October 7

A Few Words to the Not So Wise

So you’ve stumbled across this place and now you’re anxious to be off to the MF Discord Channel… you ARE off to the MF Discord Channel, right?… can’t wait to make your opinions known and grace the development team with your fantastic new ideas as to what the mod should have and the changes that should be made.  If you do, make damned sure you read the rules and regulations and the FAQ before you go marching in and start telling the Development Team how they should be running the place.  The FAQ posted will explain a lot of the dos and the don’ts of dealing with the staff people.  They’ll be glad to help you as much as they can but they also have this huge mod thing… remember the mod thing?  Their reason for being there in the first place?… they’re working on and every minute they spend trying to explain something to you that’s already explained in the Rules & Regs and the FAQ is time taken away from the mod.  To save yourself getting all butt hurt and/or outraged after you go to all the trouble of getting signed up and ranked, here’s the FAQ in it’s entirety.  Might print it out and hang it somewhere close to your screen for quick reference if you plan to spend a lot of time with the MF gang.

MF/MS FAQ
Q: Can u plz poort dis mod 2 ps4!? A: No. For the love of the Goddesses people, do some research before asking stupid questions.
Q: The updated date changed on the mod page!! Did you finally update the mod?? A: No. The date changed due to it being taken down by erroneous reports & restored. Please, unless one of us on the Team specifically states that the mod was updated, assume that there was no update.
Q: Can you add — gun & — armor please? A: Not right now. We have our hands full with literally 100+ requests for guns & some others for armor already. Please no more suggestions right now.
Q: Can you please use/add — animation!? A: No. We have pretty much any animation we’ll need for the time being. We just need to rig them. Please no more suggestions right now.
Q: Can you split the mod into different mods for the different gun types/platforms? Like one mod for AR & one mod for AK & etc? A: No. Because of the way the mod is set-up & how many universal parts the weapons share between each other, it is literally impossible to break the mod up into different mods for each respective weapon platform. We will not do it, so don’t ask again.
 Q: Does Modern Sidearms work with 2.5-x.x? A: Yes, MS is compatible with both 2.4 and 2.5-x.x.
 Q: Can you split the armor off into it’s own mod? A: We are in the process of doing this right now. We are reaching a limit with BethNet uploads, where splitting the armor off from MF into it’s own mod, is the only viable solution in order for us to keep supporting MF on BethNet. However, MF may end up as a dependency/required mod, for the armor mod to work. We’re not sure what we’re doing yet.
 Q: Y U NO UPDAYT XBONR VERSHUN!?!? FUK U PC EL33TUS SCUM!! IM DUN WIT DIS MOD!! A: We won’t answer your question because you won’t accept anything we have to say to explain why it’s taking forever to update the Xbone version. Sorry. You’ll have to learn to be patient. Otherwsie, the door is right there and you’re free to leave whenever.
Q: Can you please make a compatibility patch for — mod & MF/MS? A: No. We have too much work on our hands currently. If you’d like to see a compatibility patch made between — mod & MF/MS, please contact the Mod Author of — mod & ask if they can make a compatibility patch between their mod & MF/MS.
Q: Why are all the guns so OP? It makes the game unbalanced! A: The weapons have such high damage because the aim of this mod is to bring realistic weapons into the world of Fallout. Along with realistic weapons, comes realistic damage. If the damage is too much, please consider downloading a 25%/50%/75% damage patch. A search on BethNet should get results for Xbone patches from Dukman for 2.5-x.x & from Wolfdie for 2.4 & under. Otherwise, check the Pinned Messages in the Changelogs channel for DL links to PC Damage Patches.(edited)
Q: This mod sucks! It’s so big & all the textures are super low quality & all the animations are broken & just fuck you! A: Firstly, watch the attitude. You’re a guest in our server. BethNet’s babying rules about so called “bullying/insulting/vulgarity” don’t apply here. So, if you’re gonna come in here fists flying, you’re gonna get your metaphorical teeth knocked down your metaphorical throat with a metaphorical rifle butt. SO CHILL THE FUCK OUT!  
Secondly, if you think MF/MS is big now, you’d be seriously surprised that it’s as small as it is, compared to if we had 4K Textures rather than the current less than 1K, 1K & 2K Textures. As an example, go look at any Single Weapon mod, such as the Walther P99 Mod on the Nexus and look at the file size for the 4K Texture version. Pretty big for ONE dinky pistol, eh? Now, times that by about 12, just for MS. Huge, yeah? Okay, now imagine all the textures for weapons, armor & various other things in MF at 4K. Suddenly, the mod size is unbelievably huge, right? Yeah. That’s why we have the textures at such low res. Now, with that realization out of the way, would you rather spend a very, very short time to download 1 or 2 GBs & take maybe several minutes for your Mod Manager of choice to install MF? Or would you rather spend a whole day downloading upwards of 20 or so GBs, just for MF mind you, & have to let your MM of choice try & choke down then push out an install of such a massive mod? And don’t lie to yourself. Thought about it? Good. Thought you wouldn’t want that. (edited)
Thirdly, we’d like to see you try & develop a mod of this size. Let’s see you try to coordinate a team, so that all of the people know what’s being done, so someone isn’t wasting time doing what one other person is already doing. | Let’s see you try & reach out to get perms for models, anims, feature integrations, etc. | Let’s see you try & convert models into the right format, cut them up into necessary components, then try & rig animations to all of them. | Let’s see you try & make custom animations. | Let’s see you try to make custom scripts. | Let’s see you try & texture the weapons. | Let’s see you try & create an ESP & create a literal METRIC FUCKTON of coding. | Let’s see you try to find & squash the tiniest of bugs, hidden deep within a literal headache inducing mass of code. | Let’s see you patiently & professionally handle a bunch of people just like your whiny, immature self in a public “safe-zone” BethNet thread, like we do on a near daily basis. | Let’s see you try & do something on the size of what we’re doing & deal with what we have to deal with every day. | We can promise you, you won’t get very far trying to do all this in 4K Textures, with perfect animations, no bugs, while professionally & patiently dealing with “self-entitled” & whiny users & all the while trying to keep it small, all at the same time. Sound too daunting of a task? Sound too difficult? Don’t know a damn thing about game/mod development? Yeah, we thought so. So sit down, shut your trap & don’t let us see/hear you say another peep of complaining, criticism, whining or bashing us, until you know, understand & have experienced exactly what we do on a DAILY BASIS!!(edited).
–Nofsdad–

