Modern Firearms Fallout 4 2.5

About the modModern Firearms introduces a LOT of current real world weapons to the game, at this time mostly rifles.There are several base ‘families’ of weapons including the AR15, AK, HK416/7, ACR (Magpul Masada), HK MP5, SG 550-552 and many more, all of which are completely customisable at a workbench, creating variants from suppressed CQB shorties to DMR variants of most.Customisation is NOT possible however with only vanilla game components- you’ll have to find or buy parts in the game either as single parts or by scrapping the weapons you take from your enemy. It is Idlesheeps belief (a belief shared by his team) that you shouldn’t be able to build a military spec rifle from wonderglue and scrapping an iron roof.Another point of controversy with this mod is that the damage seems very high to many players, and as it features full level list integration combat is either too easy or too difficult depending on which end of the AR15 you’re standing at. The reasoning of Idlesheep (again backed by his team) is that being shot should hurt.

Being shot twice should stop the hurt altogether.These weapons therefore do not follow the vanilla game balance. They don’t scale with level AT ALL, so the damage at level 15 will be the same as it is at level 115. (Weapons are still affected by perks however, and you may find yourself needing those at high levels.)The balance is found in your enemy also using these weapons, so combat will be swift and deadly. Another feature of this mod is scripting which allows you to change tactics without using your inventory and we believe that the resulting seamless and vicious combat gameplay is a huge improvement on the vanilla game. The Weapons ArmaLite AR 15The classic AR family you all know and love, featuring customisation as varied as the real world rifles. Different calibers, parts from the best manufacturers and tactical variations possible from CQBR to DMR, complete with optics and attachments including functional underbarrel weapons. Heckler & Koch 416/417The H&K refinement of the AR15 platform, as flexible as its American cousin, again customisable in any way you like from CQBR to DMR, and compatible with the same wide variety of optics and attachments.

See Detail Online And Read Customers Reviews Firearms Fallout 4 Modern Firearms 2.5 Mod prices throughout the online source See people who buy 'Firearms Fallout 4 Modern Firearms 2.5 Mod'Research before buy online Firearms Fallout 4 Modern Firearms 2.5 Mod.

Heckler & Koch G36Standard rifle of the German Bundeswehr, a modular rifle that can be built as a CQBR, DMR or even an LMG just like the real thing. The usual array of attachments include the G36’s unique carry handle optics. FN Herstal F2000A bullpup design allowing a compact rifle without reducing barrel length, made by Fabrique Nationale of Belgium. FN Herstal SCAR-L/HThe Special Operations Forces Combat Assault Rifle, designed to fill all possible roles for a battle rifle- from CQBR through DMR to LMG. Features two caliber variants.

SIG 550 FamilyThe latest generation of Sig Sauer modular assault rifle. From the DMR/sniper 550-1 model through the CQB 552 commando to the 553 variants designed to use Soviet 7.62 magazines. Fully customisable with the usual attachments.

Magpul Masada ACRA cutting edge rifle family from one of America’s most innovative weapon manufacturers, modular design allowing the range of customisation you’ve now come to expect of the weapons in this mod. Give me some time to persuade Idlesheep to put in the 7.62 magwell so we can make true Massoud models. M14 VariantsThe early Vietnam war era rifle, too heavy but more accurate and powerful than required for general purpose, now developed into many marksman roles and fielded in a number of configurations both with and without pistol grips. Make it how you like it with our selection of attachments. Walther Arms WA2000A bullpup sniper designed to be shorter than a standard rifle and lose nothing in accuracy or muzzle velocity. Due to the expense of producing it only 176 were ever made. Of course it’s customisable, but we didn’t forget the ironsights- Walther didn’t put any on either.

AS50British made anti material rifle, with lightweight titanium construction and a rear mounted ‘leg’ or grip for increased stability when bipod mounted. Send 5 rounds of.50bmg accurately 1.5km downrange in less than 2 seconds- if your rig will handle it. DSR-1German made sniper/AMR, featuring bullpup design and a spare magazine forward of the trigger guard for quicker reloads. Has achieved 20- 30 cm groupings at 1000 yards with human operators giving an accuracy of only 0.69 Minutes Of Angle. Impressive and deadly.

