TGs M41A Pulse Rifle (Standalone)

Starfield Mods |

TGs M41A Pulse Rifle (Standalone)

Finally! My M41A Pulse Rifle is now a standalone weapon! This mod comes with the M41A Pulse Rifle. It is not only fully customizable / upgradeable, but can change between 3 different weapon platforms. Along with new enchantments! Can be crafted at any Industrial Workbench.

I did it! My M41A Pulse Rifle Mod is back, standalone, and better than ever!
It’s time for a bug hunt!!! Blast down all the Xeno…..terrormorph with this legendary weapon!

Just like it says in the title this mod adds the M41A Pulse Rifle from Aliens to Starfield!
This mod is standalone “That means that this weapon does not replace anything within the game.”

The weapon can be found by crafting it at the industrial workbench, I made it fairly easy to craft, however, that can be subject to change as I update this down the line.

After crafting this weapon it can be modified at the weapons workbench

The new M41A Rifle comes with more than just the base weapon. It comes with a whole host of modifications and options, along with a few skins.
On top of that, it comes with a new unique feature. With this mod, you have the ability to transform the M41A weapon platform into 3 different weapon types/Platforms.

The Pulse Rifle (Assault Rifle)
M41A Shotgun
M41A Sniper Rifle

Each functions differently and as their namesake.
To reiterate: These 3 weapons are not separate, I.E., the mod does not come with 3 different weapons. The base assault platform can be converted into 3 different weapons.

“Sidenote” I know this might not be how it functions in the Aliens lore, but I do not care” I made this for fun and for you to enjoy.” Please do not flood my comments with why this is inaccurate to the aliens movie/lore, thank you.

The modifications are as follows:
11 Barrels (Each change weapon stats)
2 Laser Sights (Vanilla) (Will not work with shotgun)
6 Scopes (Vanilla) “Yes the iron sights / Reflex sights should work.”
3 Muzzle options (All internal) “New scattershot Muzzle”
6 Grip, stock, foregrip, barrel grip combo.
12 Different Receiver Options “All have different effects on the weapon”
10 Internal Modifications “These are the enchantments”
18 Ammo Magazine options, “The majority of these options change the bullet effects on targets.”
14 skins

All of which will probably be added to later on when I have more time.

Important Mention!!!!:
Yes, the ammo counter is not included in the base mod files. I was not able to get it to work properly with my standalone weapon no matter what I tried to do. As of now, due to early modding, I do not think the tools are available to give standalone weapons ammo counters “At least to my knowledge” if anyone knows otherwise, please let me know.” There is a workaround. You can have an ammo counter if you install the optional ESM file

“PLEASE READ THE INFORMATION BELOW ABOUT THE OPTIONAL ESM TO UNDERSTAND HOW THAT WORKS AND WHAT TO EXPECT.”

For extra details on specific weapon modification parts, such as barrels and stocks, and what they do, read the message below.

This will be a basic breakdown of what the modifications do so you all can get a basic understanding of it. It is quick and basic as I’d rather people just experience and enjoy the surprise, or lack thereof, vs reading a spreadsheet. I find that boring and the majority of people here don’t even read these anyway. “At least the vocal users”

Barrels: The majority of barrels will change stats like accuracy, stability, weight, and so on.
Only two barrels are strictly meant for the shotgun platform. Although they can be added, these barrels will not fit the base platform or sniper platform’s receivers and they will look incorrect.

Laser Sights:
As it says above the laser sights will not fit the shotgun barrel, “to make the compact shotgun platform work, I had to move the barrel up from its initial position.

Scopes:
The scopes and sights will clip at their base with the top of the weapon, unfortunately, you all will just have to deal with that. I only had two options, make the scopes/sights not clip, or make them inaccurate. As of now all of them are aligned with their proper aim down sights and work just fine. I know my mod in the past had people mention the iron sights were off, however, that is not the case this time as the sights and the projectile nodes were not altered in any
way. “I reiterate the sights and projectile node are vanilla. ”

Currently, I do not know how to move the projectile node, therefore the weapon is moved to the vanilla positions to fit with the node and not the other way around.

The long scope adds a breathing feature for marksmanship, and there is a smart aim scope that will highlight targets when aiming down sight.

Muzzles:
All of The muzzles are internal and will not show up when installed on the weapon “because they are internal.” Don’t worry, they will still add the stats listed.

