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Izhmash SV-98 Sniper Rifle

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“I’ll do what’s necessary, sir… Good Luck.”
This mods adds the SV-98 Sniper Rifle with many attachments from practical to cosmetic.

Features:
– 2 uniques:
‘Snaiperskaya’ located at the University Point Credit Union.
‘Prizrak’ located at the Railroad Headquarters.
– Reticle customisation, every reflex sight has 5 different ones each same as my SG 550 mod.
– Support for Scrivener’s Scope Overlay Framework with custom scope overlays.
– Custom 1st Person animations by Alexander T (ZestOfLemon)

REQ
Fallout 4 Version 1.10.162 or Higher
Due to recent changes in the latest updates to Fallout 4 and the Creation Kit that were done to expand the number of forms plugins can have means this mod and a majority of mods to release from now will not work in any version prior to 1.10.162, if you find your game crashing or
the mod just ‘not appearing’ after installation then it is likely you are not running this version of the game and you will have to update.

The custom animations are first person only but it will work with any hunting rifle right handed replacer such as:
– Fappar’s
– Hitman’s
– WarDaddy’s

I also recommend using an ENB that replaces the vanilla bloom as it may over bloom the reticles in a way none of the ENBs used during testing do. I personally use Seasons of the Abyss and some colour tweaks in reshade.

FAQ
– How can I get the weapon?
There are 3 ways of getting the weapon:
– Crafting at a Chem Lab
– Finding one or both of the uniques mentioned above.
– Console commands (“help SV-98 4 WEAP” will give you the correct ID) or In-Game ESP Explorer

– Why no levelled lists?
Mainly because it’s not really lore friendly and I find that most people would rather craft it or add it via console over buying it at vendors anyway.

– Patch for Horizon or other overhaul mods?
I won’t be doing any patches for other mods, anyone is welcome to make and release their own as long as it’s esp only.

– Xbox Version?
Anyone is welcome to port it to xbox, just send me a link so I can post it here.

The post Izhmash SV-98 Sniper Rifle appeared first on Fallout 4 Mods.


Russian Assault Pack – SVD Dragunov etc.

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Russian Assault Pack – SVD Dragunov – Saiga 12 – PP-19 Bizon – Stechkin APS – MP412 REX

“Modders make Fallout 4 more tactical.”
This is the Russian translation of the mod Russian Assault Pack.
With the permission of the author, the mod was translated and posted. See the original mod on this page.

Russian Assault Pack is a collection of 5 new weapons and 1st equipment, fully animated and customizable.

Each weapon has its own niche next to the rest of the samples, with the help of modifications and attachments, as an example – turning a shotgun into a heavy rifle with bullet cartridges and an extended barrel or increasing the ammunition and rate of fire of a pistol, etc.

Included Weapons:
A.
– Saiga 12 (Shotgun)
– PP-19 ‘Bison’ (submachine gun)
– SVD ‘Dragunov’ (Sniper carbine)
– Stechkin AP (Automatic pistol)
– MP412 REX (Revolver)
– Special Forces Uniform (Equipment)

All weapons have their own reticle when using the Scrivener’s Scopes Framework, which can be downloaded here.

Requirements
Due to recent changes in the latest Fallout 4 and Creation Kit updates that were made to expand the number of plugin forms, this mod and most of the mods that will be released now (after update 1.10.162) will not work in any version until 1.10 .162, if you find that your game crashes or the mod simply doesn’t appear after installation, most likely you are not using the new version of the game and you will have to update it.

F4SE and most of the mods that depend on it have already been updated, so there is no reason not to update it at this point.

Where to get all this?
Each item added by this mod can be made in the Assault Set section of any chemical laboratory, the weapon is also integrated into several level lists (mainly merchants, arrows and raiders) at levels 10-35 +.

Alternatively, if you want to add them through the console, these commands will provide you with the appropriate identifiers:
‘help saiga 4 train’
‘help svd 4 train’
‘help bizon 4 train’
‘help aps 4 train’
‘help mp412 4 train’
‘help special 4 armo’

FAQ
Q: Where can I get this?
Seriously?

Q: Will you do [Paste the desired change / mod name here].
No, the author already knows what he wants to do, and you will find out in due time.