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. Version 2.5 preview:v2.5 Beta for XB1:v2.5 Beta for PC:Modern Firearms v2.5 Beta AND MK14 compatible plugin for PC:v2.5 is already running in alpha testing on 3dm forum, a beta testing on this site will be released after I have dealt with those found bugs.An incomplete change log below:.

Fallout 4 modern firearms 2.5 list

New weapon category: shotguns. New caliber: Remington 6.8 SPC. New functionality: Caliber Change Kits. New functionality: Ammunition Types. (3 types for each category, grenades, rifle rounds, shotgun shells). New weapons, namely:SMG - UZISMG - AR57Assault Rifle - Barrett REC-7Assault Rifle - Styer AUGAssault Rifle - FAMAS FelinAssault Rifle - IWI TAR-21Shotgun - Mossberg 500Shotgun - Benelli M3 Super 90Shotgun - Benelli M4 Super 90Shotgun - Franchi SPAS-12Shotgun - StrikerShotgun - AR-12 (RAS-12 concept)Shotgun - Izhmash Saiga-12Grenade Launcher - M79Grenade Launcher - Multiple Grenade Launcher (MGL). NEW wearable: 2 modern BDUs, 24 types of independent camos to choose from (For one of these 2 is 24.24 combinations).

Those camos are also available for military caps, backpacks. NEW functionality for jetpacks: It is stupid if the jetpack can take you to the mid-air yet you are still incapable to run because you are over-burden. Now different jetpack provides variable capacity of carry weight (less than backpack), more importantly they provide a perk works as 'strong back' that allowing you to run with AP consumption. Adjusted the distribution of weapons.- COMPLETELY overhaul for old weapon platforms, unified color painting, and so much more. ::Has the vertibird stagger issue been resolved yet?

(I haven't been able to access the old FAQ thread for a few days to check it.) I am asking because I still have the 'no stagger' version installed on my console and have been waiting before I swap versions.Also, are there any issues with MS that I should expect when I do change versions?The old FAQ has been in read only state from 27/10, Not either, the gamers or the MA's, haven been able to add new comments on the thread.That doesn't actually answer either of the questions I asked. :::Has the vertibird stagger issue been resolved yet?

(I haven't been able to access the old FAQ thread for a few days to check it.) I am asking because I still have the 'no stagger' version installed on my console and have been waiting before I swap versions.Also, are there any issues with MS that I should expect when I do change versions?The old FAQ has been in read only state from 27/10, Not either, the gamers or the MA's, haven been able to add new comments on the thread.That doesn't actually answer either of the questions I asked.Yes it does. You haven't been able to read anything from the thread, because no one can add any new comments on it.

Also, there haven't been any new updates since 5/10, as you can see from the mod page itself. ::::Has the vertibird stagger issue been resolved yet?

(I haven't been able to access the old FAQ thread for a few days to check it.) I am asking because I still have the 'no stagger' version installed on my console and have been waiting before I swap versions.Also, are there any issues with MS that I should expect when I do change versions?The old FAQ has been in read only state from 27/10, Not either, the gamers or the MA's, haven been able to add new comments on the thread.That doesn't actually answer either of the questions I asked.Yes it does. You haven't been able to read anything from the thread, because no one can add any new comments on it. Also, there haven't been any new updates since 5/10, as you can see from the mod page itself.I didn't ask why I can't read the original thread.

I asked if the vertibird stagger issue was fixed yet and if I should expect any issues between MS and the normal MF file. You didn't answer either of those questions. You also aren't a member of the MF development team, as far as I understand.So, If you don't have an actual answer don't reply to my questions. I have been hoping I won't need to ignore you on this new site, too. Look, you said that you haven't been able, I gave you a reason why, thus answering the question. Have I not done that, you would be still sitting there with your thumb in you know where waiting for some sort of reply.

Also, do as the rest of us do, check the mod page for any updates. Last was made in 5/10. It does not require that much thinking to realize, that any problems/issues/features then are in affect now. I thought that you would be the type of participant of this forum, that you would get how certain things work. So drop the hostile act, I don't give a cr@p about it, I tried to give you an answer. So for grins I installed the new version of MF and the MS add on as well. After starting a new game and running around a while a few things started to come up that I thought I'd mention in the hopes that my suggestion might lead to a little bit of tweeking.Vending Machine- The vending machine won't show an option for any weapon family that I currently have an MF version in my inventory.

