Author: sky-looter

MF version 2.6.9 is live!

Modern Firearms version 2.6.9 is now live! Head on over to the Downloads page and grab it! Please do be sure to read the Changelog and the Known Issues and Notes drop-down sections! There is important info there.

A cleansave update is highly recommended as always, but not required this time around. You may need to scrap certain weapons that got asset replacements or were totally replaced, but aside from that, there shouldn’t be any major game-breaking issues if you choose to not perform a cleansave update.

Any issues you encounter that are not listed in the Known Issues and Notes drop-down, please report them to us in our Discord Server in either the #mf-beta-testing or #pc-troubleshooting channels.

Also, be sure to disable any patches that touch MF before reporting possible issues to us. If we had a dime for every time someone reported an issue to us that was caused by an outdated patch, we’d be millionaires. Seriously, double-check that it is not an outdated patch first. Please save us the trouble of bogus bug reports. If your issue turns out to be from an outdated patch, please report it to the author of the patch. Not us.

With all of that out the way, enjoy and good hunting!

Version 2.6.8

Additions

9 new muzzle devices:

  • Fortis Classic, 9mm (all Fortis brakes are available with or without the Control Shield)
  • Fortis RED 5.56
  • Fortis RED 7.62
  • Rex Silentium Gunfighter, .45 ACP
  • Rex Silentium K-Type Compact, .45 ACP
  • Rex Silentium Razor Tactical, 9mm
  • Rex Silentium Tri-Delta, .45 ACP
  • SilencerCo Hybrid46 suppressor, up to .45-70 Gov’t
  • VG6 Precision Gamma, 5.56

1 new weapon:

Rheinmetall Maschinengewehr 3, the modern successor to the infamous MG42. Available in 5.56, .300 Blackout, 6.8 SPC and 7.62x51mm/.308 Winchester. Non-.308 conversions are temporary, until we have proper assets for a CETME Ameli.

2 new animation sets:

Finally, the belt-feds are properly animated! Don’t think I need to say much more than that, other than it’s about Goddamned time, right?

2 new cartridge conversions:

Added in .460 and .960 Rowland ammunition and caliber conversions. .460 is only available for the Vector, but both the Vector and MP5 can be chambered for .960 Rowland. Will be expanded to all other locked-breech handguns and SMGs in either 9mm or .45 ACP at some point next week.

1 new magazine:

Added 50 round magazine for the Vector, in all available calibers.

Changes

  • Edited most barrel meshes to remove previously-integral muzzle devices. G36 barrels still need fixing, but all others should work fine.
  • Replaced the old AN/PVS-4 and the old IFF/NV combo optics with a new ATN X-Sight II.
  • Replaced the M249/FN Minimi in leveled lists with the MG3. Existing M249s will still work, however the Maximi conversion kit will be invisible, as it relied on assets that got deleted as part of the M60 replacement.
  • Total replacement and re-animation of the M60 machine gun. Check it out, it’s fucking gorgeous!
  • Replaced the stand-alone Aimpoint CompM3 with a CompM4s, so all of those will need to be re-zeroed.

MF version 2.6.7 is live!

Modern Firearms version 2.6.7 is now live! Head on over to the Downloads page and grab it! Please do be sure to read the Changelog and the Known Issues and Notes drop-down sections! There is important info there.

A cleansave update is highly recommended as always, but not required this time around. You may need to scrap certain weapons that got asset replacements or were totally replaced, but aside from that, there shouldn’t be any major game-breaking issues if you choose to not perform a cleansave update.

Any issues you encounter that are not listed in the Known Issues and Notes drop-down, please report them to us in our Discord Server in either the #mf-beta-testing or #pc-troubleshooting channels.

Also, be sure to disable any patches that touch MF before reporting possible issues to us. If we had a dime for every time someone reported an issue to us that was caused by an outdated patch, we’d be millionaires. Seriously, double-check that it is not an outdated patch first. Please save us the trouble of bogus bug reports. If your issue turns out to be from an outdated patch, please report it to the author of the patch. Not us.

With all of that out the way, enjoy and good hunting!

