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Modern firearms fallout 4
Modern firearms fallout 4




modern firearms fallout 4

  • If not using BCR, the reload animation of any tube-fed shotgun will always show you “reloading” 5 shells, even if only one was fired and regardless of the magazine tube capacity.
  • This is an issue with the animation we are using.
  • If using BCR, any magazine tube on shotguns that holds more than 5 shells will require you to reload twice to get the full capacity.
  • This will be fixed permanently within MF itself Soon­™.

    modern firearms fallout 4

    Not our fault, it’s something StS did to the animations, by the author’s own admission.

  • If you run See-through Scopes, make sure you have the F4NV service rifle patch manually selected during StS install, or the ARs will be broken.
  • The window in the new PMAG assets looks odd.
  • It was accidentally skipped over when replacing old PMAG assets.
  • The synthetic magazine for the 5.56 AKs is purple.
  • Added proper loose mods for literally everything.
  • Fixed smoothing/normal issues, updated textures Tweaked color of most see-through optics lenses.
  • modern firearms fallout 4

  • Condensed a few animation subgraphs, regenerated AnimTextData.
  • Fixed/complete tube-fed shotgun animations, with proper BCR support.
  • Replaced the broken Smith & Wesson R8 with a Manurhin MR73 (still WIP, but at least won’t crash the fucking game).
  • Replaced Docter and Burris FastFire optics.
  • Replaced most old rifle suppressors with new kit.
  • New spent casings for 5.56 (replaces vanilla).
  • Beginning stages of weapon and caliber-specific audio implementation, including custom tails for unsuppressed rifle and shotgun.
  • Magpul D-60 drum magazine for compatible weapons.
  • Vertical foregrip support for MCX, ACR and Honey Badger.





  • Modern firearms fallout 4