[LEGACY] M14
2.0 UPDATE: I GOT PERMISSION FROM MILLENIA TO PORT SOME OF THE WEAPONS HE WORKED ON FROM NEW VEGAS. WITH THAT SAID, THIS WEAPON’S MODEL IS REPLACED WITH MILLENIA’S VERSION OF THE M14[www.nexusmods.com] FROM HIS FALLOUT: NEW VEGAS MOD.
This mod adds the M14 Rifle, a 7.62x51mm, semi-automatic rifle for both soldiers and snipers. Soldiers fire 3 individual shots.
I decided to take a break from adding in voices, and started porting weapons to XCOM 2. This started out as a learning experience, but I’d decided to release it to the Workshop.
If you have issues with this mod or spotted a bug, please report it in the Bug Reporting Thread. If you want to provide feedback, whether its good or bad, then post in the General Feedback Thread.
If you are thinking of downvoting this mod, please provide feedback first, so I know what I should improve on/did wrong.
You can find my Development Thread and see my works in progress.
I don’t ask for donations. Period.
-You can apply camo and custom colors to the M14.
-You can configure the mod to your liking.
-Custom Weapon Sounds for the M14, now in stereo instead of mono.
-Soldiers and Snipers can carry this weapon, upgrading the M14 for both solders and snipers are separate.
-You can upgrade the weapon to magnetic and beam tiers, and keep the attachments for your weapons too.
Includes custom attachments for the following attachments:
Clip Size Upgrade
Aim Bonus Upgrade
Free Kill Upgrade
Miss Damage Upgrade
The custom models for these attachments are for the weapon only; it shouldn’t apply to any other weapon or weapon mod.
There is no model for the Extended Mags upgrade, even though the attachment is available. I’ve left the icon there.
I’ve removed the Critical Bonus Upgrade, and added the Synthetic Stock Upgrade.
-I’ve disabled critical bonus, dual mag, and trigger attachments visually. You can still apply attachments and get the bonus; they just won’t show up anymore.
-There is no light anymore.
-The position of the Right Hand is incorrect. I would have to redo ~140 animations just to correct this problem.
Fix some bugs, if any.
Port more weapons.
There’s no weapon sling anymore.
Model/Textures:
An Aggressive Napkin for the M14 model.[gamebanana.com]
Millenia for creating the textures, and suppressor and scope model. If you like more realistic guns in Fallout: New Vegas, check out Weapons of the New Millenia[www.nexusmods.com].
E3245 for porting and creating additional textures for the weapon.
Icon/Sounds:
Activision/Treyarch for publishing/developing Call of Duty: Black Ops respectively.
Special Thanks:
Nigel Thornberry for helping me make the mod configurable, pointing me in the right direction for adding weapon sounds and making the three separate shot doable.
Mods that I used in the screenshots:
Capnbubs Accessories Pack by Capnbubs.
MGSV BDU Pack by Ninja Nub.
License for An Aggressive Napkin’s M14[creativecommons.org]
Release ver: 2.000!
-Replaced the Black Ops M14 with Millenia’s version, with permission of course.
-Replaced the default mono firing sound with the stereo version.
-Renamed both rifles from Marksman and Marksman Sniper to Battle Rifle and Marksman Rifle, respectively, to better distinguish the difference between regular and sniper versions.
-Redid the description for the M14.
-Removed the old Unreal Package, and added 2 new ones (Millenia_M14_Assets and Millenia_M14_Data).
-Removed the Elbit Red Dot (Crit Bonus Upgrade), and added the Synthetic Stock Upgrade.
-Fixed an error with one of the schematics.
-Some other changes I don’t remember.
Release ver: 1.035
-Fixed the black weapon bug. It happens if you didn’t subscribe to the M16 mod as well.
-Fixed a compatibility issue with LW toolbox. Thanks goes out to Krakah for finding this out for me.
Release ver: 1.034
-Added compatibility for Grimy Loot Mod.
Release ver: 1.033
-Fixed a bug where you get only one M14. Should now be infinite.
Release ver: 1.032
-Fixed a small problem with the X2DownloadableContentInfo_*.uc script spamming with Redscreen errors. Thanks goes out to Krakah for bringing it up.
Release ver: 1.031
-Fixed the .uc script referencing a non-existant .ini file.
Release ver: 1.03
-Increased the strength of the Normal Maps.
-Fixed some of the materials.
-Added the M14 for snipers. You’ll have to start a new game before you can equip the M14 for the snipers.
-Separated the INI files. The old BOM14.ini holds only the primary weapon stats now.
Release ver: 1.02
-Fixed the Tier 2 and 3 weapons not showing up in the inventory, and upgrading current weapons.
-Fixed the header for the modifiers in the config. It should work now.
-Added Detection Radius to the modifier.
-Added Separate Modifiers for Tier 2 and 3 weapons.
Release ver: 1.01
-Added tier 2 and 3 (Mag and Beam) upgrades to the M14, so that you can keep the weapon throughout the campaign. Also configurable.
-Added Research cost ini values.
-Fixed the Range Modifier not having BOM14_RANGE_AR[0]=0.
-EXPERIMENTAL. Added the Mobility and Reaction Fire stats for the M14. Thanks goes out to Zomby’s Semi-Auto Mod. Please post in the Bug Report Thread if it doesn’t work. Both currently set to 0.
Release ver: 1.0
Initial release of this mod.