Q: Patch for Horizon / other mods?
The author will not make any patches, but anyone can download it if this mod is a requirement.

The post Russian Assault Pack – SVD Dragunov etc. appeared first on Fallout 4 Mods.

ShaunHammer

Receivers’ Overhaul For HK G3 Family

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Turns the customisation of receivers of G3 into the style of vanilla game, New Calibers support also included!

First thing first I need to notify that this mod is based on the need of maintaining the gaming experience of my own. So users may find it unsuitable for them, try not to blame me so fast, use FO4Edit to rebalance on your own.

Secondly, I really adore the work of Utherien which finally brings that good-old battle rifle to the Commonwealth Wasteland, it is some kinds of ‘dream come true’ . Yet he set the modification of receivers just a series of caliber selection which lacks of the buff-and-debuff style attachment of vanilla game. That is against my own game play style, so I used FO4Edit to create such a mod to restore 9 kinds of receivers in old ways. And I change the caliber-genre receivers into ammunition selection, Editor IDs are also editted.

Yes! New Calibers support is also included! Me myself is a loyal user of New Calibers!

Installation:
Via Vortex, NMM, MO or just copy and paste.

Warning:
The base damage of the weapon is boosted onto 45, that is a treatment to full-power battle rifle mods of me. If you consider the damage is too overpowered, edit by yourself via FO4Edit.

The weight editting of the weapon revealed on the screenshots is not included!

The post Receivers’ Overhaul For HK G3 Family appeared first on Fallout 4 Mods.

Steyr AUG A3 – Modular Assault Rifle

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The Steyr AUG, a modular Austrian bullpup with variants ranging from SMG to LMG and everything in between.

“We are both professionals. This is personal.”

This mod adds the Steyr AUG, a modular Austrian bullpup with variants ranging from SMG to LMG and everything in between.

Features:
– 4 uniques:
– ‘Donut of Death’ located on a table at Slocum Joe’s.
– ‘Nakatomi’ located just inside Fallon’s department store on the left.
– ‘F88 Austeyr’ located at the Railroad HQ.
– ‘StG 77’ located at the FMS Northerd Star near the front.
– Reticle customisation, every reflex sight has 5 different ones each same as my other mods.
– Support for Scrivener’s Scope Overlay Framework with a custom scope overlay for the long range scopes.

Fallout 4 Version 1.10.162 or Higher
Due to recent changes in the latest updates to Fallout 4 and the Creation Kit that were done to expand the number of forms plugins can have means this mod and a majority of mods to release from now will not work in any version prior to 1.10.162, if you find your game crashing or
the mod just ‘not appearing’ after installation then it is likely you are not running this version of the game and you will have to update.

I also recommend using an ENB that replaces the vanilla bloom as it may over bloom the reticles in a way none of the ENBs used during testing do. I personally use Seasons of the Abyss and some colour tweaks in reshade.

– How can I get the weapon?
There are 4 ways of getting the weapon:
– Crafting at a Chem Lab (There are attachment presets for the Para, A1 and HBAR variants)
– Purchasing from gun vendors.
– Finding one of the uniques mentioned above.
– Console commands (“help AUG 4 WEAP” will give you the correct ID) or In-Game ESP Explorer

– Hasn’t this been done before?
Yes, both FX0x01 and ShinyHaxorous have done AUG mods but they are a few years old now and I wanted to add my own style to one of the few weapons manufactured in my home country (Australia).

– Patch for Horizon or other overhaul mods?
I won’t be doing any patches for other mods, anyone is welcome to make and release their own as long as it’s esp only.

– Xbox Version?
Anyone is welcome to port to xbox, just give credit.

– What armor/clothing/presets are in the screenshots?
None of the screenshots are mine (because I suck at screenshots) and are mostly private mods so don’t bother asking.

– Why have vendor levelled lists for this one?
Because the AUG actually appeared in Fallout Tactics and is a bit older than my other recent mods. It’s only semi-canon/lore friendly so I didn’t want to go too far but if you want you can edit the injection quest yourself.

The post Steyr AUG A3 – Modular Assault Rifle appeared first on Fallout 4 Mods.

SPAS 12

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Become a bad boys from the eighties !! Hunt deathclaw as if you were in jurassic park, or choose a “I’ll be back” attitude. Use this stand alone spas 12 shotgun to do big boom !