Example: Say I have 5 AK-74U's I plan to convert, I first have to make sure I don't have an MF version of the AK-74U in my inventory, if I do I have to put it in storage someplace, then when the option to create MF Special Ops AKU's appears, after each conversion I have to exit the vendor, transfer that new weapon to storage, then go back into the vendor, and do this 5 times to convert the rifles. The weapons will show fine on the refund list, but not the conversion list, so that can get a little tedious if you have a large number of rifles your converting at one time.Body Armor- Not certain if it was meant to be this way, but after hitting up all the merchants from Diamond city, Bunker Hill, and a few others scattered around the map I've discovered that its extremely rare, if impossible, to locate a source of hats. All other armor pieces in the various colors and patterns seem to appear as expected in vendor lists, but not the military ballcaps so the only reliable source of them is Gunners, and those will almost always be black. It only became an issue for me when I decided to put winter camo hats on 'my' people so I could pick them out in a brawling fight.Heavy Weapons- Not really feasible for a human being to haul around, and shoot stuff like a Vulcan or a panzer gun, though I could see it for super mutants and people in power armor.

If there is a way to restrict those things to those two classes of shooters I would recommend considering it.MS Sidearms- Occasionally I noticed when switching the caliber on the pistols that it would continue to use the same ammo as before if I changed from one of the added calibers, like 9mm, 40SW, etc to an in-game caliber like 10mm or.45. It would continue to do this until I made a purchase of ammo in the new caliber from a vendor then begin to function normally, so something there to look at.

Another suggestion on sidearms would be the addition of what they used to call 'high boy' iron sights to raise sight blades above any silencer that's attached to a pistol, since most of them I tried were large enough in diameter they blocked the view of standard sights. On a side note about the pistols, you should probably take a look at your damage tables again because I Promise there is no version of reality where a 10mm HK1911 is going to do more base damage than a.45 ACP 'anything'.Range- IMHO the ranges of the weapons are still way to high in comparison to the condensed area of the map. Area's that were previously safe to walk through by-passing known hot spots, are no longer 'safe corridors' of travel since any bad guy that gets line of sight on you can open an engagement even if his distance makes him just a dot visually. This pretty much turns the walk from Sanctuary to Diamond city into a rolling firefight where your companion is going to stay aggressive for the entire trip. It's always been my biggest beef with the mod but I thought I'd mention it again.Stagger- I can go for stagger on some of the bigger caliber's, or for players with a low endurance even, but the amount of stagger I encountered in and out of power armor was almost insane. Especially with the power armor, stagger should be a thing of the past since we're talking about a suit that allowed soldiers to take a tank round and keep going.

Two bad guys, even armed with 300WM rifles should not be able to keep spinning me around like a top when I'm in an exoskeleton that negates any falling damage, armored or not. That's like shooting a BB gun at a freight train.Ammunition- Almost every can, box, dresser, dead raider, or lunchbox I inspected had 40mm grenades in it.

Not just 1 or 2, but usually over a dozen of them. Now I know there will be a few of these things laying around, but that's just too many unless your playing the game to go through and giblet ever single opponent you encounter. Might want to cut that number back a little or introduce other variations like smoke rounds, flashbangs, etc. As for vendors it looks like its still setting them to sell 20mm ammo 2 bullets at a time unless you by it from the machine.This was my first time playing around with the mod in a while, so I'm sure there were other things that I didn't witness. The vendor lists seem to be a little more organized, textures are all still highly detailed, not as many belt feeds floating around which was good, and more of a mix between vanilla game and MF/MS weapons in most of the encounters.Just for game balance though I would still recommend adding a container right outside Vault 111 that promises to hold one of the MF/MS weapons and a handful of ammunition so the player is on equal footing with the first bad guy they encounter carrying the same.

Otherwise that first fire fight, 10mm versus AK/AR/HK, definitely starts to feel impossible to survive. : Look, you said that you haven't been able, I gave you a reason why, thus answering the question.

Have I not done that, you would be still sitting there with your thumb in you know where waiting for some sort of reply. Also, do as the rest of us do, check the mod page for any updates. Last was made in 5/10. It does not require that much thinking to realize, that any problems/issues/features then are in affect now.

I thought that you would be the type of participant of this forum, that you would get how certain things work. So drop the hostile act, I don't give a cr@p about it, I tried to give you an answer.First off, I stated that I hadn't been on the old thread. You answer questions, not statements.

