Got to be my favorite Heavy Weapons mod. Each of the weapons are power yet fun to use. Looks really good with the X-02 Enclave Black Devil power armor mod that I also use as well
don't forget miniguns rebirth, although I never got around to using the higher end ones since they eat a lot of high end ammo that is even difficult to buy in high enough quantities
I've actually liked how stupidly op the MG42 mod was solely because it made any NPC with one gd terrifying and something i would have to plan my entire strategy around not dying too. Also, just to be frank, sometimes it's nice to pull out a gun with a hilariously fast fire rate to shred an entire room with in a play through.
Well the MG42 was c onsidered OP in WW2, too xD But joke aside, the original MG42 had a firerate between 1500 and 1800 RPM and was even using the german WW2 rounds which were even a tiny bit larger and longer - means a bit more powerful and stronger on hits. So I dunno, in this case you either mustn't use such a gun in this game at all, or just accepting it to be more powerful. (well it was existing in a former fallout game, too) To be fair, still considering the 308, actually I'd may tone down the dmg to maybe 45 dmg/best receiver if you really want to have a bit less gamebreaking expierience. But totally NEVER do such garbage move like bethesda with the vanilla minigun and the 45. SMG to, just because of firerate make it a plushy launcher...
Another heavy gun mod to recommend is the Lewis gun; this one contains fully functioning 3rd person PA animations, also The MK-41 Gyrojet gun has 3rd PA anims too and if you are looking for more mods that contain 3rd person PA animations, check mods that were made by Neeher, Scail and Retropaladin(Gloriouswarrior); all their mods contain 3rd person PA animations, except a few that were made by Retropaladin didn't cover with 3rd person PA due to some reasons such as using other authors animations or simply done some wrong edits, and his early mods always have some dirty edits, idk why but he literally made 3rd person PA anims and he somehow didn't get the path address correct....
A possible way to avoid the mod conflict with Classic Holstered Weapons is using an earlier version. I used 1.04c instead of the latest, and partially invisible guns stopped appearing. Don't ask me why, I just followed a suggestion by Pig.
The Capital Wasteland Gauss rifle also overwrites Ronnie Shaw's legendary guas rifle, but not the standard guass rifle attachments that come with that legendary, so you get a broken gauss rifle, as it was made to replace gauss rifles in the leveled list from my understanding, the YCS/186 fires 4 shots at once despite using the same amount of ammo in this mod if I remember correctly, but I could be wrong. It also uses Assault rifle animations in first person, except for the reload, so if you're using reanimation mods, it will look even worse.
hell, i've had the Industrial Electromagnetic Driver installed for so long and it's so well implemented that i thought it was CC content along with the tesla rifle
The YCS/186 is supposed to have more sets of barrel rings / EM accelerators whatever those are, making it more powerful than normal gauss rifle at the cost of more ammo cost per shot
PKM with its required framework doesn't conflict with other mods from what I've seen. It can also be converted to use vanilla ammo. I didn't notice any strange or buggy behavior. I'm not sure about balance though, I have over 400 mods installed and vanilla balance is just a bad memory.
It really is, especially if you're playing on Survival- yes some people like the idea to eat, drink, sleep and gettign ill if eating molded food and else. But It's a joke on the other side because this increases enemy dmg, but decreases your damage. Means on Survival if not considering the adrenaline meter, if your gun displays it deals 100 damage, the enemy will only receive 75, damage, but if the enemy would use the weapon against you with the same dmg, you eat 400 dmg... Now it stacks from which enemy and level it is, try to fight a legendary warlord super mutand for example. You will depleat 10.000 bullets in it while he can kill you just by 3-4 hits if you'ree not in Power Armnor... Means you will NEVER defeat it since you can't carry shit for heavy weapons and ammo and else if you're not at least using some mods to have no survival weight handicap or alike. - Now that's truly the worst balance ever seen. So if both using the same gun better be killed in 2 shots instead of 4, but you can atleast defeat it in "only 300" rounds, which is still somehow possible. - they just should have made it like Fallout new Vegas, the "hardcore mode" as a paralel difficulty beside the usual difficulty. To admit it's a bit difficult to set "difficulty" in a game like that since it's not a tactical shooter, but bethesda probably couldn't stand Obsidian actually doing a better job and are too proud to copy that into their game...