Grips:
The Grip and stock components add 4 parts to the weapon model, The barrel grip, foregrip, grip, and stock.
Currently, there is only one option for the shotgun, while this option can be applied to the base model/sniper model, the shotgun model itself requires this grip to look correct. Once again, the shotgun platform “requires” the shotgun grip. and all of the other grips will be incompatible.”

As of now, I chose to stick with the AA-99 grip and handling vs the maelstrom because I feel like it fits better overall, however, I can change that depending on the want for it. The foregrip that the AA-99 provides allows for a good amount of modibility.

“Yes, I know it might seem goofy to have both a foregrip and barrel grip, those are there for a reason.”

Magazines:
These are the bread and butter of modifications, the vast majority of the mags will change bullet effects. For a measure of surprise, I won’t list all of those here.
However, I will mention a few:

The shogun platform has its own magazine options, one has a bullet effect. All of the other mags can be added to the shotgun platform.

The sniper fits with every mag option.

On top of having your standard armor piercing, incendiary, and explosive round magazines, there is a good chunk of new options.
One of which is, The Radioactive Mag, this magazine fires plutonium rounds, causing random radiation poisoning to targets. Expect more fun additions like that waiting for you at the weapons workbench.

Internal Components:
Another staple of weapon modification, these will calibrate the weapon internally and give a wide range of weapon effects overall.
Note: These will not add or change anything to the base models.

Like the magazine, I would rather you discover what is waiting for you. I will mention a few additions.
All of these can be applied to both the sniper and the shotgun.

On top of including the base High power, High velocity, and hair-trigger mods, there is a whole bunch of new target-friendly options. One of which is:
The Furious Calibration, this calibration adds a smart impact system that allows for increased damage with each consecutive hit to a target. Expect more fun waiting for you at the bench.

Receivers:
The receivers change how the weapon handles overall and how they function. To get full-auto / semi-auto or burst fire modes, they are accessible by swapping the weapon’s receivers.

The sniper and shotgun receivers will change the base model, The sniper’s receiver is bulkier and longer. It is also meant to look like it can handle high-powered rounds and the barrel that comes with it.

The shotgun receiver is smaller and sleek and meant to appear more similar to say, a spaz, or modern shotgun. “These two new additions are more or less my creative freedom, more than anything else and I hope you enjoy them. <3”

“Some of the modifications may make this weapon overpowered, if you don’t like that… don’t use the modifications that make it overpowered.”

I added a few special receiver options for you to enjoy.

How to Build the Sniper and Shotgun:
To convert the M41A weapon platform into the Sniper or Shotgun Platform do the following:

Simply build it into the base weapon.

Both the sniper and the shotgun come with their own receiver and barrel, these convert the base assault rifle into either platform. Each respective part will be titled to fit the following. They all come with their own descriptions.

Both the sniper and the shotgun change the overall look and handling of the weapon, however, the shotgun changes the whole weapon layout. Parts that go into the shotgun platform will look a bit off if mixed with the regular assault platform.

The shotgun will require the shotgun grip to look proper.

Just to reiterate the shotgun barrel and receiver will not match with the base weapon and will need all of its parts to look correct, this includes the grip. Put all the right parts together and it should look just fine.

The optional ESM File:
Unfortunately, due to early modding, it seems that there is no way to implement a functional ammo counter to a standalone weapon, “at least with my experience, I have yet to figure that out.” Because of this, I have split the ESM into two optional ESM files, the base mod will contain the standalone weapon, without the ammo counter, this will be the base ESM. The optional ESM will apply everything from the base mod files to the AA-99 “Without replacing anything or changing anything to the AA-99, it will only add all of the M41A model parts to the AA-99 craftable mods at the weapons workbench.”

The last thing I would like to note is that the second ESM option will also unfortunately change the M41A’s name to the AA-99 another downside to having a functional ammo counter.

To reiterate: The optional files are standalone, however, everything is as it should be except, it is all attached to the AA-99 and the name of the M41A will be variations of the AA-99.

To get a better understanding of what that means and what to expect, read the rest below.

For the second file, “the file that has the functional ammo counter” Please read the following”:

The M41A will not be craftable for the optional ESM, you will need to find an AA-99 and modify it into an M41A.
The Default skin for M41A will also not load when you initially add any M41A parts to the AA-99, you will need to manually apply the default skin for the skin to show up. So, find AA-99, change all the parts into M41A, Apply skin, and go. It should work just fine.

All parts affiliated with the M41A are marked as M41A to distinguish my modifications from the vanilla’s if you so choose this option.

Things to note:
“No, I did not make the AA-99 craftable, I could if more people would like that.”

“Yes, the sniper and shotgun are still an option with this download.”