Version 2.6.6.2

Additions:

  • Added S&W 586 revolver.
  • Added SIG P226 handgun.
  • Added SIG P320 handgun.
  • Added Colt M1911, M1911A1, and M45A1 handguns.
  • Added WIP stun and gas grenades to debug container. Use at own risk, very experimental.
  • Added AAC/Q Honey Badger PDW.
  • Added B.E. Meyers Mawl C-1 visible/IR laser unit (Honey Badger exclusive for now, will be added to other guns later).
  • Added 50 round drum magazine for Glock handguns.
  • Added Crimson Trace laser-grip for Glock handguns.
  • Added Agency Arms and Killer Innovations compensators for Glock handguns.
  • Added CMB Helical “breacher” brake for 12 gauge shotguns.
  • Added Grizzly Gun Works DefCon 1 muzzle brake for 12 gauge shotguns.
  • Added Leapers UTG Combat Ops S1 stock for Kriss Vector and VR80.
  • Added Robocop’s “Auto-9” machine-pistol – can be obtained thru either exchanging a stock 93R at the PvM or from the debug container.
  • Added material swaps to the STI 2011.

Changes:

  • Asset replacement for SilencerCo Osprey .45K, Rugged Obsidian 45, and SilencerCo Salvo 12 suppressors.
  • Asset replacement for Beretta M93R, also re-animation, and addition of shoulder stock.
  • Asset replacement for Benelli SuperNova shotguns.
  • Total asset replacement for Steyr AUG assault rifle. Temporarily disabled the A2 receiver due to a lack of matching assets.
  • Tube-fed shotguns will now show ammo type (00 Buck, #1 buck, or 1oz. Slug) during reloads. Will expand to non-standard variants soon.
  • Meuller Eraticator scope replaced with Schmidt & Bender 5-25x56mm PMII.
  • VR80’s Strike Industries Viper stock now has a brand-matched Strike Industries buffer tube.
  • Complete re-animation of all tube-fed shotguns, with BCR integration.
  • All non-bullpup bolt-actions now run on CS5 animations.

Fixes:

  • All optics on all guns should now be properly zeroed.
  • Fixed issue with Beretta 92-series animations causing burst-fire guns to go haywire.
  • Hopefully fixed the issue with Leupold MK4 and S&B PM2 scopes swaying like a drunkard on anything other than max zoom even with a deployed bipod.

Version 2.6.5

  • Complete rebuild of the SPAS-12 shotgun, including both semi-auto and pump-action receivers, with fire-mode script integration.
  • Rebuild of all other tube-fed shotguns, including re-animation for the pump-actions, with support for the new Bullet-Counted Reload framework. Just a note, any magazine that holds more than 5 rounds will require you to reload twice to get the full capacity.
  • Complete rebuild and expansion for the Kriss Vector submachine gun. 100% new assets, proper animations, etc.
  • Replaced the old Leupold DeltaPoint Pro optic with the original DeltaPoint, both for the HAMR/Deltapoint stack and the slide-ride version on handguns. Might need to be re-zeroed on some of the pistols.
  • Replaced the old full-size Uzi with newer assets, also added an integrally-suppressed barrel option.
  • Added the IMI Micro Uzi.
  • Tweaked textures for some optics.
  • Tweaked the lens textures/effects for the Leupold HAMR/DeltaPoint stack and EOTech Vudu.
  • Re-animated all the AR-15/AR-10-pattern rifles, using the animations from the F4NV Service Rifle. Sight alignment is borked across the board, they’ll be re-zeroed in a future update. Unfortunately, that means a total loss of foregrip animations for now, but that function will be returning soon.
  • Re-positioned the Beretta pistols so they actually sit properly in the player’s hand.
  • New assets for the MK23 handgun, including a re-work of its’ optics and laser/light attachments. Normal maps on some of the parts need fixing, otherwise, it should be 100% functional.
  • Slight re-work of the FN Five-seveN, namely scaled up slightly (was a bit too small originally) and the optics now use the included mount instead of just clipping into the top of the slide like they used to.
  • The EOTech 512 and variants have been replaced with an EOTech EXPS-3 and G33 magnifier, so all of those need to be re-zeroed.
  • The old TA11H and TA11F ACOGs have been replaced and renamed. The TA11H is now part of an ACOG/RMR stack, with the TA11F now just a plain TA31 ACOG. The current default reticle is the red crosshair but can be swapped for either a .300 Blackout-calibrated chevron, 5.56-calibrated chevron, horseshoe, or cross in amber, green or red depending on the reticle.
  • Added STI 2011 handgun.
  • Added a new light/laser unit for some handguns, a Viridian C5L. Available as either a dual-use laser/light combo, just the laser or just the light depending on what you want.

New update! 2.6.5 Initial is out.

Apologies for the lack of posts, we’ll try our best to keep the website’s front page updated.