 

October 5

Starting To Catch Up

Image on the left is a quick reminder of just some of the new weapons planned for MF V3.  Not all of them by any means but hopefully a viable example.  I’m personally looking forward to the G3 as it and the G36 have always been two of my favorite mod added Fallout weapons.

A couple of days ago we touched on some of the new features and tweaks that were being worked on for V3 and over the next few posts we thought we would try to go into a little more detail on some of them so you’d have some idea of why nobody can give you even a reasonable estimate as to its release date.   One of the most radical changes we’re hoping to see is the new control module for MF weapons being developed by Zoomah,  which would function as part of the game HUD/Menu systems, is MCM compatible and which allows you to control virtually every aspect of your weapons loadout ingame.  The system already exists in prototype as seen in THIS VIDEO.  (Sorry about the video not being embedded but this version of WP is a tad finicky on video file sizes and how it handles formatting for videos.  We’ll be working on a way to get around that as we go along.)  Bear in mind that this is a prototype only and the developer working on it may make any number of changes in it before you actually see the end result in your game.  The system is a huge expansion of the Mod on the Fly system that has been part of the last couple of releases and which has relied on the FO4 HotKeys system originally developed by  registrator2000 and which will now be adapted to work through the superb Mod Configuration Manager by the same author.  Things just don’t get a huge bunch better than this.

