XCOM 2
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[Vanilla] M14
   
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59.993 MB
Apr 10, 2016 @ 4:29pm
Jul 18, 2016 @ 11:11pm
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[Vanilla] M14

In 2 collections by ∑3245
[Vanilla] E3245's Master Mod Collection
80 items
[Vanilla] E3245's Arsenal of Weapons
40 items
Description
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.

FEATURES

-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.

KNOWN ISSUES

-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.

TODO

Fix some bugs, if any.
Port more weapons.
There's no weapon sling anymore.

CREDITS

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]

DISCLAIMER: ALL CONTENT BELONGS TO THEIR ORIGINAL AUTHOR(S). ALL RIGHTS RESERVED.

LOG

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.
Popular Discussions View All (3)
2
Apr 11, 2016 @ 6:26am
PINNED: General Feedback Thread
∑3245
0
Apr 10, 2016 @ 4:41pm
PINNED: Bug Reporting Thread
∑3245
97 Comments
∑3245  [author] Aug 18, 2017 @ 7:15pm 
Dear everyone,

I'm sorry to say this, but I probably won't update my weapon mods since my work on the inevitable weapon megapack is nearly complete. However, this statement might change later in the future if I decide that progress on the weapon megapack is going nowhere.

Sorry for the inconvenience...
Oddness in Dexterity Jul 6, 2017 @ 1:11am 
In love with the gun itself, but has this "synthetic stock" been released yet? I've upgraded my M14s with various attachments, but the model doesn't really change aside from a scope.
∑3245  [author] Apr 8, 2017 @ 2:09pm 
@SHADOW_MM
Doubt it, because I didn't modify the templates at all. I think one of XCom 2's updates might have broken the feature.
SHADOWxMM Apr 8, 2017 @ 12:31pm 
@E3245
i was able to make it work for the SVD in previous updates but now none of them work like that maybe something with one of your updates?
∑3245  [author] Apr 8, 2017 @ 12:05pm 
@SHADOW_MM
Modifying the action points never really worked for anyone, and I just don't know why.
SHADOWxMM Apr 8, 2017 @ 8:37am 
tried to modify it to work like a DMR and its still not working this is the text in my .ini file:

BOM14_SNIPER_ACTIONCOST_CV = 1
BOM14_SNIPER_ISSNIPER = false
∑3245  [author] Dec 30, 2016 @ 5:28pm 
@Stallion♞
You can with the XSkin System by robojumper, however this weapon is not supported by the very mod.
Stallion Dec 30, 2016 @ 10:11am 
Can I use this as a default replace somehow for the sniper rifle?
∑3245  [author] Oct 15, 2016 @ 11:59am 
@Oathed
Forgot the XSkin system doesn't support the M14. Sorry, but that's the only solution that I can come up with.
75338 Oct 15, 2016 @ 5:57am 
Tried doing that, but can't see the option ingame.