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A severe lack of LMG+MMGs in the modding scene


Slayerm11

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After some thorough browsing, I've noticed a severe lack of LMGs and MMGs. I see a lot of iconic weaponry, but when I try to search up an M249 or M240 or PKM I come up finding nothing. Perhaps they are added in a larger weapon collection that I haven't been able to find, but so far I can only find two LMGs and no MMGs at all.

 

Fairly straight forward suggestion: bring in some of the more known weapon systems that fit the LMG and MMG role.

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Needs animations first. The main reason there aren't more machine guns is that nobody has made a belt-fed reload animation yet.

 

But yes, right now I know of only a few, Wasteland Melody's Heavy Machine Gun, the Light Support Weapon, and the WH-77 LSW, plus a lot of mods that make changes to the vanilla 'Assault Rifle' including my own AARP. There's also the WH-MK.22 if you don't mind carrying your machine guns at the hip, and an M60 over on bethesda.net

Edited by jkruse05
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I wouldn't say its a severe lack;

there's an MG42, M60E-a5 and SAWm249 in WARS etc,

there's Skibadaa's big-guns,

there's MiB parts pack 1 and 2 for some steampunk dieselpunk rayguns in heavy weapons,

and there's "Shootah-ier wasteland" for more DakaDaka FirePowah! <--- this is the 'improvised LMG's"

 

There's also a lot of "Enclave circa Battle of Anchorage" stuff in the works,

and a few conversions from ForgottenWeapons, Full30 and The Hollywood Movie Archive etc,

so as it is consistent.

 

I think they go well with the prone-animation suite,

which allows you to lay down at an emplacement etc.

unlike other games, even ARMA-Fallout,

FO4's LMG/HMG etc

allow for 'quick abandonment" --- press and hold weapon change while in tripod prone,

and you'll "abandon the gun".

If only I could do that in other games out there... it would give a lot more options,

especially when those ghouls overrun your position hehe.

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After some thorough browsing, I've noticed a severe lack of LMGs and MMGs. I see a lot of iconic weaponry, but when I try to search up an M249 or M240 or PKM I come up finding nothing. Perhaps they are added in a larger weapon collection that I haven't been able to find, but so far I can only find two LMGs and no MMGs at all.

 

Fairly straight forward suggestion: bring in some of the more known weapon systems that fit the LMG and MMG role.

i feel you man; Hell they don't even need belt-fed anims like jkruse suggested; all they'd need to do is follow Skibadaa's example with the WH-77 and i think any mod authors to try their hand at these LMGs would do reasonably well.

 

i mean yeah; i like the M60 by TrainsCDG and the WH-77 Skib did; but the M60 just doesn't feel right to me. besides; you're right. we need more weapons akin to the 249 and the 240B.

 

but i think my problem with the M60 is because it was made during a time where there were NO LMGs in Fallout 4; and therefore Trains had to extend the forestock on the M60 for it to look right in the supporting hand. i think above everything else; that's what bugs me the most. beyond that, the weapon is phenomenal.

 

and i would use jkruse's AARP parts set for the Assault Rifle at the same time to make the game a bit more LMG friendly; but unfortunately i'm suffering a bug where the automatic receivers for that gun are firing semi-auto only, and perpetually using the automatic fire soundbyte without pause.

 

for example; i could be using an automatic AR, fire a round; hear the soundbyte loop forever; fire another round, and the soundbyte doesn't end.

 

i have no idea what mod has caused this, but i think strongly this has something to do with the new Junkmaster and its potential conflicts with AWKCR. it's either that; or an update Bethesda did that messed up the soundfiles for the AR, among other things. (for example, the DC Guard helmet's broken again!) wouldn't surprise me if the latter case was truer than the former; lord knows when Bethesda 'fixes' something they break three others in the process.

 

anyway; just thought i'd share your sentiment. we do need more LMG-style weapons in Fallout 4; preferably ones that aren't an afterthought parts set for any assault rifles (lookin' at you L85) that inflate your load order size much larger than if we'd gotten an LMG separately; and ones that aren't apart of a larger mod, like Modern Firearms.

