
I’ll try to think of something, but I can’t promise anything. For these components to work correctly, there should be only one Rangemaster or Rangemaster Sentinel rifle in the inventory. Paired melee animations continue to work.Īnother important thing about flashlights and underbarrel shotgun. More correctly, the change of weapons replaces this attack. Changing weapons occurs by using a melee attack. Yes, it will not work to make a shotgun out of improvised junk. Well, the first thing you need to install M-3 on Sentinel is actually the M-3 itself.


Now I’ll tell you a little about the shotgun. When you remove the weapon, the flashlight turns off and Pip-Boy backlight will be works. The first is the flashlights, its change automatically when you take out a weapon installed flashlight will be turned on. I’ll just say a few words about the features of this mod. Illusion (myself): Animating, porting and riggingīethesda: For any weapon meshes, sound and textures taken from fallout 4įallout 4 New Vegas team for the meshes, sound and textures of: 10mm Pistol, Service Rifle, Assault Carbine, Marksman Carbine, Anti-Material Rifle, Wattz Laser Gun, Caravan Shotgun, 9mm SMG, 12.Mothman-Colt Rangemaster Classic Hunting Rifle Hunting Rifle (don't worry, I took the right handed fallout 4 mod for this one) Fallout 4's Assault Rifle (Machine gun) Pipe Bolt Action/Pistol + Scoped Variant In total there are 33 SWEPs that have all been animated. This is a SWEP pack that contains lots of fallout 4 weapons, and mods taken from the fallout 4 nexus (only the lore friendly ones).

Weapons that I did early on such as the laser rifle, combat shotgun and combat rifle need a re-do which I will do when I have the time. IMO that being the ones I did later on such as the marksman carbine and service rifle, plasma weps and laser pistol. This was my first ever step into animating, as you can probably tell some animations are better than others.