“No, that does not mean it will replace the AA-99, also No, the AA-99 will not spawn with any of the M41A parts. The AA-99 will be 100% unaffected by the M41A parts, they are not loaded into the AA-99’s base weapons mod group and therefore should not show up” They will show up at the weapons workbench under the AA-99. I have crafted over 4k AA-99s and none of them came with the M41A modifications attached. I have not tested this in-game personally.

“Yes, you can add M41A parts to the AA-99 and mix and match, but I did not optimize the model to work that way “That is not its intended purpose.”

“No, the M41A Skin will not work for the AA-99.”

“Due to early modding, I cannot get the ammo counter to function properly with a standalone weapon, therefore you will have to modify an existing weapon into the M41A, “If someone does know how to get it to work please let me know so I can adjust it and update this mod right away.”

Installation:
Use Vortex: “I’ve heard people have had issues with Vortex lately / if you don’t use Vortex use mod manager. ”

If a mod has an ESM file you will need to enable the ESM otherwise the drag-and-drop method will not work.
If Vortex doesn’t work, drag and drop all of the files in the data folder into your Documents/Mygames/Starfield/ or steamapps/common/starfield/data. And then be sure to activate/enable the ESM

If you placed the files in your root folder and it is still not showing up try placing them in your documents file location.

If you are still having issues I recommend following it up with a plugin enabler “If you are manually installing” a plugin enabler will be mandatory. If you do not enable the ESM the mod will not show up.

(plugin enabler)
https://www.starfieldmodhub.com/plugins-txt-enabler/

If you use the mod from the link above be sure to follow the directions included on that mods page.

Don’t forget to keep everything updated and enable your custom.ini <– if you do not know what that is, I 100% encourage you to look it up and look up a few introductions “how to install starfield mods” tutorials to help you better understand what you are doing, this is important because not knowing what you are doing you could break your game.

If the model doesn’t show up in-game, more than likely:
You’ve updated your game or custom folder and it’s changed its ability to load mods
Baka whatever updated or any of the other major game-changing experimental mods that rewrite major system functions have updated.
The installation location or method of installation is incorrect.
The mod is missing packed files. “If you open the folder and see that all of the files are there then you can rule this out.”
The ESM failed to activate.
You have not enabled your custom.ini
You have not placed Plugin Enabler in the correct file location
You are not running the game with the SFSE exe and instead are launching it with steams exe.
Or many many many other problems, as I always say. It’s good to look up tutorials on how to mod games first.

Lastly: if you notice that everyone else has the mod in particular working and you do not, then there is a 99% chance it is likely the way you are trying to install the mod and not the fault of the mod you are trying to install. “Showing up and exclaiming a mod is broken because you don’t see it, despite the vast majority of other people seeing it, is a bit disingenuous and misinformed.” Don’t take this as an anti-asking question mission, questions and confusion are natural and normal and there is nothing wrong with asking for clarification. There is just a big difference between asking a question about something versus blaming a mod outright for your confusion.

Don’t forget to endorse if you like this mod… that lets an author know to do more of that thing and feel validated over their hard work <3 Comments and support goes a really long way towards showing a modder modding is worth it. I like to put a lot of effort and detail into my mods and would appreciate the little effort it takes to give me a thumbs up to keep me going.


Author: Tank-girl444
1 Star2 Stars3 Stars4 Stars5 Stars (3 votes, average: 5.00 out of 5)
Loading...

This content was uploaded by website visitors. If you notice any mistake, please let us know.


Still wondering what makes Starfield Mods so exceptional? You've come to the right place, as we'll clarify everything you're likely curious about. Let's dive in: Starfield Mods are supplementary files that broaden your options and unlock new possibilities. Each mod is specifically designed to address certain issues and enhance your chances of overcoming obstacles. If you find yourself stuck and feel like you've tried everything, Starfield Mods may introduce unseen features that help you conquer any challenge. This is why free Starfield Mod files are celebrated worldwide - they aid players in resolving problems. If you're in a seemingly inescapable situation, browse our recommended files and select the necessary upgrade. The Starfield TGs M41A Pulse Rifle (Standalone) Mod download process is straightforward and swift, ensuring a hassle-free experience. If this sounds appealing, don't hesitate any longer - seize this perfect opportunity to gain a significant edge over your competitors.



Useful Information: How to install Starfield Mods | Starfield System Requirements | Starfield Cheats | Starfield Tips | Starfield News

You may also like...

Leave a Reply

Your email address will not be published. Required fields are marked *