Special Purpose Automatic Shotgun Aka SPAS 12

SPAS 12
The Franchi SPAS-12 is a combat shotgun manufactured by Italian firearms company Franchi from 1979 to 2000. Used in a lot of games and movies

WHAT YOU WILL GET
4 receivers : classic vanilla damage improvements
3 barrels : short, standard and ported
attachments : light (red), laser (red), light and laser, with or without beam activated.
scopes and aim : iron sight, glow sight, leupold, Sig romeo 3, Elcan M145, OKP kobra (only with folded tactic stock)
6 types of ammo : basic 12ga, 00 Buckshot, 000 buckshot, incendiary 12ga, metal slug, bolo exotic ammunition.
damage modifier as usual (-80% to +99%)
ammo capacity begin at 5 and upgraded to 7 and 10 with gun nut perk !
5 Stocks : none, tactic folded, tactic folded with okp sight, tactic unfolded, static stock
A fully customisable holster, compatible with visible weapon using the CWAS system

WHERE WILL YOU GET THIS GUN ?
You’ll get it in the chemlab under the spas12 category, or by console using the keyword spas1
LL list will not be done on this gun, It’s a rare gun, not a lot have been sold in the US

ANIMATIONS
ANIMATIONS BY WARDADDY thank you for your awesome work !!! (animations are coming from the mod MP153 reanimation). Animations in 1st and 3rd person.
Due to my technical limitation, animation is limited to 5 shells. But you can choose to extend to 10 shells with the 5 anim version (you just have to reload twice in fact
Standard version is fully compatible with Bullet count reload
a patch is available to use this gun without BCR but you’ll have the reload bug due to vanilla limitation.
Only automatic version animations, pump action is not available.

CREDITS
SPAS model and UV : PETE3D, barrel and receivers modified and adapted.
scopes models : leupold and sig: eNse7en , Elcan M145 : RaYnoX, OKP : KolX.1999.rus
surefire light : tigg , laser sight : tigg, addons side shells : tigg
all sounds : navaro
Texture myself
Nif files creation and integration : myself
ESP : myself
XBOX portage : KoKazMoKaz93

TOOLS
blender, outfitt studio, nifscope, paintnet, gimp, fo4edit, bethesda CK, audacity, wavosaur, hkxpack

The post SPAS 12 appeared first on Fallout 4 Mods.

Classic 10mm pistol resize (Creation Club)

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Reduces classic 10mm size.
This mod reduces the size to 80% of it’s original. (1 -> 0.8)

It contains an .esp to adjust ironsights for the new size reduction. Mods that add modifications do work however they will still be at 100% original size so would need to be adjusted.

The post Classic 10mm pistol resize (Creation Club) appeared first on Fallout 4 Mods.

The Last Word

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!NOTE! my mods where removed while i was gone. i asked nexus to remove my mods as i felt having them host them without me being a part of the community was some what unfair to them.
my mods are now being hosted here again as i work on other mods i will release them here. please don’t comment asking why? or what happened.

UPDATE 2-adds receiver damage upgrades 4 of them, also a 2x zoom standard sight.
This mod will add The Last Word hand cannon form Destiny to your fallout 4 game.

Location-ChemBench under TheLastWord.

future plans are.
glow maps for textures.
better textures.
LL script.
adding a bigger variant and also the Laconic Ornament variant.
custom sounds from destiny.
NEXT PATCH WILL ADD WARDADDY’S DA REVOLVER ANIMS.

The post The Last Word appeared first on Fallout 4 Mods.


The Last Word Fixed

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Fixes several issues with lucifer’s The Last Word port.
This mod fixes three Four problems with The Last Word by Lucifer3277.

Original mod here, required: http://www.modsfallout4.com/the-last-word/

First issue: sound. The original fire sound was low quality, I actually went into Destiny 2 and recorded myself firing the gun in a quiet environment with some minor editing in Audacity.

Second issue: naming. No spaces and F4’s modded naming system: fixed and removed.

Third issue: fire rate. I’ve fixed the “cock the hammer every shot” issue that some players disliked, now the hammer is cocked just from the recoil.

I fixed the golden shinyness as best as I could, I know the specular maps need a LOT of work.

