![fallout 4 spas 12 fallout 4 spas 12](https://i.ytimg.com/vi/CB165Adyhxw/maxresdefault.jpg)
#Fallout 4 spas 12 mod
"Welcome back to my mod spotlight series for Fallout 4. In this episode I give you a quick look at the SPAS 12 mod which adds into the game the IRL SPAS 12 shotgun. In this series we will look at the selection of fun and sometimes cheaty mods that have recently come out for this fantastic game. Thanks for this Bryantn3 - I was able to find the setting in FO4edit and make the same change, and it's worked a treat!įor those looking, in FO4edit it's under 'SPAS12 > Sound descriptor' IIRC.Įdited by FruitOfTheLum, 11 December 2020 - 04:38 PM.Welcome back to my mod spotlight series for Fallout 4.
#Fallout 4 spas 12 update
Harp68 wrote: Is this update still in the works? I just grabbed Cait in the current walkthrough and would really like her to have this shotgun. Personally I have Piper and Nat from the Nat companion mod using it, and also carry one on my character. A SPAS-12 that is loaded up with slugs would be my dream weapon if I trusted myself enough to own a gun- or in a zombie apocalypse, haha. bryantn3 wrote: good- glad to know it will be fixed. Because this is the *perfect* gun for Cait. I corrected it this morning, everything is running fine now, I will introduce the correction with the new texture pack coming soon. Indeed it was due to the file layernpc in the esp
![fallout 4 spas 12 fallout 4 spas 12](https://staticdelivery.nexusmods.com/images/1151/21718724-1479747700.jpg)
Maybe this time I can be/have been of some help. I mess with other people's mods all the time to adjust them to my liking, but have always been too lazy to get permission to use other people's work to upload my versions, so they usually just sit on my hard drive forever. Otherwise, I can upload it to the nexus myself on my own account later, once I figure out how. If you're interested, sayaheca, I can send you the patch, or you could make one yourself.
#Fallout 4 spas 12 Patch
i made a patch esp for myself that changes it to "none", and although "spas12NPCLAYERB" thru "spas12NPCLAYERD" don't seem to have audio associated with them, I switched them to "none" just to be safe. bryantn3 wrote: So the problem was with the esp, the sound descriptor "spas12NPCLAYERA" had looping set to "envelope fast", making this bug happen every time an npc uses the gun. I'm not sure, we'll see.ĭidn't work, gonna try adding my own loop points in wavosaur, otherwise it's either an inherent fallout 4 bug, a mod conflict, or a problem with the settings in the esp. I think sometimes the loop markers that are used to tag sounds in fallout 4 get removed when installing with NMM. This fee covers materials and labor already.150. I'm gonna try manually downloading and extracting/overwriting the ba2 archives to fix. This replica gun contains the colored markings required by law, including a permanently attached orange plug. Adaw404 wrote: found bug - if i give it this gun to cait, sound of shooting keeps going even she clearly not shooting :) bryantn3 wrote: Unfortunately I have this problem as well, but after researching, it seems it may be a glitch with NMM. of 19 - SPAS 12 - posted in File topics: i love the spas 12 in general but found a interesting annoyance with this mod it has to do with the reload animation apparently when wearing power armor or more specifically the storyteller power armor while using this gun the reload animation does not work correctly instead it reloads like its got a magazine like the combat shotgun.