (yes, I am a bit lazy with math). This isn't some big deal, it just caught my eye, I don't intend to ask you to search through all your installed mods (though I don't know how many you have installed) to find this (probably UI I would guess) one mod (and no, this isn't sarcasm, sorry if it reads like it).- 2744 replies
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[WIP] Weapon Addition and Replacement Suite (WARS)
Tenurialrope3 replied to antistar's topic in Fallout 4's Discussion
The new round-by-round reloads are certainly great news anitstar. I do notice those first replacing-the-round-in-the-chamber-even-though-one-just-worked-the-action-so-it-would-be/is-an-unfired-round-one's-replacing bits on the China Lake and Mossberg reloads (seems from the youtube video's description that you do too), that wouldn't from an immersion/realism perspective actually add any more rounds into the gun(s) if it wasn't already empty. I thought I would ask if it isn't possible for the non-empty reloads on those guns to include putting the appropriate amount of rounds in the magazine after that first bit (putting one round in the mag after that first bit if one has fired one round, putting two in the mag if one has fired two, etc.), though the first bit on a non-empty reload might still seem a bit silly, that way the reload would at least match up with the amount of rounds added to the gun. (I have no idea how difficult this would be to implement, and sorry if this is something you have already thought about, I just thought I'd ask (in a fairly long-winded way)). Another question I had about this: I see that you have increased the max round capacity on the Mossberg (it held 8 before, right?) and Marlin, and since the video didn't show the full empty reloads I thought I'd ask: do the empty reloads on them still show them loaded to full capacity (now 9 rounds on the Mossberg, and 8 rounds on the Marlin)? Whatever the case, I'll say again that these new reloads are a massive improvement over what was before. I also had one more question for now, that has nothing to do with these new reloads, one that I probably should have thought to ask when your L123 UBGL vid was released: In that vid, what mod were you using that shows the stat changes on the weapon (as "(+number)" in green or "(-number)" in red, example: (+30)) when mousing over the various mods for it? As I said, I really should have thought to ask this around the release of that vid, but it only came to mind just recently.- 2744 replies
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[WIP] Weapon Addition and Replacement Suite (WARS)
Tenurialrope3 replied to antistar's topic in Fallout 4's Discussion
In reply to Lt Albrecht (written like this (not using a quote) because I'm not sure how to use the quote "system". Can one just click the quote button and then delete the not-relevant-regarding-one's-reply parts of the quoted post? Not sure.): I'm pretty sure the M2 uses a short recoil action, not long recoil, so the barrel would probably not reciprocate much at all (though I'm less sure on this latter point, short recoil operation usually (always?) has the barrel reciprocate a small bit, and I haven't seen an M2 firing IRL or on video, so I don't know exactly what its firing cycle looks like). Sorry for being pedantic here.- 2744 replies
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[WIP] Weapon Addition and Replacement Suite (WARS)
Tenurialrope3 replied to antistar's topic in Fallout 4's Discussion
I understand, thank you for answering. I do have a fairly specific idea of immersive-ish gameplay, and from my point of view it seems a bit silly to carry around say a holo sight and a scope and swap between them, while the scope has what in-universe is a usable set of sights mounted on top of it, or doing that instead of having a proper magnifier, etc. It's a similar thing with the AR-15's backup sights. (And if this reads like I'm being hostile, again, sorry, I'm just putting my thoughts down.)- 2744 replies
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[WIP] Weapon Addition and Replacement Suite (WARS)
Tenurialrope3 replied to antistar's topic in Fallout 4's Discussion
Thought I'd chime in to voice my support for idea of on-the-fly flippable magnifiers, adjustable zoom optics, and the like, I do feel like that would be a nice thing to have in this mod. And regarding the potential lack of ready-to-use assets, I will say that at least the SUSAT already in the mod does have top-mounted back-up ironsights modelled on it, and I think the C79 also does (the side-mounted sights on the Makeshift AMR would count as well, and maybe some others that I've not noticed). I won't make any claims as to how well those modelled back-ups would work in the game though, or how easy they would be to implement (how easy it would be to change the aiming point to them, maybe the SUSAT's one would be silly obstructive in-game, etc. I don't know). And I do feel like something like this should really be done via hotkey, it would/does feels really odd to have to use a weapon mod bench/menu to do what in-universe only amounts to moving one's head or flipping a switch/magnifier to look through the different sight/zoom. I'm also wondering if it's possible in Fo4 to have adjustable optic zoom via the mouse wheel, like Project Nevada for FNV (or am I remembering that mod wrong here?). (And again, I don't intend to sound demanding here, though the text might read like it. Again, sorry if it does.)- 2744 replies
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[WIP] Weapon Addition and Replacement Suite (WARS)
Tenurialrope3 replied to antistar's topic in Fallout 4's Discussion
Well, welcome back. I hope you had a pleasant time in Kiwiland. :)- 2744 replies
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[WIP] Weapon Addition and Replacement Suite (WARS)
Tenurialrope3 replied to antistar's topic in Fallout 4's Discussion
Hi again antistar, I have some more questions about the mod: 1. When setting the weapon's weights (more specifically their magazines), did you do it counting the magazine as full or empty? I do some stat (mostly weight) tweaking myself on the weapon mods that I have installed, so it would be nice to know so I could be able to follow the same guideline. 2. Will there be unique models for the mod-added ammo? As in the 9mm Para or .32 ACP (for example) not using the cartridge and/or ammo box model of the vanilla .38 round? 3. Will there be any statistical benefit to using the short barrels besides slightly lower weight? I did read that the longer barrels no longer have any hip-fire penalty, while I generally see that penalty as a representation of the fact that a longer barrel is more difficult to swing around in tight spaces (where one would think most hip-firing would happen). 4. What will the different ammo types (armour-piercing etc.) be exactly? Will there be explosive or hollow-point 5.56 ammo for example or buck-shot 40mm grenades. 5. I think I already know the answer to this one (which would be no), but I might as well ask: Will there be any visual/model change when rechambering a gun to a different cartridge? For example will the glock look any different after rechambering to 9mm or .45 (the glock is the only gun in this mod that I remember you said would be able to be rechambered, that might be my bad memory). And sorry if this came out sounding demanding or hostile, I don't intend it to. Edit: So I just noticed I wrote "I think I already know know" on the 5th question, and I've now fixed that writing error. Noticed and fixed it almost three months after the fact... *sigh*. Later Edit: Also changed "and or" to "and/or" five months after the fact. (Why do I care to do this?)- 2744 replies
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[WIP] Weapon Addition and Replacement Suite (WARS)
Tenurialrope3 replied to antistar's topic in Fallout 4's Discussion
Thank you for answering. And thank you for that extra image as well. :)- 2744 replies
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[WIP] Weapon Addition and Replacement Suite (WARS)
Tenurialrope3 replied to antistar's topic in Fallout 4's Discussion
I'm really liking what I'm seeing there antistar. :smile: I have been feeling a bit ill today so this is a nice morale booster. Question: Is the bayonet intended to be able to be used together with the GL? I don't have a visual reference to see if the bayonet would block the muzzle on the GL or be itself blocked by the different handguard. If it doesn't do either then I'll say I quite like the idea of using them both. :smile:- 2744 replies
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[WIP] Weapon Addition and Replacement Suite (WARS)
Tenurialrope3 replied to antistar's topic in Fallout 4's Discussion
My operative system broke back in october last year so I've been computer-less for 3(ish) months, it has now finally been fixed. And well, this is some great progress to see coming back here, really happy to see that the L123A2 is happening. :smile:- 2744 replies
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