About this mod
The proper 'simple fix' to allow the M4A1 to work with IronSights
- Requirements
- Permissions and credits
- Changelogs
The proper simple fix for the Colt M4A1 (EOTech) so Iron sights work
.. one version for RH_IronSIghts
.. one version for Iron Sights Plus
The ESPs included have one single override that changes the nif path to the nif included here and removes the
"Don't use 1st Person IS animations" entry.
The override also includes the M4A1 stat changes from the FWE-Underground Hideout compatibility patch just for the sake of avoiding conflicts.
If you don't merge the change from here, be sure it loads after that patch, it won't conflict in any other way.
It was done like this to keep it simple. You can copy the changes into whichever UndergroundHideout.esp you're using or patch that goes with it then disable and remove this esp from your load order.
If you installed this as a separate 'mod' in mod organizer be sure to leave the mod checked if you've merged the changes and disabled the esp, or moved it to optional, as there's a weapon mesh in here that's needed.
Credits
danthegeek for the original weapon mesh
Note
Sight alignment can deviate high or low by a few millimeters .. it's the games fault .. for some reason it doesn't like to place the weapon in hand exactly the same way every time. I don't know why it happens, but I've noticed it happen with all sorts of weapons .. vanilla and custom, whether it was the mesh that was moved to do the alignment, or the origin that was moved .. it seems it's just one of those things.
(there was a small amount of drift happening while taking the screenshots and those are narrow lines to try to catch)
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Cheers.