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Crash

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codeblackcrash

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About this mod

An unofficial update to LtCommander's DKS-501 Sniper Rifle mod that contains a number of adjustments, bug fixes, tweaks, additions, and more.

Requirements
Permissions and credits
Changelogs
ABOUT
An unofficial update to LtCommander's DKS-501 Sniper Rifle mod that contains a number of adjustments, bug fixes, tweaks, additions, and more.


FEATURES
  • Made a number of balance adjustments to the weapon (decreased damage and increased bash damage) to bring them more in line with vanilla offerings.
  • Completely overhauled receiver upgrades- these now offer a traditional upgrade path from Standard to Advanced.
  • Other attachment upgrades were also rebalanced to more closely match the upgrades found on vanilla weapons.
  • Added the ability to change ammo types for weapons- .308 caliber (default), .223 caliber, .50 caliber, 7.62mm, and .38 caliber (Hub Special unique). This doesn't cost any materials but does requires investment in the Gun Nut perk to change between all 4 types.
  • Sniper rifles rechambered to .223 caliber and 7.62mm will use the "yellow warning stripe" receiver pattern (as seen in the classic Fallout games).
  • Sniper rifles chambered in .308 caliber and .50 caliber still use the standard receiver pattern (as seen in Fallout 3 & New Vegas).
  • Increased the range of all sniper rifle variants so that they will have a longer minimum and maximum range compared to vanilla weapons.
  • Renamed weapon to Sniper Rifle.
  • Adjusted crafting recipe and perk requirements for a handful of weapon attachments- in many cases, lowered the material requirements for crafting upgrades.
  • Adjusted (and added) mod collections and object templates so that weapons that appear in the world are more consistent with vanilla weapons.
  • Added missing crafting recipe for the short recon scope.
  • Added a circle reflex sight and non-makeshift short scope as new attachment options.
  • Added new scripted weapon LL injection- makeshift versions will start appearing on Raiders, Nuka-World gangs, and Rust Devils starting at level 20. Standard versions will start appearing on Gunners, Railroad agents, Minutemen, bosses, vendors, and as legendary drops starting at level 25.
  • Makeshift versions have a chance to spawn in the world rechambered to .223 caliber or 7.62mm.
  • Standard versions are always found in .308 caliber. The only exception is for those found on legendary enemies, which have a chance of appearing in .308 caliber, .223 caliber, 7.62mm, or .50 caliber.
  • Added custom naming rules (INNR) via script so that weapon names will better reflect their attachments, caliber, and weapon skin. 
  • Took inspiration from and carried over some changes found in DankRafft's DKS-501 Sniper Rifle - Weapon Integration Project mod- specifically, how that mod creates WEAP records for each unique variant and changes the original mod's CustomItem_ LVLI records accordingly.
  • Incorporated fixes from Vladornot's Classic Sniper Animation Fixes mod.
  • Incorporated firing and reload sounds from snt2045's Power DKS-501 mod. These do not overwrite any of the vanilla hunting rifle or .50 cal sounds.
  • Weapon paints/skins now use the default weapon material attachment point and can be added and removed from all sniper rifles, included makeshift and unique variants.
  • Separated legendary effects from the weapon skins so they can be added/removed independent of each other.
  • Reworded parts of the Off to Vegas letter that is found in the same container as the Gobi Campaign scout rifle.
  • Adjusted a small handful names and descriptions to match the vanilla game's naming conventions.


Due to the new leveled list injection added by this mod, a new save is recommended so that the weapon isn't added twice into your game.



REQUIREMENTS

INSTALLATION
Install using a mod manager such as MO2 or Vortex. Make sure to load this mod after the original. For example:

  • ClassicSniper.esp
  • Classic Sniper - Unofficial Update.esp

Since this mod contains archives, you MUST delete the Materials, Meshes, Scripts, Sound, and Textures folders out of the original mod. Otherwise, the new sounds, animation fixes, and scripts may not work properly.



KNOWN ISSUES
None that I am aware of at the moment.

Patching may be required to work with mods such as Tactical Reload or See Through Scopes. I do not use either mod, so I cannot guarantee their compatibility.

You can reach out via the Posts tab if you encounter any bugs or issues. Please make sure to provide your load order and a list of steps to replicate the issue, however.



CREDITS & THANKS
LtCommander for the DKS-501 Sniper Rifle mod
DankRafft for the Leveled Item Fixes and the DKS-501 Sniper Rifle - Weapon Integration Project mods
Vladornot for the Classic Sniper Animation Fixes mod
snt2045 for the Power DKS-501 mod



PERMISSIONS
I make no claim of ownership to any of the assets from the original mod, the LL injection scripts from DankRafft, the new animations from Vladornot, or the new sounds from snt2045. These were included with approval from the authors and/or the Permissions section on the mods in question. Go endorse all of the above mods and give the authors kudos for their work!
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