If you would have actually read what I had written you would have seen that I am still using the 'no stagger version' (p.k.a. Modern Firearms 2.4 Beta,) so the 'issues' present in the current version would not be the same. It had also been stated (by an actual member of the development team) that MS is 'on the back burner' which is why I asked what, if any, issues I should expect with MS if I switched from the 'non stagger' version to the current version.

You didn't answer either of those questions.Thanks for that detailed post. The information it contained is very useful. ::Look, you said that you haven't been able, I gave you a reason why, thus answering the question. Have I not done that, you would be still sitting there with your thumb in you know where waiting for some sort of reply.

Also, do as the rest of us do, check the mod page for any updates. Last was made in 5/10. It does not require that much thinking to realize, that any problems/issues/features then are in affect now. I thought that you would be the type of participant of this forum, that you would get how certain things work. So drop the hostile act, I don't give a cr@p about it, I tried to give you an answer.First off, I stated that I hadn't been on the old thread. You answer questions, not statements. If you would have actually read what I had written you would have seen that I am still using the 'no stagger version' (p.k.a.

Modern Firearms 2.4 Beta,) so the 'issues' present in the current version would not be the same. It had also been stated (by an actual member of the development team) that MS is 'on the back burner' which is why I asked what, if any, issues I should expect with MS if I switched from the 'non stagger' version to the current version.

You didn't answer either of those questions.Thanks for that detailed post. The information it contained is very useful.Seriously, read the Mod descritption next time and also the old FAQ, while it still is in there. All the things you 'asked' were explained in both of them.

I gave the bloody answeres you wanted and the reason why any of the MA's probably ignored you, is that they are probably pretty bored to always answer the same questions over and over again. It was bloody explained even in the 2.4 comment thread and in the bloody old FAQ, that the 2.4 after the beta stage had the stagger effect, and the beta version with negated stagger effect was scrapped ages ago. : So for grins I installed the new version of MF and the MS add on as well. After starting a new game and running around a while a few things started to come up that I thought I'd mention in the hopes that my suggestion might lead to a little bit of tweeking.Vending Machine- The vending machine won't show an option for any weapon family that I currently have an MF version in my inventory.

Example: Say I have 5 AK-74U's I plan to convert, I first have to make sure I don't have an MF version of the AK-74U in my inventory, if I do I have to put it in storage someplace, then when the option to create MF Special Ops AKU's appears, after each conversion I have to exit the vendor, transfer that new weapon to storage, then go back into the vendor, and do this 5 times to convert the rifles. The weapons will show fine on the refund list, but not the conversion list, so that can get a little tedious if you have a large number of rifles your converting at one time.Body Armor- Not certain if it was meant to be this way, but after hitting up all the merchants from Diamond city, Bunker Hill, and a few others scattered around the map I've discovered that its extremely rare, if impossible, to locate a source of hats. All other armor pieces in the various colors and patterns seem to appear as expected in vendor lists, but not the military ballcaps so the only reliable source of them is Gunners, and those will almost always be black. It only became an issue for me when I decided to put winter camo hats on 'my' people so I could pick them out in a brawling fight.Heavy Weapons- Not really feasible for a human being to haul around, and shoot stuff like a Vulcan or a panzer gun, though I could see it for super mutants and people in power armor. If there is a way to restrict those things to those two classes of shooters I would recommend considering it.MS Sidearms- Occasionally I noticed when switching the caliber on the pistols that it would continue to use the same ammo as before if I changed from one of the added calibers, like 9mm, 40SW, etc to an in-game caliber like 10mm or.45.

Fallout 4 Modern Firearms 2.5 Animations

It would continue to do this until I made a purchase of ammo in the new caliber from a vendor then begin to function normally, so something there to look at. Another suggestion on sidearms would be the addition of what they used to call 'high boy' iron sights to raise sight blades above any silencer that's attached to a pistol, since most of them I tried were large enough in diameter they blocked the view of standard sights. On a side note about the pistols, you should probably take a look at your damage tables again because I Promise there is no version of reality where a 10mm HK1911 is going to do more base damage than a.45 ACP 'anything'.Range- IMHO the ranges of the weapons are still way to high in comparison to the condensed area of the map. Area's that were previously safe to walk through by-passing known hot spots, are no longer 'safe corridors' of travel since any bad guy that gets line of sight on you can open an engagement even if his distance makes him just a dot visually.