Could you do a mod battle for alt start mods? I’ve tried a couple out but I feel like they always tend to disappoint me (perhaps due to conflicts on my end as I’m a chimp-brained gimp when it comes to sorting load orders). It’d be interesting to see your take on which is truly the best, or at least the least shittiest since anything’s better than the slog that is base FO4’s intro and character building
Interesting video. And the RPD is lore friendly time wise because it’s from the 1940’s. Along with the fact the Chinese Assault Rifle was based off this weapon. As for other videos, would you ever do a video comparing different revolver mods? Since there's so many of them out there on the site.
i really like the quick snappy fallout mod reviews it's my personal favourite content from this channel but don't hopefully you dont feel restricted into only doing these types of videos because they do better view wise
Dunno, actually especially for a 308. caliber gun (which are bassically the 7.62 x 51 Nato, and therefore even a bit more powerful than the Nuka Woorld 7.62 ammo type which is supposed to be the russian variant 7.62x39), and with that long barrel, but still slow firerate the first M60 mod is not really overpowered, but I'd say as intended, if not still a bit too less considering the caliber and which difficulty you're choosing. If either bethesda would know how to balance weapons and difficulty correctly for their unbalanced enemies, or make the most of their enemies not some ridicolous bullet sponges it would be more easy to choose the base dmg. Only thing I may agree there should be at least a bit of traveling recoil. So if If you may compare it to the RPD using the same ammo type, I'd even would say the RPD still lacking on dmg and should be around 55 (while M60 got 60 dmg, funny word play). Otherwise if you maybe comparing it to the horrible underwhelming underpowered hunting rifles since it's the only vanilla weapon shooting 308. as standard rounds, this one should actually deal at least up to 100 damage on best 308. receiver to be a half usefull sniper (without perks). Without mods really everyone ditching this useless crap weapon vor the combat rifle if you want to snipe something- especially on very hard or survival difficulty... ___________________________________ The extended Weapon System for the PKM is for displaying if the ammo box is empty, if it is empty it's indeed empty- no rounds are displayed anymore. Look at other LMG mods, if you depleat the whole ammo box the bullets are still displayed, as if there are at least still 10 bullets in it, or the bullets magically vanish if pressing reload. Also consider the abdomination of the vanilla assault rifle, seems to intend to be a thrown together WW1 mashinegun using the wrong caliber, got completely no recoil, too.
oh boy you remind me my traumatic experience when every time I encounter an enemy with this gun 20:54 I am death the second they start shooting in survival mod... I remember that I got an random encounter of some raiders wanting me to pay to pass the bridge and I refuse I didn't I tried pull my gun but some of the raiders already have the mg42 in his hands and have obliterate me to the far away... still I love this gun, it help me to not understimate my enemies.
And that framework that pkm uses also breaks holding breath with sniper rifles so every time when try to holding breath you just gonna bash with your gun.
Pancuronium, I know that you recently did another pistol roundup, but I’d like you to review some M1911 mods. Like the ones by DeadPool2099, DOOM, and leo2link. Thanks for your time.
I think the pkm slowdown feature is due to you maybe having love strength. That mod has a weird thing were from strength level 1-7 you get a slowdown and from strength levels 7-10 there is no slowdown. So yeah it’s very strange but oh well.
How do you edits a weapon mod’s injection script? Is there a tutorial somewhere? There are some weapons like the RPD and MG42 that are old, foreign weapons and it wouldn’t make sense for them to be available in large numbers across the Commonwealth. I could understand some vendors having maybe one in stock but it wouldn’t make sense for dozens of NPCs to spawn with them.
Open up the mod in FO4Edit, find the weapon you want to edit's .esp, and look at the entries in the Quest section. By selectively deleting some of the properties, I think you can limit the distribution of the weapon. For example, with the MG42, you could delete the Pasta LLInjection quest completely, and remove the LLI_Gunner_Auto, LLI_Gunner_SemiAuto, LLI_Gunner_SemiAuto_Boss, and LLI_Raider_Weapons_Boss properties from the other quest to make the MG42 only appear on vendors and as legendary items. Or at least that's how I believe it works. I know that deleting quests outright will prevent injection, but I'm not 100% certain deleting properties individually will have the desired effect.
I just rechamber MG42 in 7.62mm with Munitions and pretend it's an MG3, which saw widespread use outside of Germany. Now it also shares ammo with M60 like it does in real life.
