Edit: it should be noted that Modern Sidearms requires Modern Firearms as a master file, and should follow MF in your load order. I may just go in there and say hey. I absolutely love the mod, best weapon mod for Fallout 4. Star Dust Moonasaku.
- Modern Sidearms Fallout 4 Xbox One
- Fallout 4 Walkthrough
- Modern Sidearms Fallout 4 Download
- Modern Sidearms Mod Fallout 4
- Modern Firearms Fallout 4 Console Commands
- Modern Firearms.Swap between rifle and underbarrel. User Info: Su47Pilot. Su47Pilot 4 years ago #1. In Gunsmith Addition description it states you can buy an aid item from the vending. There is a new caliber patch that replace 'modern firearms' bullets with 'new caliber' bullets.
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Modern Firearms
PC
Requirements
(Optional):Bullet Counted Reload – If you want proper, New Vegas-style reloads for tube-fed shotguns, then BCR is mandatory. Otherwise, you’ll be stuck with vanilla reloads. “Vanilla reloads” meaning, with the current shotgun animations, you’ll reload 5 shells even if you only shot 1. BCR fixes this.
(Optional):Mod Configuration Menu – Modern Firearms now includes MCM support. Within the MCM Menu, there are options to tweak global (outgoing & incoming) damage, toggle stagger on/off, bind keys to the weapon functions, and access the debug container.
(Optional):Mod Configuration Menu – Modern Firearms now includes MCM support. Within the MCM Menu, there are options to tweak global (outgoing & incoming) damage, toggle stagger on/off, bind keys to the weapon functions, and access the debug container.
Additions
9 new muzzle devices:
- Fortis Classic, 9mm (all Fortis brakes are available with or without the Control Shield)
- Fortis RED 5.56
- Fortis RED 7.62
- Rex Silentium Gunfighter, .45 ACP
- Rex Silentium K-Type Compact, .45 ACP
- Rex Silentium Razor Tactical, 9mm
- Rex Silentium Tri-Delta, .45 ACP
- SilencerCo Hybrid46 suppressor, up to .45-70 Gov’t
- VG6 Precision Gamma, 5.56
1 new weapon:
Rheinmetall Maschinengewehr 3, the modern successor to the infamous MG42. Available in 5.56, .300 Blackout, 6.8 SPC and 7.62x51mm/.308 Winchester. Non-.308 conversions are temporary, until we have proper assets for a CETME Ameli.
Modern Sidearms Fallout 4 Xbox One
2 new animation sets:
Finally, the belt-feds are properly animated! Don’t think I need to say much more than that, other than it’s about Goddamned time, right?
2 new cartridge conversions:
Added in .460 and .960 Rowland ammunition and caliber conversions. .460 is only available for the Vector, but both the Vector and MP5 can be chambered for .960 Rowland. Will be expanded to all other locked-breech handguns and SMGs in either 9mm or .45 ACP at some point next week.
1 new magazine:
Added 50 round magazine for the Vector, in all available calibers.
Changes
- Edited most barrel meshes to remove previously-integral muzzle devices. G36 barrels still need fixing, but all others should work fine.
- Replaced the old AN/PVS-4 and the old IFF/NV combo optics with a new ATN X-Sight II.
- Replaced the M249/FN Minimi in leveled lists with the MG3. Existing M249s will still work, however the Maximi conversion kit will be invisible, as it relied on assets that got deleted as part of the M60 replacement.
- Total replacement and re-animation of the M60 machine gun. Check it out, it’s fucking gorgeous!
- Replaced the stand-alone Aimpoint CompM3 with a CompM4s, so all of those will need to be re-zeroed.
- Shotgun animations are still janky. I honestly just haven’t had the energy to get started on that front.
- Optics may still be mis-aligned, especially things that got replaced. Need y’all to help with that, see previous pins for the spreadsheet and tools to use.
- Lots of missing MiscMods, again some help from y’all on that front would be awesome.
- The synthetic magazine for the 5.56 AKs is purple. It was accidentally skipped over when replacing old PMAG assets. Will be fixed soon.
- The window in the new PMAG assets looks odd. Will be fixed soon.
- 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. Not our fault, it’s something StS did to the animations, by the author’s own admission. This will be fixed permanently within MF itself Soon™.
- 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 is an issue with the animation we are using. No ETA on when it will be fixed.
