About this mod
Fallout 4 Edition of AKs and AR15s v1.03
- Requirements
- Permissions and credits
- Changelogs
- Donations
This mod adds AK and AR-15 variants to the game.
For latest updates, WIP, etc... check my blog.
HOW TO INSTALL
Download and install through Mod Organizer 2 (Highly recommended).
Once the leveled list has finished injecting (should happen on first run, provided you have installed Dank’s leveled list injector scripts), you can disable or even delete AK_AR15_LLI.esp.
The mod comes with an optional AK_AR15FO4_Ammo.esp which replaces the vanilla 5.56 mm and .308 ammo - it replaces the spent shell casings with updated models and gets rid of the smoke trailing behind bullets. If you want to use the vanilla ammo type, disable the esp in MO2's right hand panel.
FOV set to 90 is recommended.
If upgrading from a previous version, you may need to re-mod some of the weapons already in your inventory - for ex. AKs may be missing a cover (as it wasn't a separate mod previously). Also, re-activate AK_AR15_LLI.esp in MO2 for the first run, so that new content gets added to leveled lists.
WHERE TO FIND
If you have (correctly) installed the leveled list injection option, weapons and ammo will be available through loot and at vendors. The All American can be found in Jamaica Plain Town Hall basement.
INCLUDED WEAPONS
AK (Type III)
AKM
AKMS
AK74
AKS74
AKS74U
AK74M
AK103
AK101
AK102
AK104
AK105
RPK
RPK74
Zastava M76
M70B1
M70AB2
XM16E1 ("Fortunate Son" mandatory)
XM177
XM177E2
M16A1
M16A2E3 (aka M16A3)
Colt R0901 (full auto version of the M16A4)
Colt Model 723 (can be modded into M733)
Colt Model 653 (can be modded into M651)
Colt Model 231
Colt Model 605
M4A1
SR25
All-American (Unique)
MODS
AK Bakelite Mag
AK/AKM/M70 30, 40, 75 rounds mags - steel/resin/polymer
AK74 30, 45, 60 rounds mags - resin/polymer
TGP-A Suppressor
PBS-4 Suppressor
PBS-1 Suppressor
Camo paint for AK103
AKML Flash hider (for AKM)
KRUM Flash hider (for AKM)
SRVV Flash hider (for AK74/100)
Optics rails for AKs
Polymer Furniture for AKs & M70s
Steel "cheese grater" upper handguard for AKs & M70s
6H4 and 6H5 Bayonets for AKs
M7 and M9 Bayonets for AR15s
AR15 20, 30, 60 & 100 rounds Mags
Brown bakelite or green painted furniture for XM16E1
Camo paint for M4A1
Camo paint for SR25
Suppressor for SR25
Suppressor for 5,56 AR15s
Kobra sight
Mark 4 10x40 scope
PSO-1 Scope
Colt 4x20 scope
ACOG scope
CompM2 / M68 sight
Lots of elements are swappable, depending on weapon
CUSTOM AMMO
7,62x39 mm
5,45x39 mm
7,92x57 mm Mauser
KNOWN ISSUES & BUGS
- Some outfits (for example the vanilla hazmat suit) break the 3rd person holding animation. Resulting in hands not being aligned properly.
- In third person some stances will mess up the weapon (usually mag disappears or "floats" next to weapon).
Both seem to be issues with Fallout4's animations / skeletons.
CHANGE LOG :
Version 1.03
- Re-texured most weapons.
- Added new weapons.
- Added new mods.
- Fixed issue with AR15s having no firing sound when suppressor equipped.
- Fixed AR15s holster animation.
- Small changes to 3rd person anims.
- Corrected some entries in the esp and several incorrect material references in nifs.
Version 1.02.1
- Re-compiled AnimTextData to fix slow-mo anims when equipping weapons.
Version 1.02
- Remade almost all anims and sounds.
- Added Power Armor anims support (1st and 3rd person).
- Added Levelled lists injection.
- See through scope is a requirement, now.
- Added new weapons and mods.
- Rebuilt the whole mods system.
- Various esp tweaks and fixes.
Version 0.92 Beta Update
- Updated Run, IdleGunDown and WalkForwardSighted anims.
- Replaced AK selector sound.
Version 0.92 Beta
- Fixed grenades and mines throw anims.
- Fixed various anims issues.
- Added partial Power Armor anims support (1st person only - 3rd person doesn't work currently).
- Brightened AK plum furniture color a bit, so it doesn’t look black.
- Various esp tweaks and fixes.
- Restored character level at which weapons will be available (you need to be at least level 25, now).
NOTE ABOUT NEXT-GEN UPDATE
AKs & AR15s doesn’t rely on F4SE. It requires see-through scopes and Dank’s leveled list injector scripts - neither of which require F4SE. So, in theory it should work with the updated version of FO4. I haven’t tested it though, as I’m running the “old gen” version of the game.