As we also touched upon earlier, the main mod is scheduled to be divided into two separate mods with Modern Sidearms being integrated into Modern Firearms and the armor section being spun off into it’s own mod.  This has a few different reasons but utmost among them is that we’re starting to push the limits on mod sizes for both XBox users and uploads to Beth Net.  It has also allowed for an expansion of the armors with a ton of new camo patterns being developed by our armor retexture guru, Kaity and hopefully we’ll be seeing an expansion of the armor types as well as camos as we go along.  I myself would like to see a return to the old Tac Harness from CUTE in which you could actually attach various items to the harness at the bench.

Other Stuff

Back to Nexus?  As we mentioned the other day, it looks pretty likely… like a foregone conclusion… that MF3 will be posted to the Nexus.  This is a major change of direction for the dev team and one that required a lot of thought but apparently some of the old wounds have healed to the point that they can be dealt with at least as far as the team is concerned especially in view of the fact that members of today’s team weren’t even around back then and it was Nexus against one man.  We’ll have to see how it goes with some of the mod’s most adamant and even downright hateful detractors.  There were a lot of things said and done that can’t be unsaid or undone so the best we can hope for is that everyone on both sides of that “controversy” that never should have been can simply move on from this point.

Bethesda.  While it’s my own personal opinion that Bethesda shot itself in the foot by electing to put all their eggs in the console bucket while telling PC customers of years standing to basically take a flying leap, I’m not going to dwell on it.  Well, not much anyway.  Just understand that any opinions you see here over my name are MY opinions and not necessarily those of Darkheart, the Dev team or the members of the Discord group in general.  If I’m editorializing, and there are going to be times when I will be, I’m speaking for nobody but myself and anything I say should be taken for what it is, one person’s personal opinion.

—Nofsdad—

 

 

 

October 2

Just a Quickie

Sorry we haven’t been around much lately.  Lot of real life crap to get through plus the fact that there isn’t a lot of hard fast news about the mod yet.  We do have a little skinny on the most advanced of the ideas being kicked around as V3 begins to come together and of course tweaks continue to be done on V2.5.x so it’s not as if the team is sitting around not doing anything but mainly that with the influx of new people we’ve had in recent months the number of suggestions, tweaks, proposals and the like have increased almost exponentially.  We would like to share some of the more concrete proposals with you today.  Remember, anything you read here today is subject to change in the actual release.

Separate Armor/Weapons Mods

One of the ideas that appears to be headed toward inclusion in V3 is the separation of the armor and weapons categories into two separate Mods.  In other words, a Modern Firearms mod and a Modern Armor mod.  This is being done for a couple of reasons.  #1, the mod is rapidly becoming to big for BethNet’s britches and #2, because it’s also becoming too big for XBone’s britches.  And while I’m not an actual developer and speak only as a lay observer, I think splitting it into two separate mods will make it easier for the gang to work on in the long run.

Lover’s Lab

OK, I’ll wait for all the snickers and giggles to get done and then say that Modern Firearms 2.5.4 is now hosted at Lovers Lab along with a number of other NON-ADULT mods for the Fallout series.  A lot of people don’t realize that while they’re most noted for adult mods, that’s not all they have.  If you’re looking for something not available at the “regular” sources, it won’t hurt to check their download section

Nexus

After months of being told that Modern Firearms would not be returning to Fallout 4 Nexus it now appears that the developers might be considering uploading V3 there.  It will be interesting to see if it meets with the same reaction its mere mention used to invoke amongst the sycophants and fanboys/girls that make up a huge part of the Nexus audience these days.  I certainly hope it’s simply accepted for what it is this time around.  It is after all, one of the biggest most downloaded mods in Fallout history and it really needs to be offered on the premiere Fallout mod site.  Keeping my fingers crossed on that one.

Weapons HUD

Remember the Selective Fire mods for FNV that show you everything you need to know about your equipped weapon, and allow you to make on the fly changes in your setup that are displayed on the screen?  We’ve got one of those in the works.  It appears at present to have an indicator for just about everything you would need to know… ammo type, number of rounds, fire mode, underbarrel, etc.