- 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 a vanilla game issue. It cannot be fixed without using a mod like BCR.
- Tube-fed shotguns do not work properly in power armor. Animations are incomplete, no ETA on when they’ll be finished.
- First-person ADS animations on the shotguns are jank. This is an issue with the animation itself, no ETA on when it will be fixed.
- Steyr AUG Instance Naming Ruleset (INNRs) needs to be re-worked.
- The Smith & Wesson R8 is invisible. The .NIF for it corrupted itself so that loading it in-game caused an instant CTD. We are still trying to fix it.
- Sights on some handguns are aligned but low. Unsure how to fix.
- The M14 is effectively disabled and can only be obtained via console command, pending better assets and a complete overhaul. DO NOT REPORT THE M14 AS A BUG. If you console in a disabled weapon, you should expect it to be broken.
- The MP5K is effectively disabled and can only be obtained via console command, pending proper animations. DO NOT REPORT THE MP5K AS A BUG. If you console in a disabled weapon, you should expect it to be broken.
Xbox
From 2.5 Beta-1 to 2.5-1.4: https://docs.google.com/document/d/1_5fojuf5Qhsf_VI54kDoncvsec19yU-ttdTdOULD3Hw/edit?usp=sharing
- A lot of improper animations, most of which will be fixed in the next version. Necessary anims literally didn’t exist at the time of implementation. E.g Shotguns.
- Red-dot/See-through type optics severely misaligned on certain guns. E.g The Uzi and some snipers. This will likely always be WIP, but many will be fixed over time.
- Some of the scripted modifications (e.g the new suppressors) will take a moment or two to actually cycle. That’s due to how the hot-swap scripts work in this build. This will be remedied in the next version.
- Limb Armor (Arms and Legs) camos showing as missing/pink/purple textures. Only the base colors work for the Limb Armors. DTO Vest, all 3 Holsters, and the BDU camos should work fine though, with the exception of the DTO Vest CADPAT Arid not working.
- For the AK family of rifles, the KAC and Magpul handguards sit way too low. We’ll be removing them in a future update (possibly) or updating them with newer, better assets.
- Stealth BDU Hood being pink/purple. That specific BDU is marked as [WIP] for a reason.
- BDU Cap fits too small, causing clipping of hair, etc, regardless of modded or vanilla hairstyles.
Modern SidearmsIS COMPATIBLE with this version of the mod. They work flawlessly together. Be sure to load MS after MF. Aka, load MS under MF.
Modern Armors
PC
- Fixed LL injection. Armors and BDUs should now start spawning on Raiders and Gunners, at the least.
- Added the missing Prototype Vending Machine (PvM) meshes, so the mod no longer requires Modern Firearms for the PvM to properly show.
- Solved a conflict with PipBoy replacers that would result in backpacks not equipping properly and permanently increasing carry weight.
- Camo for the limb armor pieces display as bright pink (missing textures). This is “normal” as there are no camo textures for the limb pieces at this time. This will be fixed in the future.
- Some BDU types are broken in some fashion or another. Quick tip: If it’s marked with “WIP” in the name of the item, avoid using it.
- Some of the armors, BDUs, etc, are not craftable in the MA PvM. This will be fixed in the future.
Compatibility Patches
MA Compatibility patch for D1v1n122’s Fallout 2287 Nuclear Winter thanks to TatenSkate#8667
About This File
Hi,
Most of you will know about this mod by now, originally made by Idlesheep and now that his life is too busy to maintain it, cared for by his 'team' - a ragtag bunch including myself of varying skill levels.
The mod includes a huge variety of weapon families which are all as customisable as we can make them, for example there aren't many varieties of AR15 that you can't make, and anyone who knows guns knows that's a LOT of variations. Families include but are not limited to:
Most of you will know about this mod by now, originally made by Idlesheep and now that his life is too busy to maintain it, cared for by his 'team' - a ragtag bunch including myself of varying skill levels.
The mod includes a huge variety of weapon families which are all as customisable as we can make them, for example there aren't many varieties of AR15 that you can't make, and anyone who knows guns knows that's a LOT of variations. Families include but are not limited to:
AR15
ACR
MP5
MP7
UMP
G36
HK416/7
SCAR
AK 47/74/104 etc
Saiga
Spas
Sig 550/1/2/3
M60
M249
FN2000
Famas....