This pretty much turns the walk from Sanctuary to Diamond city into a rolling firefight where your companion is going to stay aggressive for the entire trip. It's always been my biggest beef with the mod but I thought I'd mention it again.Stagger- I can go for stagger on some of the bigger caliber's, or for players with a low endurance even, but the amount of stagger I encountered in and out of power armor was almost insane. Especially with the power armor, stagger should be a thing of the past since we're talking about a suit that allowed soldiers to take a tank round and keep going. Two bad guys, even armed with 300WM rifles should not be able to keep spinning me around like a top when I'm in an exoskeleton that negates any falling damage, armored or not.

Non veg double meaning message

That's like shooting a BB gun at a freight train.Ammunition- Almost every can, box, dresser, dead raider, or lunchbox I inspected had 40mm grenades in it. Not just 1 or 2, but usually over a dozen of them.

Now I know there will be a few of these things laying around, but that's just too many unless your playing the game to go through and giblet ever single opponent you encounter. Might want to cut that number back a little or introduce other variations like smoke rounds, flashbangs, etc. As for vendors it looks like its still setting them to sell 20mm ammo 2 bullets at a time unless you by it from the machine.This was my first time playing around with the mod in a while, so I'm sure there were other things that I didn't witness.

The vendor lists seem to be a little more organized, textures are all still highly detailed, not as many belt feeds floating around which was good, and more of a mix between vanilla game and MF/MS weapons in most of the encounters.Just for game balance though I would still recommend adding a container right outside Vault 111 that promises to hold one of the MF/MS weapons and a handful of ammunition so the player is on equal footing with the first bad guy they encounter carrying the same. Otherwise that first fire fight, 10mm versus AK/AR/HK, definitely starts to feel impossible to survive.Most of the things you posted are not even actual issues in the mod, more like personal opinions.

Like the heavy weapon thing. The vanilla game is filled with heavy weapons, which would be absolutely ridiculous to carry without any mechanized help - but many of the default NPC's do so all the time and it does not seem to cause any trouble to you at all.The MS caliber issue is an issue, which has failed to dublicate on my game. The only issue I have had with it, is that sometimes the sidearms turn up on the vending machine after converting them to MS Custom pieces and making them to be legendary versions. But other than that, I as another gamer and user of the mod, haven't encountered any other issues with the MS.What did you mean by the MF Custom version not showing up on the VM selection? Because they are not even supposed to show up in there after conversion. You made a simple thing to sound quite difficult.The AKU issue was resolved in my game.

Since the last discussion with the MA's in the old FAQ, I have managed to craft MF Custom versions, from all of the available AK family rifles. There have been some issues with not all of the AKU or AK762 variants showing up on the vending machine, but eventually I have found versions from those particular rifle types too, which I have been able to convert. The problem has felt more to be related with individual mods on those rifle types, making the rifle invisible on the VM custom options.

For example an AKU with tan Magpul handguard and carbine stock didn't show up on the VM selection, but an AKU with a Zenit handguard and Magpul collapsible stock did. FYI, if you carry multiple same family and type weapons in your characters inventory, you can craft only one MF custom version at the time. I don't remember that did the original version and the version before 2.4 beta have the possibility to craft them back to back.Other than the AK family thing, I wouldn't be too hasty to call the things you brought up, to be any kind of issues in the mod. I don't find them to be bothering me in any way - not ven the 40mm thing. To me it's just another feature.That beeing said, there are plenty of small issues, which probably are not intended to be there.

Fallout 4 Modern Firearms 2.5 Download

But I have gotten so used to them by now, that they have stoped troubling me ages ago. :Tough choice bud, there's a lot of good new stuff to play with in the mod since the no stagger version, but vertibirds aren't cleaned up in the current upload. Still, all the goodies and more will be in the next version, and waiting for that at least gives 'Sheep a chance to track the vertibird problems. Hopefully the stagger/no stagger choice will be implemented at least, though the 'invincible vertibird' has been tricky.As for MS, I couldn't even tell you if it's capable of running with earlier versions of MF, but trying ain't gonna hurt, and most user issues appear to be level list problems with the guns not showing up, which I assume to either be load order or a weird mathematical loophole related to player level.

Posted :