@@lv83bloodknight The MG 3 is chambered in 7.62×51mm NATO, which is interchangeable with .308 Winchester. So basically, the machine gun included in the MG 42 mod, which uses the ‘.308 round’, is already an MG 3. There was no need for you to rechamber it. The ‘7.62 round’ from the Nuka World DLC is 7.62×39mm, making it appropriate for an AK-47, AKM or RPD. Munitions adds a ‘7.62 Tokarev’ round which is 7.62×25mm, a pistol cartridge. If you rechambered the MG 42 or M60 for either of these rounds, it wouldn’t make sense. Please excuse me for being a pedantic gun nerd.
@@RandallFrequentFlyerFlagg well, thx to ECO, that is a easy thing to solve, Munition normally patch MG42 to use 7.92mm so I had to change it either way.
Just use munitions for 300AP rounds, and this mod would make it spawn on loot containers. I personally use 9mm submachine gun from fallout NV, 7.62mm service rifle as well as institute wepons overhaul, so I would use it anyway.
Well, it would be an unrealistic mod if MG-42 was not overpowered with insane rate of fire. I think it fired 1300 shots per minute even in real life. It was annoying to the shooter he had to not only change ammunition belts but even BARRELS....to prevent them from heating too much. Allied soldiers were absolutely terrified of it.
Good thing I don't use power armor 😂 I replace power armor with either IFT juggernauts or EXO. Waiting for Omega exo replacer though since that only replaces power armor, not add a bunch of unnecessary stuff.
Half of these are considered assault rifles and not heavy weapons. I have no idea why you would title this video heavy weapon mods when they are not considered heavy weapons in game.
Just so everyone knows, every single "machinegun" on this list EXCEPT for the shoulder mounted m2 is considered a rifle or assault rifle in game. Why all these mod authors decided to make the weapon scale as a rifle and with rifle perks I have no idea, they should be considered heavy weapons. I could change it myself in fo4edit but I am far too lazy.
Machineguns Rebirth? Pretty essential for a heavy weapon mod showcase.
to be fair the only other mod in this video that tops it is the RPD
Got to be my favorite Heavy Weapons mod. Each of the weapons are power yet fun to use. Looks really good with the X-02 Enclave Black Devil power armor mod that I also use as well
don't forget miniguns rebirth, although I never got around to using the higher end ones since they eat a lot of high end ammo that is even difficult to buy in high enough quantities
@@Robosium Make the ammo yourself? Workshop contraptions dlc my friend.
@@Robosium if you got pc i recommend the Professional Ammo Crafting mod
I've actually liked how stupidly op the MG42 mod was solely because it made any NPC with one gd terrifying and something i would have to plan my entire strategy around not dying too. Also, just to be frank, sometimes it's nice to pull out a gun with a hilariously fast fire rate to shred an entire room with in a play through.
That's how vanilla minigun should've been
Well the MG42 was c onsidered OP in WW2, too xD
But joke aside, the original MG42 had a firerate between 1500 and 1800 RPM and was even using the german WW2 rounds which were even a tiny bit larger and longer - means a bit more powerful and stronger on hits.
So I dunno, in this case you either mustn't use such a gun in this game at all, or just accepting it to be more powerful. (well it was existing in a former fallout game, too)
To be fair, still considering the 308, actually I'd may tone down the dmg to maybe 45 dmg/best receiver if you really want to have a bit less gamebreaking expierience.
But totally NEVER do such garbage move like bethesda with the vanilla minigun and the 45. SMG to, just because of firerate make it a plushy launcher...
Another heavy gun mod to recommend is the Lewis gun; this one contains fully functioning 3rd person PA animations, also The MK-41 Gyrojet gun has 3rd PA anims too
and if you are looking for more mods that contain 3rd person PA animations, check mods that were made by Neeher, Scail and Retropaladin(Gloriouswarrior); all their mods contain 3rd person PA animations, except a few that were made by Retropaladin didn't cover with 3rd person PA due to some reasons such as using other authors animations or simply done some wrong edits, and his early mods always have some dirty edits, idk why but he literally made 3rd person PA anims and he somehow didn't get the path address correct....
Idk why people don’t consider stuff made post 1959 non lore friendly, fallouts always had “modern” weapons
P90 in Fallout 2, Service Rifle in New Vegas being a modified M16A1, the Mac 10 in (Tactics? I think?)