Apologies

Sorry for the lack of  visuals this issue.  Just launched a new rig and am having to build my AV stuff from scratch.  Will try to have it fixed next time around.

 

August 6

MF Plays Well With Most Other Weapon/Armor Mods

MF’s Armors Work Great With Other Under Armor Sets.

Since MF’s own under armors are based on vanilla assets, namely the various fatigue sets, the Dragonskin belts, vests and holsters included in MF work well with just about any clothing or armor thin enough to be used as an underarmor.  In the pic an MF  ERT tactical holster and BDU cap are being worn worn with the underarmor from another mod and I’ve used various pieces with most of Elianora’s Armor Compendium mod.  I just wanted to check the compatibility of Modern Firearms with other mods out there and it would appear that the opportunities to mix and match are virtually limitless.

Just a quickie here.  In case anyone is wondering how much attention to detail these guys actually pay, here’s the change log from the latest release.  I get to wander around the back alleys of the development channels and watch these guys talk about what needs to be done.  While it can be hard to keep up with sometimes, this is the kind of thing you’ll see being discussed.  The only question they ever seem to consider is, “Will this change enhance the realism of the weapons in the mod?”.  If the answer is yes, they go for it and if it doesn’t make it into the mod it’s usually because of limitations of the game engine, because the team is working way ahead of the curve in most cases.

Modern Firearms 2.5-1 to 2.5-1.3 changelog

Added the UMP and MP5’s .40 S&W conversions to spawn lists, so they’ll show up in the wild now.

Fixed an issue with the right leg armor not having all the right Misc mods available.

Triple-checked that the new TA31 ACOG is properly zeroed. It may still be slightly off, but it’s close enough that you won’t miss long as you aim for center-mass.

Fixed an issue with the TA31 turning into the old 3.5x ACOG when removed, requiring you to craft another to re-attach it. May have broken the old 3.5x ACOG in the process, but since it’s knackered anyway no harm done.

Fixed the Saiga’s 20 round drum so that it actually holds 20 rounds, instead of the original 30.

Added COBJ (Constructible Object) records for the AR50’s three flash hiders (A2 birdcage, AAC 51T, Yankee Hill Machine/YHM Phantom).

Reduced the frequency of MF-specific loading screens from 30% to 5% after people complained about them popping up too often (and I agree).

Re-wrote almost all of the MF-specific loading screen tips for better grammar, clarity and a bit of lulz. Kudos to anyone that gets the Metro reference/quote about shotguns.

Moved the ACOG and ELCAN optics from the “Weapon_Allow_Scope” keyword to “Weapon_Allow_Smaller_Optics”, so they can now be used on belt-feds, like they should have been from the jump.

Corrected the naming convention on the WA2K’s custom barrel.

Added a missing keyword to the SIG 550 series STANAG/normal grip receiver so the magazine options will show up now.

Added accurate weights to all the suppressors and optics

Corrected naming errors on the ACOG sights and edited their descriptions to reflect their features/functions.

Removed references to broken TA11H ACOG, replaced with functional TA11F. TA11H can still be crafted, but isn’t even close to zeroed.

FINALLY remembered to fix the [MF Custom] RPK-74 spawning sans barrel.

Removed references to some OMOD entries that were stripped out early on in the 2.5 build. This won’t impact anything on the user’s end, just did it because having those references left in made building the damage patches more difficult than it should’ve been.

Added the DSR suppressor to the “ModList_AR50_Muzzle_Any” mod list, so you should start seeing suppressed AR50s spawning around level 35 or so.

Added the TA31 3.5x, the 4x ACOGs and the ELCAN M145 optics to the spawn list for M60 and FN Minimi optics, they should start showing up around level 25 or so.

Added the “OPS MBS” and “Surefire SOCOM 338” suppressors to the FAL’s muzzle options, they should start showing up in the wild around level 25 or so.