ACR
MP5
MP7
UMP
G36
HK416/7
SCAR
AK 47/74/104 etc
Saiga
Spas
Sig 550/1/2/3
M60
M249
FN2000
Famas....
You get the picture, there are a ton of guns here. There are some modern type body armours included too, and more customisation options for everything than it would even be possible to list. Functions such as suppressors on/off, fire mode, scope zoom/type and underbarrel equipment are all switchable in gameplay by use of the 'Fallout 4 Hotkeys' mod by Registrator2000, negating the need to carry more than one of any weapon type. All of it is integrated into the level lists. As the file is way too large for the Lovers Lab server, please download the latest version at this link:
The downloads section here contains the Modern Sidearms sister mod and various patches for personal taste tweaking- damage reduction, stagger removal and Contraptions compatibility, along with a temporary fix for some scopes for AMD GPU users.
FO4Hotkeys can be found here:
...and finally the team can be found at our Discord server here:
While I will attempt to answer your questions, some technical issues may be above my pay grade, so the Discord may be a quicker and more direct way of getting support.
Installation:
IMPORTANT: IF UPDATING FROM A VERSION EARLIER THAN 2.5 A CLEAN SAVE IS REQUIRED
First install F04Hotkeys, then make a backup of Hotkeys.ini, located in your data folder.
Download MF2.5 1.4 from the link above and install it, agreeing to overwrites of FO4Hotkeys
It's recommended to use a mod manager for installation to make updating simpler.
If using MS also, install it directly afterwards, and keep it next to and below MF in your load order.
If damage patches are required then unzip the damage patch pack and install only your preferred level, and MS equivalent also if using MS
Other patches can be installed directly.
Open Hotkeys.ini with any text editor and put your choice of keys at the beginning of each line, if using letters use capitals, eg:
Download MF2.5 1.4 from the link above and install it, agreeing to overwrites of FO4Hotkeys
It's recommended to use a mod manager for installation to make updating simpler.
If using MS also, install it directly afterwards, and keep it next to and below MF in your load order.
If damage patches are required then unzip the damage patch pack and install only your preferred level, and MS equivalent also if using MS
Other patches can be installed directly.
Open Hotkeys.ini with any text editor and put your choice of keys at the beginning of each line, if using letters use capitals, eg:
=cgf 'ModernFirearmsModSwitchScript.SwitchUnder'
should read something like:
K=cgf 'ModernFirearmsModSwitchScript.SwitchUnder'
the result being that hitting the k key will switch between your main weapon and an attached underbarrel weapon.
You're good to go, enjoy!
should read something like:
K=cgf 'ModernFirearmsModSwitchScript.SwitchUnder'
the result being that hitting the k key will switch between your main weapon and an attached underbarrel weapon.
You're good to go, enjoy!
Changelog can be found in the MF zip. Credits and FAQ can be found by contacting the team or via our pages at bethesda.net, moddb (listed as Cold Steel Hot Lead) or our webpage here: http://darkheartsdream.eu/
Fallout 4 Walkthrough
Our credit list is in the process of being re-written, when it's complete and up-to-date I'll amend this post.
NOW, A CALL FOR SOME HELP:
Modern Sidearms Fallout 4 Download
As I mentioned, Idlesheep has left us in charge of his mod for the time being, but few of us possess any modding skills at all. We currently (and pretty urgently) need help or at least advice on a couple of things:
1) Scripting- LegacySlayer from this forum and the Nexus has re-written our pre-ck plug in, cleaning many potentially dirty edits and making it possible for us to get an update out for Xbox, but in the process our switch scripts have broken. Anyone willing to lend a hand would be much appreciated, and his experimental version of the plug-in can be provided for any interested modders to take a look at.
2) Animation rigging- we have permissions to use a whole bunch of animations, Wardaddy's stuff amongst it, but the only thing stopping that is a total lack of know-how in rigging them. Again, anyone willing will be welcomed.
![Sidearms Sidearms](/uploads/1/1/8/2/118216800/464779213.jpg)
Modern Sidearms Mod Fallout 4
![Modern firearms fallout 4 ps4 Modern firearms fallout 4 ps4](/uploads/1/1/8/2/118216800/848017324.jpg)
Modern Firearms Fallout 4 Console Commands
Anyone that feels they can help in any way with these issues, contact myself or LegacySlayer via PM here, or head over to our Discord to just get right into the discussion. Thanks for reading.