@@AmyCherryLMAO hell there was an m249 saw in tactics really anything in use up till the early 00’s fits
I think it depends on art style, and Tactics was always shunned for having so many modern weapons.
Theres literraly an m4 with a acog scope on New vegas
@@deidara3021 yea I know
Bros complaining that a *heavy machine gun* slows you down 🤣
Fun Fact the RPD has appeared in the Fallout tv show so now its officially canon.
💀💀
A possible way to avoid the mod conflict with Classic Holstered Weapons is using an earlier version. I used 1.04c instead of the latest, and partially invisible guns stopped appearing. Don't ask me why, I just followed a suggestion by Pig.
The Capital Wasteland Gauss rifle also overwrites Ronnie Shaw's legendary guas rifle, but not the standard guass rifle attachments that come with that legendary, so you get a broken gauss rifle, as it was made to replace gauss rifles in the leveled list from my understanding, the YCS/186 fires 4 shots at once despite using the same amount of ammo in this mod if I remember correctly, but I could be wrong. It also uses Assault rifle animations in first person, except for the reload, so if you're using reanimation mods, it will look even worse.
"I think the pasta unique looks stupid!" what a hot take lol. slapping ravioli on your guns don't make them cool, who could've guessed lol.
hell, i've had the Industrial Electromagnetic Driver installed for so long and it's so well implemented that i thought it was CC content along with the tesla rifle
The YCS/186 is supposed to have more sets of barrel rings / EM accelerators whatever those are, making it more powerful than normal gauss rifle at the cost of more ammo cost per shot
00:15 L take, heavy weapons are the GOATs
You will find the pkm in every duffle bag in your game if you download it lol
PKM with its required framework doesn't conflict with other mods from what I've seen. It can also be converted to use vanilla ammo. I didn't notice any strange or buggy behavior. I'm not sure about balance though, I have over 400 mods installed and vanilla balance is just a bad memory.
It really is, especially if you're playing on Survival- yes some people like the idea to eat, drink, sleep and gettign ill if eating molded food and else.
But It's a joke on the other side because this increases enemy dmg, but decreases your damage.
Means on Survival if not considering the adrenaline meter, if your gun displays it deals 100 damage, the enemy will only receive 75, damage, but if the enemy would use the weapon against you with the same dmg, you eat 400 dmg...
Now it stacks from which enemy and level it is, try to fight a legendary warlord super mutand for example. You will depleat 10.000 bullets in it while he can kill you just by 3-4 hits if you'ree not in Power Armnor... Means you will NEVER defeat it since you can't carry shit for heavy weapons and ammo and else if you're not at least using some mods to have no survival weight handicap or alike.
- Now that's truly the worst balance ever seen.
So if both using the same gun better be killed in 2 shots instead of 4, but you can atleast defeat it in "only 300" rounds, which is still somehow possible.
- they just should have made it like Fallout new Vegas, the "hardcore mode" as a paralel difficulty beside the usual difficulty.
To admit it's a bit difficult to set "difficulty" in a game like that since it's not a tactical shooter, but bethesda probably couldn't stand Obsidian actually doing a better job and are too proud to copy that into their game...
Why didn't you include both minigun rebirth and machine guns rebirth?
ye I was wondering that to. Those mods are great, the rifle rebrith mod even has an lmg.
Not enough time! - that's the answer to many questions.
Could you do a mod battle for alt start mods? I’ve tried a couple out but I feel like they always tend to disappoint me (perhaps due to conflicts on my end as I’m a chimp-brained gimp when it comes to sorting load orders). It’d be interesting to see your take on which is truly the best, or at least the least shittiest since anything’s better than the slog that is base FO4’s intro and character building
That's a great idea, I will definitely do that soon!
Interesting video. And the RPD is lore friendly time wise because it’s from the 1940’s. Along with the fact the Chinese Assault Rifle was based off this weapon.
As for other videos, would you ever do a video comparing different revolver mods? Since there's so many of them out there on the site.
being honest commie guns in fallout in general are a strech
The Chinese assault rifle is actually somewhat based on the RPD. So the RPD mod is awesome!
Found this channel not to long ago. Thanks for making me play Fallout 4 again hahaha
i really like the quick snappy fallout mod reviews it's my personal favourite content from this channel but don't hopefully you dont feel restricted into only doing these types of videos because they do better view wise
It's a shame that the mg42 mod is so broken, i love the gun and how it looks.