Edited names and descriptions for some of the suppressors and flash hiders for better accuracy. The “KAC GS” suppressor has been renamed to the proper GemTech G5, the actual KAC suppressors now have their real names, the Ops Inc MBS can has been renamed to reflect the fact that production shifted back to the original builder/company, Allen Engineering, and that we used the model of the largest can they make.

Removed the “AimModelRecoilShotsForRunaway” modifier from all the suppressors, so they should kick a fair bit less now. That value controls how many rounds you can get off before recoil spikes to whatever the max is, so removing it entirely seemed like a good idea.

Edited the shotgun suppressor loading screen with new text and a new image/static.

Edited the static used for the AR50 load screens so the AN/PEQ isn’t showing in an impossible mount location. Specifically, just tore the thing off >.> might re-attach it properly later though.

Replaced the old C-mag and AK drum magazines with new, higher-quality and better-optimized models/textures.

Added missing RAS_L keyword to various AK handguards, so now everything that looks like it should be able to mount things on either side actually can.

Added missing property/value to the Aimpoint M2/3X magnifier [3X] sights so they have properly altered AP use in VATS. Was too lazy to check all the other optics though, so may have missed one – if so, let me know, it’s a quick fix with FO4Edit.

Added .308 C-mags for the FAL and AR-10 rifles. They should start showing up in the wild around level 30-35 or so.

Added not one, not two, but four new suppressors. For the regular rifles (anything with the “Weapon_RIFLE_Regular” keyword), added in the YHM Phantom 30 Light Tactical and the AAC Ti-Rant 45M, while the bolt-actions and AMRs (so anything in .338, .50 BMG or .50 Beowulf) now have the AAC Cyclops (big-ass .50 BMG can) and the Bowers Vers50 (originally designed for the .50 Beowulf, but it’s rated for damn near everything else that’ll fit thru the bore). All new cans are fully functional with the switch script, however there’s a roughly one second delay between hitting the key to run the script and the script actually running. It *only* happens with the cans, and I have no idea why. They’ve also been added to their respective leveled lists, so they should start spawning in the wild around level 30-35.

Fixed issue with the Uzi’s stock so mounting it actually properly increases accuracy rather than somehow making it worse.

Re-implemented Cemology’s AK-107/108 barrel. At the workbench it’s locked to the AK100 series of receivers, but in the wild it can show up on any AK (and I mean any – even seen it on a few AKUs).

Added a 5.45x39mm AK drum to complement the new AK barrel.

Added missing .BGSM files for Aliens Alpha, Aliens Bravo, Coyote Brown, Ghost, MACO and Marijuanaflage DTO vest textures. CADPAT Arid is still missing a diffuse map, so ignore that one for now. And of course, the limb armors are still WIP, currently only the five default colors work.

Fixed camo textures for the various holsters as well. All patterns now available there.

FINALLY fucking fixed the [BDU] Military Uniform under-armor so it no longer looks like a bad acid trip.

Removed lens glare/reflection from all red-dot/reflex sights.

Fixed shotgun range, enemies should engage at reasonable distances rather than the previous “bitch-slap from God” routine.

Fixed Dragon’s Breath shotguns being insanely valuable. They now sell for the same price as any other shotgun with the same mods.

Uber-boosted bash damage for all the guns. Base bash DPH is now 25% of base weapon DPH.

Added bayonets for the AK family and AR15 family of rifles. Full and blade-only versions depending on if you mind the severe clipping issues or not, all added to leveled lists.

Buffed the Uzi’s base DPH so it’s identical to the other SMGs.

Slightly buffed base DPH on all .308 weapons from 150 to 160.

Slightly buffed the 20mm anti-tank gun’s base DPH from 350 to 360.

Slightly buffed all the SMGs (MP5, Uzi, UMP, AR-57) from 50 to 52 base DPH.