Anyways… Whiskey has released a rough version of 2.6.5 for testing. Head on over to Downloads and grab it! Please read the Changelog and Known Issues & Notes drop downs on the Downloads page so you have the info on what changed and what to be aware of!

Be sure to report any bugs you find in the #mf-beta-testing channel on our Discord so we can iron them out.

Version 2.6.4 Final

Changelog

  • IMI/Magnum Research Desert Eagle, available in .357 and .44 Magnum for now. This is a very rough first-pass implementation, will be expanded drastically as we get new assets in to work with.
  • Added in weapon-specific optics for the following families:
    • ACR
    • Avtomat Kalashnikov (all the AK variants now draw from the same AK-specific optics pool)
    • AR12
    • AR15/AR10 (these are the originals)
    • AR57
    • AR-EU
    • ATG/heavy weapons (anything on minigun animations)
    • AUG
    • AWM
    • Benelli Super Nova Benelli M4/M1014
    • CBJ-MS/Nailgun
    • DSR-1/DSR-50
    • F2000
    • FabArm Martial
    • FAMAS
    • FN FAL
    • G36
    • HK416/417 (again, they share an optics pool)
    • M60
    • M82
    • M98B
    • Minimi/Maximi/M249
    • MP5
    • MP7
    • P90
    • REC-7
    • Saiga-12
    • SCAR-H/L
    • SIG SG-550
    • SPAS-12
    • Tavor
    • TRG
    • T-Series R.O.C AR-15/M16 clones
    • UMP
    • Uzi
    • Vector SMG/carbine
    • WA2000
  • With the exception of the Nightforce ATACR, none of the new optics have been tied into the magnification switch script yet, and almost nothing is gonna be 100% zeroed unless it already was in a previous 2.6 build.

Fixes

  • Corrected specular maps on the MP5.
  • Added proper .NIFs for the left and right rail-mounted tac-lights.
  • Hopefully fixed the F2000’s rail mounting points being slightly off.
  • Pistols now have proper INNRs/naming rules.
  • Overhauled LL injection. Still a massive WIP, but the changes should help out with any perceived/actual lack of variety.

Version 2.6.3 Final

  • Additions:
  • FNH P90 PDW/SMG
  • Replaced our old, crappy Surefire tac-light with a new Surefire M300C
  • Added two new optics – Nightforce ATACR 1/8x LPVO scope, Trijicon MRO red-dot sight.
  • Beretta 92/96-series handguns now run on Fiddler Green’s dedicated Beretta animation set. The exception to that is the 93R, which still uses vanilla Deliverer animations because the new animations also cause issues with our burst-fire script.
  • All Glock handguns now run on ShinyHax’s Glock animation set.
  • Fixes:
  • Finally fixed the “invisible gun” issue with Super Mutants.
  • Initial “let’s see if this actually works” implementation of a fix for the AMD-specific issue of pink-tinted lenses on various optics. Most glass is now slightly blue in tint, though some is more tan/light brown, and the ATACR is actually purple deliberately.
  • Made some minor base-damage tweaks to some of the pistols – in particular, the MK23 is the hardest-hitting .45 ACP pistol we have by a respectable margin, to represent the military-issued load of 185 grain +P ammunition.

Version 2.6.3 Initial

  • Added in compact and full-size Glock handguns. INNRs are TBA because I still can’t quite wrap my head around them, and the caliber conversions need tweaking to get round counts dialed in 100%.
  • Added one new handgun optic – Trijicon RMR. Glock 19-exclusive for now, will be added to the other guns in a near-future update.
  • New assets and a truly massive expansion for the MP5, plus re-animation! We now have every single major variant aside from the carbines, plus several new handguards and a full set of wood furniture. Again, INNRs are a massive WIP because there’s a bloody lot of ’em to make. We also have assets for the K variant(s), but until I have time to check if the K-specific animation set we have permission to use is even functional, the K variant has been effectively disabled and can only be obtained via console command. DO NOT REPORT THAT AS A BUG. If you console in a disabled weapon, you should expect it to be broken.
  • New MP5 animations also applied to the H&K UMP, so both guns now have 100% functional burst-fire operation.
  • Re-rigged the MP7 to Hitman’s CBJ-MS animation set.
  • Restored a missing node on the pump-action shotgun receivers, so the shell saddle should show up properly now.
  • Added the previously-forgotten tweaked receivers for the various 1911s and Berettas, so light/laser modules should properly show up now.