The post The Last Word Fixed appeared first on Fallout 4 Mods.

M82a3 AMR

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This is the infamous M82a mod by Alexscorpion, a true and beautiful piece of art of an Anti-Materiel Rifle that Fallout4 deserves. Brought to you all by Amoveve (Niar26)

The M82a3 that we all loved from FNV made by Alexscorpion is now back into business with brand new things, like slightly improved textures, fixed and flipped model, fully working bolt and trigger animation, Magazine reloading correctly without clipping and/or weird hand positions.

Until we can finally change Animation Packages (since using keywords have you use a set of animations without letting you choose individual 1st, 3rd and reloading/recoil animations), this weapon only utilizes the CombatShotgun/Rifle animations. 1st Person is a bit big, but nothing too much gamebreaking. When we can finally work on it, i’ll have it use the SMG 1st person pose.

The Weapon now has an innate Armor Penetration. Future Recievers will also change this stat,aswell as others (Like Damage, Crit chance, fire rate, etc). For now, only 6 mods can be built:

Long Scope
Long Night Vision Scope
Recon Scope
Silenced Muzzle
No Bipod Barrel
New Hair Trigger Reciever

Custom sounds are used for the weapon!

Requirements:
For some odd reason, it requires Legendary Modifications mods. If someone manages to fix this, i would be grateful. Without the LM mod, the weapon won’t be shown in the workbench. I definetly and honestly don’t know why this weird phenomenom is happening.
Fixed!

No requirements whatsoever, except the game itself.

HOW TO GET:
It can be found on high level Gunners, Raiders, and npcs. There is a 100% Chance that it will be used, at any level, from a Sniper NPC that will try to kill you no matter what. This NPC is a possible easter egg to another one present in Fallout 3, acting in the exact same way. No more hints.

You can also spawn it using console: Type help m82 4 and use the code it says. “player.additem XX(where XX stands for the load mod number)000813”

To do list:
Add it to leveled list Done!
Make it craftable
Fix this weird LM dependency. Done!

KNOWN BUGS:
-Weird collision mesh when dropped on ground. I believe i can fix this, but i need to redo a few things.. SO it will take a while
-Double barrel slot in the workbench: can’t really understand why this is happening, but i’m working on resolving this aswell
-Possible bug: In alpha the weapon got reported to have accuracy issues. Maybe beta might have fixed it.

The post M82a3 AMR appeared first on Fallout 4 Mods.

Seburo M5 DUO

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SEBURO M5
Seburo is a fictional fire arm company from the universe of shirow masamune (Seburo weapons are greatly used in ghost in the shell and appleseed universe.)
The Seburo M5 handgun is used as a sidearm by section 9 operatives, mostly seen in use by Motoko Kusanagi. It is classified as an SA/DA concealed handgun with a 3.5 inch barrel

WHAT YOU WILL GET
9 receivers : classic vanilla damage improvements
8 frames : standard, and all mix with silencer, light and laser module and extended mag
damage modifier From loose ammo to army selected .45 (0 to +99% damage)
ammo capacity 12 rounds magasine. extended 24 (double, you have two of them !)
materials blue steel, black or chrome

WHERE WILL YOU GET THIS GUN ?
You’ll get it in the chemlab under the dual seburo category, or by console using the keyword “dualm5” (lazy ^^)

ANIMATIONS
ANIMATIONS BY neeher thank you for your awesome work and use permission !!! (animations are coming from the mod JUGER PISTOL). Animations in 1st and 3rd person. Please give him kudo for the job he have done.

TOOLS
blender, outfitt studio, nifscope, paintnet, gimp, fo4edit, bethesda CK, audacity, wavosaur, hkxpack, armor paint

The post Seburo M5 DUO appeared first on Fallout 4 Mods.

Cazador Missile Launcher ESPANOL

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These files will translate into Spanish all the texts included in the mod.

Upon entering the game, you will be asked how the missile launcher will be implemented in the game, either in only vendors, vendors and enemies or just to make it yourself.

The weapon was translated as “Hunter Missile Launcher”.

The post Cazador Missile Launcher ESPANOL appeared first on Fallout 4 Mods.

AKM Complex Skin-Miku

Saturnite Fist – Old World Blues Weapon

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Overview:
This mod adds in a unique Power Fist. THE SATURNITE FIST! From the Fallout: New Vegas DLC “Old World Blues.”