Added two new tiers to the Dragonskin Vest armor, along with three new matching tiers for the limb armors. Note: Tier V armor won’t even show up as a crafting option until level 50, and has high-as-hell perk and material requirements.

Integrated JackArbiter’s “Button Lowered Weapon” mod. Just press-and-hold whatever your normal “holster/draw/reload” key is to lower your weapon, then press again to holster. Works with any and all weapons from any and all mods, including those that have custom animations.

Fixed animation issue with bolt-action rifles being held at weird angles in third-person. FINALLY.

Included missing BGSM and texture files for the KRISS Vector magazines, so they shouldn’t be turning purple again.

August 5

New Stuff

Organized Disorganization or Disorganized Organization?

Well… it’s supposed to be my job to keep people informed of new developments  but when I took it on I had no idea the pace at which these guys would be developing new stuff.  Adding new weapons, adding new functionality to existing weapons, New features, new ideas… Damn, it gets to the point where I start to feel like a guy trying to catch artillery shells with a baseball glove.  I don’t think we’ll ever be able to do anything much more than try to hit the highlights here.  You really need to get you butt on over to https://discordapp.com/channels/318955212251332608/318961953940701185 and get an account set up so you too can marvel at the seeming chaos from which all the goodies somehow manage to arise.

New Guns

There are several new guns and a couple of launchers that the team hopes to include in the next public release.  Here’s a sneak peak at a few of them.  Sorry about the crudity of the screen shots.  These weapons are in the test stages now and already another bunch is on it’s way including one of my all time favorite shotguns.  We’ll try to keep you posted as to what you can expect but in the meantime, if you have a favorite weapon you’d like to see included head on over to the MF Discord channel and make your suggestions.  As long as the team can find public domain assets chances are your suggestions will be included in future releases.  Yes, that is a G3.  As far as I know, the only G3 in Fallout 4.

Why Isn’t Modern Firearms Hosted on NexusMods?

We get asked (a lot) why MF isn’t available on the Nexus.  This all dates back to when the mod was first introduced.  It was posted to Nexus during the Nvidia modding contest, of which certain groups had already determined who should be the winner.  Not going to get into a lot of detail here other than to say there were some industrial strength egos involved and a couple of mistakes on Idlesheep’s part in regard to permissions he thought he had but which had been “granted” by other than the actual authors.

The cults surrounding a couple of the self anointed gurus of Nexus modding immediately started blathering about “stolen assets” (to this day you can still see some of the diehards spewing about stolen assets whenever MF is mentioned over there) and Sheep agreed to take the mod down until the situation was cleared up.  Note that the mod was taken down by the author at the request of the admins at Nexus until the questions could be resolved one way or the other, instead of being banned, along with Sheep himself, as it would have been had there been any actual “stealing” involved.

The mod was cleaned up… matter of a model or two out of the dozens that were utilized in building the mod… and the mod could have been reposted to Nexus within a week or so HAD IDLESHEEP CHOSEN TO DO SO.  He didn’t and as far as I know from what I’m being told right now, he won’t.  MF, at least for the PC,  has been offered mainly through back channel distribution until now (and has still managed to be one of the most downloaded mods in Fallout history) when the team that rallied around Sheep after the above described situation finally settled into a channel on Discord and is self hosting the files themselves on Mediafire… http://www.mediafire.com/file/60atggsen2koh6s/Modern+Firearms+2.5-1.4.zip (latest public BETA release).

Edit: Just learned that the suggestions channel at the Discord site has been shut down due to the overwhelming number of suggestions for new weapons.  The plan is to shut it down until they can catch up with the backlog and then re-open it.  You can see what I mean about stuff happening too fast to keep up with. 😉

 

 

 

 

 

 

 

July 27

Still Swimming in Circles

And We’re Off.

So hopefully, this is our official launch.  We hope you’ll forgive us if it isn’t as slick and professional as you’d like but none of us are slick, professional writers either.  A lot of shaking down to do, lots of info to sift through, a ton of new improvements to the mod in the works.  Not sure what the ultimate format or direction  for this page is going to be yet but hoping to get some suggestions as time goes along.  In the meantime, “Here’s  a very brief and sketchy rundown on what we’ve got”.

