MK14 EBR
If you don’t like the scope views or want to zoom in in 3rd person, you can use the original scope overlays here. Credits go to ruddy88!
Updated ESP allows for control over damage and recoil. Please do not use the optional plugin any more.
Introduction
It’s a MK14 EBR. I’m sure you folks know what it is. For those who don’t know what it is, it’s essentially a modernised M14. Which itself is a modernised M1.
It’s a small project I did to keep my free time more boring. Yes, I’m a sadomasochist. I think I did a reasonably decent job.
Changelog
1.2 – New EOTech XPS3 holographic sight, texture fixes, reduced recoil further, reduced reticle glare.
1.1 – Texture fixes, more receiver mods, reduced recoil slightly, reduced glare on SpecterDR.
1.0a – Small bug fixes
1.0 – Initial Release
Installation
Place everything into …..Fallout 4/Data. To add weapon into your game, type in ‘help mk14 4’, and note down the ID of the WEAP entry. Type in ‘player.additem id 1’ to complete the process.
(v1.1) AWKCR is now supported! Craft it at the Weapon Bench.
Features
Brand new model with fully functional normal maps
Textures built ground-up with physically-based rendering in mind (ie. weapon will react with lighting).
Extensive system of mods to personalise weapon.
Weapon
The rifle has a base damage of 55 33 (10% less than a hunting rifle stock). By default, it comes with a semi-auto standard receiver, short barrel, Mod 0 stock, ironsights and a flash hider. Available mods are:
Flash hider
Muzzle brake
Suppressor
Leupold CQBSS 1.1-8x
Elcan SpecterDR 1-4x
EBR Mod 0
EBR Mod 1
EBR Mod 1 w/ cheekrest
EBR Mod 2
Long barrel
Short barrel
Receiver mods (semi and auto) – v1.1
Each of these mods will cosmetically affect the weapon. More mods to be added in the future.
Known Issues
Reload sounds are missing for NPC and power armour usage (3rd person only). This also happens with the weapon I derived it on, the submachine gun. No fix known to me.
Reload animations will seem a bit dodgy. Again, nothing I could do about it: it’s not a bug at all, just an unfortunate reality.
People with lesser VRAM cards may experience some missing or compressed textures. I’m working on making a lower-res version to help people cope.
The gun is held forward due to animation restrictions. No fix known.
Other Notes
Recoil is a bit of a contentious thing around here, so please understand this: whichever way I go, someone will not like it.
Video reviewers: it’s pronounced Mark 14! Yes, it’s weird.
FAQ
When will you release new features for this mod?
I am not operating on a strict time frame, so I cannot answer that question.
Will you accept requests for this mod?
Most likely no. Unfortunately, time is very scarce for me, and thus most requests that do not interest me will be declined. I’m anticipating that people
ask me about making an original M14, and my answer to that is no for the time being: another mod exists to sate your appetite.
Can I use parts of this mod (ie.Attachments) for my own release?
For individual models, like attachments – no.
For retextures, feel free to release them. Just credit me and link back the mod to my page, and only upload the textures.
Note that I said it’s for release: if it’s for your own personal mod, go nuts!
Can I upload this mod elsewhere?
Retextures, plugin (translation, stats balance, compatibility) – yes
Entire mod – no
Why is the handle of the left?
Due to animations restrictions, the bolt handle must be on the left hand side of the weapon. Please do not request a ‘normal’ version. There will never become until animations allow for this.
Why is the reload animation off?
If I use the ‘proper’ reload, which is based off the Combat Shotgun/rifle, the 3rd person grip will be completely off. If I use the SMG animation set, which has a proper pistol grip but a horrible reload, I get this. There is absolutely nothing I can do about this.
Recoil is severe! What gives?
7.62mm NATO kicks hard. If it gives you significant problems aiming, consider using a muzzle brake. I have already decreased the recoil on this rifle: if it’s still too severe, shoot slower! Next version (1.2) will have even less recoil (40% less than 1.0)
Why are there so few mods?
I’m not a fan of adding weapon mods that don’t actually change the appearance of the weapon. Mods like ‘hardened receiver’ makes no sense to me,
so I’ve decided to forgo those. Due to popular demand, receivers are now implemented. This should solve the issue of the weapon being overpowered in earlier levels.
Also, as it turns out, making a new EOTech takes ages. Mainly coz there’s a lot of parts and gears and whatnot. And coz I’m fairly incompetent with Blender. The cherry on top would probably be the fact that I’m lazy.
This gun isn’t lore friendly! Why choose this rifle?
Because I like how it looks. And since when has lore-friendliness stopped anyone?
Can you make a 5.56mm variant?
No: if you want 5.56mm weapons,there’s several AR-style mods. The M14 is a .308/7.62mm rifle only, and will stay that way. That also includes .50 BMG variants.
My gun is invisible! What’s happening?!
If you updated from 1.0 to 1.1, you will (not might) face this problem. To fix, simply go to a weapon workbench and craft a new receiver. Once done, all the other weapon slots will re-appear, where you can re-apply your mods.
Are you going to implement levelled lists?
No, at least not until I could do so without ruining compatibility with other mods. That would require GECK.
Why do other gun mods look so different to this mod?
Because chances are said gun mods don’t utilise the PBR scheme, seeing as how quite a few were ported from non-PBR games. Metals will be especially apparent in this regard: while non-PBR guns might look fine in screenshots, the moment you move them around, the effect is much less convincing. This is not meant to be taken as a shot at other modders (because this issue isn’t related to skill), but rather the reality of modding Fallout 4.