– It has a base damage of 28.
– It has a 3x Critical Damage Multiplier.
– It has a lower AP cost then the normal Power Fist.
– It can be equipped with all of the normal power fist mods.
– It has a very cool texture.

Where to find it:
The Saturnite Fist can be found in the Science! Center in Diamond City. It is marked as owned, so you’ll need to steal it. If you’re a goody-two-shoes and refuse to steal it, one can be found in Cambridge Polymer Labs (See images tab for exact location.)

Backstory:
The backstory is explained in a note in the Science! Center. A quick rundown is: It was bought off a trader from New Vegas.

Planned Updates:
– Fix any bugs.
– Add in Super Heated modification.

Other Notes:
This was just a miscellaneous mod idea I had floating around the back of my head for a while, so I decided to bring it to life. It took be about an hour to make. Yes, I’m still working on my Minutemen overhaul mod.

The post Saturnite Fist – Old World Blues Weapon appeared first on Fallout 4 Mods.

Artillery Grenades

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The power of an artillery shell in one grenade.

A very quick mod I made for myself as I got bored and thought that I would subject the CK to my maniacal experiments. Since I draw great joy from watching things burn in a glorious inferno with environmentally friendly bombs, I thought I’d share the love for those who do as well, because your friendly neighborhood escaped mental patient cares.

Description:
As the overview states, this is essentially a frag grenade with more boom. More damage (buffed base damage from 1 -> 50, 500+ with max explosive perk), a longer fuse (1.5 -> 5 seconds) and slightly increased throw range (1400 -> 2000) utilizing the explosion effect of the Minutemen artillery.

It’s a separate weapon, not a replacer.

How to acquire:
You can craft it via the Chem Station under Grenades -> Timed at rank 2 of the explosives perk. It requires 1 Artillery Smoke Grenade and 1 Fragmentation Grenade to craft 1 artillery grenade. If you want to get your hands on it really faft without console commands there’s a second option in the crafting menu, wherein you only need 1 Steel to craft 10 grenades, no perk required.

Issues:
I have no idea why but from time to time, explosions might be upside down so they end up looking a bit flat. Or, you know, partially submerged in water. Oh and this is probably not something you want to use for balanced gameplay, heh. As I mentioned, dumb fun.

The post Artillery Grenades appeared first on Fallout 4 Mods.


Giat Famas OKP-7 Russian Sight

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Ever wanted to have a good sight? A sight made by the infamous Breeki Cheeky’s? on a gun it doesnt have any right to be attached to? Well this mod adds a vodka and poverty infused sight, ONE OF A KIND!!

Overview:
This mod adds the okp-7 Russian sight onto the Giat Famas.
The sight works on both FELIN and Regular receivers.

Unfortunately the sight isnt perfectly lined up with the ridges on the rail and i havent been able to make it line up properly but its barely noticable unless you look for it, and in first person it looks completely fine.

THE ESP IS FLAGGED AS AN ESL.

Requirements:
Only the Giat Famas.

Installation:
install it preferably with mo2, but you can use any mod manager or manually install the file, if using a mod manager, install Giat Famas first, then this mod.

Extra info:
The face preset in the images is of a WIP preset im working on and should be released soon

Credits to:
New World Interactive (for the assets of the OKP-7)
Subleader (for the port of the okp-7 from insurgency sandstorm)

The post Giat Famas OKP-7 Russian Sight appeared first on Fallout 4 Mods.

Weapons Overhaul patches for Pipe Weapon Materiels and Pipe Weapon Mods

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More patches for the Weapons Overhaul mod by TheSixthMessenger.

Patches that fix some of the Weapons Overhaul Pipe weapons’ functionality.

Pipe Materials fix now properly enables the Moddable Pipe weapons material
mod’s functionality, by fixing some attachment point issues.

Pipe Mod fix fixes some of the Pipe weapons’ mods missing their respective
misc items. Now all Pipe weapons properly drop their detached mods.

The post Weapons Overhaul patches for Pipe Weapon Materiels and Pipe Weapon Mods appeared first on Fallout 4 Mods.