 

i like the mod don't get me wrong, but that's a lot of space in my load order that i would like back; seeing as 75-90% of the guns in that mod i don't use. that; and because the mod is so large the mod authors don't really give much thought to fixing the wield anims for the weapons, which leaves them looking wonky in third person and like your player's grasping at thin air when he's holding a high recoil Light Machine Gun.

 

like i said, share your sentiment; we need more standalone LMGs like the M249, M240B, Pecheneg and so on in Fallout. the game has SOOOO many rifle mods out there; but people that are support mains or just like big weapons are kind of screwed out of their fix. kind of sad in my eyes.

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After some thorough browsing, I've noticed a severe lack of LMGs and MMGs. I see a lot of iconic weaponry, but when I try to search up an M249 or M240 or PKM I come up finding nothing. Perhaps they are added in a larger weapon collection that I haven't been able to find, but so far I can only find two LMGs and no MMGs at all.

 

Fairly straight forward suggestion: bring in some of the more known weapon systems that fit the LMG and MMG role.

i feel you man; Hell they don't even need belt-fed anims like jkruse suggested; all they'd need to do is follow Skibadaa's example with the WH-77 and i think any mod authors to try their hand at these LMGs would do reasonably well.

 

i mean yeah; i like the M60 by TrainsCDG and the WH-77 Skib did; but the M60 just doesn't feel right to me. besides; you're right. we need more weapons akin to the 249 and the 240B.

 

but i think my problem with the M60 is because it was made during a time where there were NO LMGs in Fallout 4; and therefore Trains had to extend the forestock on the M60 for it to look right in the supporting hand. i think above everything else; that's what bugs me the most. beyond that, the weapon is phenomenal.

 

and i would use jkruse's AARP parts set for the Assault Rifle at the same time to make the game a bit more LMG friendly; but unfortunately i'm suffering a bug where the automatic receivers for that gun are firing semi-auto only, and perpetually using the automatic fire soundbyte without pause.

 

for example; i could be using an automatic AR, fire a round; hear the soundbyte loop forever; fire another round, and the soundbyte doesn't end.

 

i have no idea what mod has caused this, but i think strongly this has something to do with the new Junkmaster and its potential conflicts with AWKCR. it's either that; or an update Bethesda did that messed up the soundfiles for the AR, among other things. (for example, the DC Guard helmet's broken again!) wouldn't surprise me if the latter case was truer than the former; lord knows when Bethesda 'fixes' something they break three others in the process.

 

anyway; just thought i'd share your sentiment. we do need more LMG-style weapons in Fallout 4; preferably ones that aren't an afterthought parts set for any assault rifles (lookin' at you L85) that inflate your load order size much larger than if we'd gotten an LMG separately; and ones that aren't apart of a larger mod, like Modern Firearms.

 

i like the mod don't get me wrong, but that's a lot of space in my load order that i would like back; seeing as 75-90% of the guns in that mod i don't use. that; and because the mod is so large the mod authors don't really give much thought to fixing the wield anims for the weapons, which leaves them looking wonky in third person and like your player's grasping at thin air when he's holding a high recoil Light Machine Gun.

 

like i said, share your sentiment; we need more standalone LMGs like the M249, M240B, Pecheneg and so on in Fallout. the game has SOOOO many rifle mods out there; but people that are support mains or just like big weapons are kind of screwed out of their fix. kind of sad in my eyes.

 

Skibada did a decent job of balancing the size of the fore-grip with the position of the hand, but it's still an issue if you aren't making a fictional weapon. I think the best we can do to help, if you want real-world LMGs anyway, is start throwing out ideas that will actually fit with existing animations, and explain how they fit those animations, rather than just throwing the name of a gun out there and hoping someone can do it. Here are some examples that I have considered myself.

 

-M249 or Minimi using magazines and rigged to the 'Assault Rifle' animations. The magazines load a bit low, but should be pretty close. The 'Assault Rifle' even uses the fore-grip from one of these already.