Next, revolver mods!
Dunno, actually especially for a 308. caliber gun (which are bassically the 7.62 x 51 Nato, and therefore even a bit more powerful than the Nuka Woorld 7.62 ammo type which is supposed to be the russian variant 7.62x39), and with that long barrel, but still slow firerate the first M60 mod is not really overpowered, but I'd say as intended, if not still a bit too less considering the caliber and which difficulty you're choosing.
If either bethesda would know how to balance weapons and difficulty correctly for their unbalanced enemies, or make the most of their enemies not some ridicolous bullet sponges it would be more easy to choose the base dmg.
Only thing I may agree there should be at least a bit of traveling recoil.
So if If you may compare it to the RPD using the same ammo type, I'd even would say the RPD still lacking on dmg and should be around 55 (while M60 got 60 dmg, funny word play).
Otherwise if you maybe comparing it to the horrible underwhelming underpowered hunting rifles since it's the only vanilla weapon shooting 308. as standard rounds, this one should actually deal at least up to 100 damage on best 308. receiver to be a half usefull sniper (without perks).
Without mods really everyone ditching this useless crap weapon vor the combat rifle if you want to snipe something- especially on very hard or survival difficulty...
___________________________________
The extended Weapon System for the PKM is for displaying if the ammo box is empty, if it is empty it's indeed empty- no rounds are displayed anymore.
Look at other LMG mods, if you depleat the whole ammo box the bullets are still displayed, as if there are at least still 10 bullets in it, or the bullets magically vanish if pressing reload.
Also consider the abdomination of the vanilla assault rifle, seems to intend to be a thrown together WW1 mashinegun using the wrong caliber, got completely no recoil, too.
Do Power Armor Mods next! Gameplay mods not fashion parade tough there are some really juicy stuff there too.
Another banger video from Pancuronium, thanks for going thru all these mods. Thinking of starting a new NV run just cause of you.
oh boy you remind me my traumatic experience when every time I encounter an enemy with this gun 20:54 I am death the second they start shooting in survival mod... I remember that I got an random encounter of some raiders wanting me to pay to pass the bridge and I refuse I didn't I tried pull my gun but some of the raiders already have the mg42 in his hands and have obliterate me to the far away... still I love this gun, it help me to not understimate my enemies.
And that framework that pkm uses also breaks holding breath with sniper rifles so every time when try to holding breath you just gonna bash with your gun.
Pancuronium, I know that you recently did another pistol roundup, but I’d like you to review some M1911 mods. Like the ones by DeadPool2099, DOOM, and leo2link. Thanks for your time.
I like the WARS standalone one by Antistar.
Working on it right now.
I think the pkm slowdown feature is due to you maybe having love strength. That mod has a weird thing were from strength level 1-7 you get a slowdown and from strength levels 7-10 there is no slowdown. So yeah it’s very strange but oh well.
Foe5 those who dont know the proximity rockets for the rpg work by shooting over/next to an enemy not directly at them
How do you edits a weapon mod’s injection script? Is there a tutorial somewhere?
There are some weapons like the RPD and MG42 that are old, foreign weapons and it wouldn’t make sense for them to be available in large numbers across the Commonwealth. I could understand some vendors having maybe one in stock but it wouldn’t make sense for dozens of NPCs to spawn with them.
Open up the mod in FO4Edit, find the weapon you want to edit's .esp, and look at the entries in the Quest section. By selectively deleting some of the properties, I think you can limit the distribution of the weapon. For example, with the MG42, you could delete the Pasta LLInjection quest completely, and remove the LLI_Gunner_Auto, LLI_Gunner_SemiAuto, LLI_Gunner_SemiAuto_Boss, and LLI_Raider_Weapons_Boss properties from the other quest to make the MG42 only appear on vendors and as legendary items.
Or at least that's how I believe it works. I know that deleting quests outright will prevent injection, but I'm not 100% certain deleting properties individually will have the desired effect.
@@PancuroniumB Thanks! I’m so glad that I discovered your channel. Your Fallout 4 mod reviews are the best I’ve yet encountered.
I just rechamber MG42 in 7.62mm with Munitions and pretend it's an MG3, which saw widespread use outside of Germany. Now it also shares ammo with M60 like it does in real life.