As you most likely already know, Modern Firearms is geared to the more military style aspects of these types of games and does not really follow what has come to be known as “Fallout lore”.  This is intentional so don’t bother carping about it.   If your own preference is for “guns” that consist of a piece of half inch water pipe duct taped to a chunk of 2×4, that’s fine.  Just don’t come here and bitch because the rest of us don’t share your personal preferences.  What we have here on the left is a player character from the game (click image to enlarge) dressed and equipped solely… with the exception of the sunglasses… with clothing, armor and weapons from the Modern Firearms mod.  The standard under armor is a variation on the vanilla military fatigues and comes in several basic flavors (I just happen to favor the Spec Ops version of everything hence mine are all black).

The Majority of the armor is from Antistar’s excellent Dragonskin Tactical Outfit (DTO), used with permission and  which I’m sure most veterans of FNV will recognize.  Most of the original weapons were likewise ported (with permission) from various other well known mods, most of them from FNV, and reworked to play well with the FO4 engine and the mechanics which are the heart of the Modern Firearms mod.  So if you ever had a favorite weapon in FNV, there’s a good chance it’s in FO4 if this mod is installed.  The mod originated as a one man project by Idlesheep and since a) he wasn’t a modeler and b) he had no intention of reinventing the wheel but was out to add a new wheel or two, he decided to go the route  of working with existing modifications and adding certain variations of his own that would enhance the usefulness and operating capabilities of the weapons.

If I had to name my favorite among the innovations that he… and later the team that came together after the Nexus Mods Great Stolen Assets and Whorehouse Thursday Massacre (about which I will no doubt have more to say as we go along here)…  have included in later releases, it would be the ability to swap out mods such as firing modes, suppressors, bipods and under barrel attachments on the fly with a single keystroke, which negates the need to carry more than one variation of a weapon.  I’m sure others have their own favorites but that’s always been mine and I’m sticking to it.  There’s obviously a lot more to this project and we hope to get to most of it as time goes on but if you’re a Fallout 4 player and have seen enough to pique  your interest, the mod is currently to be found at  http://www.mediafire.com/file/60atggsen2koh6s/Modern+Firearms+2.5-1.4.zip

You also might find it worthwhile to check out the Modern Firearms Discord Channel.  That’s where you can interact with the members of the development teams themselves and get all kinds of neat details on what’s going on straight from the horse’s mouths as well as on many of the little tweaks that are being added on an almost daily basis… right now the hot topic is animations… as well as make suggestions of your own as to what you’d like to see added as time goes by.   It’s where we go to get most of the top secret squirrel stuff info we’ll be writing bout here on the blog too.

This is the latest video I could find but it’s fairly informative. Several additions and fixes have been added since then but for those of you unfamiliar with the mod it might help you get a basic idea of what’s in there.  https://www.youtube.com/watch?v=oKrZJ_SZ23Y  Again remember, they had to adapt vanilla animations which can be kind of jarring, especially in the case of pump action shotguns.  This is being worked on as we speak and hopefully will be addressed in a near future release.  Until then you might want to stick to the semi-auto scatterguns. 😉

Not sure whether we’ll set up an actual schedule (I’ve always hated deadlines), may just keep it on an “as we have anything new to report” basis but we’ll try to keep it timely.  We’ll be adding stuff from time to time based on what’s new with the team.  We haven’t really decided how we’re going to handle comments yet but you probably should be forewarned… we love a good discussion but if you come here to troll or simply bitch at or about someone, you’re gonna last about as long as a fart in a tornado, so don’t waste your time or ours.  Any suggestions you have for the mod will be passes along to the Dev Team.  Right now, working on a post about the team itself, who they are, where they’re from (all over the damned planet actually) what they do, etc.  Hope to see you back here soon.