-Lewis Gun using the plasma rifle animations. With the magazine being on top, and centered just a little ways ahead of the grip, this can probably be fudged without too much difficulty.

-RPK using the handmade rifle animations. Should be self explanatory.

-Johnson Machine Gun with the 'Assault Rifle' animations (I've been thinking about doing this one myself for a long time). The animations for this line up very well. If you keep the bipod or monopod folded against the fore-grip it should even take up that extra space so the hand doesn't float.

-MG34 with "saddle drum" may work with the plasma rifle animations in the same way as the Lewis Gun, but will probably need some sort of fictional fore-grip added.

 

It shouldn't be to hard to recreate the one from New Vegas with the 'Assault Rifle' animations either.

 

Most other popular ones I can think of are either belt fed, top fed, or just based on an assault rifle of some sort, but if you come up with something else throw it in here.

 

Fictional LMGs can, of course, be done however the creator wants. Maybe something like a giant P90 feed using the plasma rifle animations, or some big, monstrous thing using the cryolator's.

 

On AARP, I currently have plans for a restructure and re-release of that, as I learned a lot with my Rangemaster and I think I can fix some of its issues, though it will be functionally the same. I MAY throw in another barrel and/or stock, but I haven't decided yet. Too many other things I want to do. I am going to clean up the textures a little bit, add some wear to the Johnson stock and fix the specular maps. It sounds like your current issue is most likely tied to Junkmaster, as I do know that it makes its own changes to the AR. If you haven't already make sure AARP is loading after Junkmaster.

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After some thorough browsing, I've noticed a severe lack of LMGs and MMGs. I see a lot of iconic weaponry, but when I try to search up an M249 or M240 or PKM I come up finding nothing. Perhaps they are added in a larger weapon collection that I haven't been able to find, but so far I can only find two LMGs and no MMGs at all.

 

Fairly straight forward suggestion: bring in some of the more known weapon systems that fit the LMG and MMG role.

i feel you man; Hell they don't even need belt-fed anims like jkruse suggested; all they'd need to do is follow Skibadaa's example with the WH-77 and i think any mod authors to try their hand at these LMGs would do reasonably well.

 

i mean yeah; i like the M60 by TrainsCDG and the WH-77 Skib did; but the M60 just doesn't feel right to me. besides; you're right. we need more weapons akin to the 249 and the 240B.

 

but i think my problem with the M60 is because it was made during a time where there were NO LMGs in Fallout 4; and therefore Trains had to extend the forestock on the M60 for it to look right in the supporting hand. i think above everything else; that's what bugs me the most. beyond that, the weapon is phenomenal.

 

and i would use jkruse's AARP parts set for the Assault Rifle at the same time to make the game a bit more LMG friendly; but unfortunately i'm suffering a bug where the automatic receivers for that gun are firing semi-auto only, and perpetually using the automatic fire soundbyte without pause.

 

for example; i could be using an automatic AR, fire a round; hear the soundbyte loop forever; fire another round, and the soundbyte doesn't end.

 

i have no idea what mod has caused this, but i think strongly this has something to do with the new Junkmaster and its potential conflicts with AWKCR. it's either that; or an update Bethesda did that messed up the soundfiles for the AR, among other things. (for example, the DC Guard helmet's broken again!) wouldn't surprise me if the latter case was truer than the former; lord knows when Bethesda 'fixes' something they break three others in the process.

 

anyway; just thought i'd share your sentiment. we do need more LMG-style weapons in Fallout 4; preferably ones that aren't an afterthought parts set for any assault rifles (lookin' at you L85) that inflate your load order size much larger than if we'd gotten an LMG separately; and ones that aren't apart of a larger mod, like Modern Firearms.

 

i like the mod don't get me wrong, but that's a lot of space in my load order that i would like back; seeing as 75-90% of the guns in that mod i don't use. that; and because the mod is so large the mod authors don't really give much thought to fixing the wield anims for the weapons, which leaves them looking wonky in third person and like your player's grasping at thin air when he's holding a high recoil Light Machine Gun.