@@lv83bloodknight The MG 3 is chambered in 7.62×51mm NATO, which is interchangeable with .308 Winchester. So basically, the machine gun included in the MG 42 mod, which uses the ‘.308 round’, is already an MG 3. There was no need for you to rechamber it.
The ‘7.62 round’ from the Nuka World DLC is 7.62×39mm, making it appropriate for an AK-47, AKM or RPD. Munitions adds a ‘7.62 Tokarev’ round which is 7.62×25mm, a pistol cartridge. If you rechambered the MG 42 or M60 for either of these rounds, it wouldn’t make sense.
Please excuse me for being a pedantic gun nerd.
@@RandallFrequentFlyerFlagg well, thx to ECO, that is a easy thing to solve,
Munition normally patch MG42 to use 7.92mm so I had to change it either way.
There is actually a patch for the MG42 and MG34 mod holstering. I haven't tested it though.
I've never seen a gun with negative recoil before, especially not a machine gun
Just use munitions for 300AP rounds, and this mod would make it spawn on loot containers. I personally use 9mm submachine gun from fallout NV, 7.62mm service rifle as well as institute wepons overhaul, so I would use it anyway.
Panc: Ewww! MG42 and MG34 were overpowered.
Real World History: They didn't call it Hitler's buzzsaw for nothing, son.
I like the RPD but the textures feel a bit out of synch with the other guns. And I wish there was a version without real life modern attachments.
You should talk about creature mods or overhauls to the MM
hey could you do one on some armor sets? like stuff that looks good with vanilla.
Well, it would be an unrealistic mod if MG-42 was not overpowered with insane rate of fire. I think it fired 1300 shots per minute even in real life. It was annoying to the shooter he had to not only change ammunition belts but even BARRELS....to prevent them from heating too much. Allied soldiers were absolutely terrified of it.
Hey, if you like Rocket Launchers, but hate the weight, there's the M84 Gustav disposable rocket launcher.
Also, in-collaboration, Spadey and I made a burst-fire rocket-launcher.
I could never get the capital wasteland Gauss rifle to work. It just never spawned.
I can't tell if this video is suggesting mods to avoid or download. 😂
Most of these are not actually hw since they benefit from the commando perk instead of heavy gunner
Good thing I don't use power armor 😂
I replace power armor with either IFT juggernauts or EXO. Waiting for Omega exo replacer though since that only replaces power armor, not add a bunch of unnecessary stuff.
6:54 - What would a bipod do from a standing position other than becoming a flying hazard?
hey, im making a WWII japanese faction conversion and i discovered there are quite a few katana mods. Hint hint for potential upcoming modbattle ;)
11:55 and yet I want it SO MUCH now
We need a compressed 1k version of the RPD for Xbox
Damn, what kind of gunsmithing witchcraft did Dak use to put hyperburst on a Ma Deuce?
I really wish there were more mods out there on nexus that added better programmed & lore-friendly LMG’s. ☹️
Please cover neeher’s select series they are the best weapons and armor EVER made.
No Capital Wasteland Minigun? that one has a backpack and look nicer than vanilla minigun
You should review Weapon Overhaul Redux next :D
Im on ps5 and I’m not getting the receiver options for mini guns:(
I like cheese and fallout mods
I honestly believe that fallout was not meant to be played in third person 😂 smh to many bugs
I think most of Bethesda's catalog post Morrowind weren't meant for third person
Lewis gun where?
Don’t mean to offend but why so grumpy all the time?
compare AAF sex animation packs in the next one. jk an easy one would be comparing ammo mods or different survival mods
Half of these are considered assault rifles and not heavy weapons. I have no idea why you would title this video heavy weapon mods when they are not considered heavy weapons in game.
Just so everyone knows, every single "machinegun" on this list EXCEPT for the shoulder mounted m2 is considered a rifle or assault rifle in game. Why all these mod authors decided to make the weapon scale as a rifle and with rifle perks I have no idea, they should be considered heavy weapons. I could change it myself in fo4edit but I am far too lazy.
This. So much this.
Half of this list should be disqualified.
Heavy weapons should = use the big gun perk.
Period.
Wow, you're so cool
Why he so mean though, dude just show good mods instead of saying bad things about worse mods. I'm not watching no more.
Cry about it, doesn't mean you have to advertise it