

It's probably also a combination of Lever-actions not really fitting the setting, and to generalise where I'm not really "qualified" to make one, modder fatigue and priorities. If you couldn't tell, I'd much rather deal with a slightly-buggy reload, than lack a per-shell/round reload.Īnd as you mentioned, you could do a right-handed reload for it, but that then precludes the weapon using the per-shell/round reload, unless someone redoes the animations for right-handed reloads using the script. There's only really one or two scripts at the moment that can do this, and despite how easy it is to fix when it bugs out a lot of users apparently can't do that and/or don't like that, and thus also aren't really fond of mods using them. One of the issues is implementing a proper per-shell/round reload. r/falloutlore - In depth discussion for everything lore related r/classicfallout - For the early Fallout games New Vegas Nexus - For all your New Vegas modding needsįallout 3 Nexus - For all your Fallout 3 modding needsįallout 4 Nexus - For all your Fallout 4 modding needs GECK WIKI - Wiki for the GECK mod making tool Just kidding, that would be a terrible story Please use spoiler tags for MAJOR game events. Please use tags in your post titles for what game, and what you want to discuss! Each post MUST have a tag for which game you are posting about.ĮXAMPLE : New Vegas Fiend Companion All others will be removed.Ĭomplete Bug Fix Guide for all Fallout Games Posts promoting a released mod must link to the MOD, not a videoĪll request posts must be in the weekly sticky thread (Wednesdays). Support posts without load orders (Not mod list) will be removed.ĭo not post the same mod/video more than once, with the exception of major updates. This includes posting mods that were removed / taken down. One word or vague titles will be removed.ĭo not post images / video unless you list the mods you use in the description / commentsĭon't promote Piracy.