 

like i said, share your sentiment; we need more standalone LMGs like the M249, M240B, Pecheneg and so on in Fallout. the game has SOOOO many rifle mods out there; but people that are support mains or just like big weapons are kind of screwed out of their fix. kind of sad in my eyes.

 

Skibada did a decent job of balancing the size of the fore-grip with the position of the hand, but it's still an issue if you aren't making a fictional weapon. I think the best we can do to help, if you want real-world LMGs anyway, is start throwing out ideas that will actually fit with existing animations, and explain how they fit those animations, rather than just throwing the name of a gun out there and hoping someone can do it. Here are some examples that I have considered myself.

 

-M249 or Minimi using magazines and rigged to the 'Assault Rifle' animations. The magazines load a bit low, but should be pretty close. The 'Assault Rifle' even uses the fore-grip from one of these already.

-Lewis Gun using the plasma rifle animations. With the magazine being on top, and centered just a little ways ahead of the grip, this can probably be fudged without too much difficulty.

-RPK using the handmade rifle animations. Should be self explanatory.

-Johnson Machine Gun with the 'Assault Rifle' animations (I've been thinking about doing this one myself for a long time). The animations for this line up very well. If you keep the bipod or monopod folded against the fore-grip it should even take up that extra space so the hand doesn't float.

-MG34 with "saddle drum" may work with the plasma rifle animations in the same way as the Lewis Gun, but will probably need some sort of fictional fore-grip added.

 

It shouldn't be to hard to recreate the one from New Vegas with the 'Assault Rifle' animations either.

 

Most other popular ones I can think of are either belt fed, top fed, or just based on an assault rifle of some sort, but if you come up with something else throw it in here.

 

Fictional LMGs can, of course, be done however the creator wants. Maybe something like a giant P90 feed using the plasma rifle animations, or some big, monstrous thing using the cryolator's.

 

On AARP, I currently have plans for a restructure and re-release of that, as I learned a lot with my Rangemaster and I think I can fix some of its issues, though it will be functionally the same. I MAY throw in another barrel and/or stock, but I haven't decided yet. Too many other things I want to do. I am going to clean up the textures a little bit, add some wear to the Johnson stock and fix the specular maps. It sounds like your current issue is most likely tied to Junkmaster, as I do know that it makes its own changes to the AR. If you haven't already make sure AARP is loading after Junkmaster.

 

i agree wholeheartedly.

 

and you have some good ideas here. granted something like the 240B would be hard to recreate, what with it not having clamps on its underside for a box magazine and all, (though seeing as i have never seen a 240B from the bottom, i don't know that for certain.) but what you're suggesting like the Lewis Gun having their animations tied to plasma anims, and Johnsons getting the 'AR' animations, i can get behind that.

 

but regarding things like the RPK and 249; i feel like those would be far easier to reproduce, especially the RPK. (it's basically just a barrel and forestock change, stock swap for a heavier stock; and the addition of a beefier drum mag. though i'd definitely re-do or try to make a standalone RPK mag and drum or box mag, seeing as the original HR one's a bit weak on presentation.)

 

though i would love to see a PKP or PKM mod. the belt doesn't have to move at all; hell there doesn't even need to be a belt. just give us a good 'ol PKP with AR animations; and we'd be more or less golden.

 

it'd be a bit wonky, but it'd work. unfortunately the bulk of the work would be modeling and texturing the big bastard from the ground up; and from what i've seen that takes time. time further spent still downgrading the textures for use on the Xbox, seeing as if you didn't do that the file size would be atrociously large.

 

 

i don't envy the man or woman who attempts to make this or other LMG style weapons for Fallout 4; but i wish them Godspeed nonetheless.

 

also thanks for the tip in advance; the AR's working perfectly now that i've downloaded AARP. guess it was a bug with Junkmaster after all.

Edited by KyleShepard343
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