Utility Grenades Weight Tweak

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This mod, specifically with survival difficulty in mind, changes the weight of the Artillery Smoke and Vertibird Signal Grenade from 1 lb to 0.2 lb and the Homing Beacon from 1 lb to 0.5 lb.

(CC BY-NC-SA 4.0)

The post Utility Grenades Weight Tweak appeared first on Fallout 4 Mods.

Combined Arms – Modern Weapon Pack

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Combined Arms is a large weapon pack consisting of some of my better weapons plus some brand new ones all with a large array of attachments and configurations. No matter what situation or enemy you come up against you should have something to take it down.

All returning weapons have been greatly improved with better textures, materials and new attachment options.

Features:
– 14 different weapons ranging from handguns to high caliber rifles, all listed above.
– Long list of ammo type options for each weapon, usually a tradeoff between stats..
– A number of poses by Neto and Triangulum, listed below.
– Reticle customisation, every reflex sight has 8 different ones each.
– Support for Scrivener’s Scope Overlay Framework with a custom scope overlay for the long range scopes.
– Quite a sizable amount of customisation options, both large and small for every weapon.
– Complete Leveled List integration, appropriate weapons will spawn on both Gunners and Raiders and in stores.
– Support for Shavkacagarikia’s Bullet Counted Reload System (BCR) with the SPAS-12.

Requirements:
Fallout 4 Version 1.10.162 or Higher.
Due to recent changes in the latest updates to Fallout 4 and the Creation Kit that were done to expand the number of forms plugins can have means this mod and a majority of mods to release from now will not work in any version prior to 1.10.162, if you find your game crashing or
the mod just ‘not appearing’ after installation then it is likely you are not running this version of the game and you will have to update.

I also recommend using an ENB that replaces the vanilla bloom as it may over bloom the reticles in a way none of the ENBs used during testing do. I personally use Seasons of the Abyss and some colour tweaks in reshade.

FAQ:
– How can I get the weapons?
There are many ways of getting the weapons:
– Crafting at a Chem Lab
– Certain weapons have presets if they have variants that differ greatly from the base model like the AKM, RPK and AKS-74U or G36C and MG36.
– Options to craft the new ammo types from either raw materials, vanilla ammo or for free.
– There’s also a second menu where you can craft large amounts of the ammo and the weapons themselves for free.
– Finding various instances I have placed around the game world, there’s at least 1 for each weapon but not keeping track of where so it’ll be a surprise reward for anyone exploring.
– It is in the levelled lists, you should be able to find it in weapon vendors and on gunners/raiders.
– Console commands or In-Game ESP Explorer.

– Any incompatabilities?
Due to using a custom skeleton in order to have a belt fed machine gun be animated as good as possible it will be incompatible with any mod that replaces the skeleton with the exception of other belt fed weapons created using the same skeleton by i_code_i.

A notable example is ZaZ -Extended-Skeleton (ZeX) but as the only reason I can think of using this is for mods containing nudity .
I doubt there would be too much of an overlap with people who want to use these weapons as intended but if you do have to keep using that you simply need to make sure those files overwrite the ones included in this mod but you won’t be able to use the M249.

It is still compatible with CBBE and any other body mod that doesn’t edit the vanilla skeleton.

– Why add your own ammo?
I didn’t want to create any hard dependencies on either a DLC or other mod so you’ll likely end up with some overlap, the benefit of this to users is you can use whichever caliber mod you like whenever someone inevitably creates a patch for it.

– What are the commands for the include idle animations?
First of all you want to equip the weapon but keep it holstered, then go into third person and click on the character you want to apply the idle to.
Then use the following commands to change the idle:
playidle Barret_1
playidle Barret_2
playidle Barret_3
playidle Barret_4
playidle Barret_5
playidle Barret_6
playidle Barret_7
playidle Barret_8
playidle Barret_9
playidle Barret_10
(Yes, Barrett is mispelt as Barret)

In order to get back to normal you simply have to go into first person and then back into third.

Currently there are only custom idle animations for the Barrett M82A1, I don’t recommend using them on other weapons but I will update here if more are created.

– Will any of the new weapons be released standalone?
No, the main reason is that there are a lot of assets and forms shared between the weapons and the only real way to make any weapon standalone would be to effectively recreate it.

– XYZ Isn’t realistic!
I don’t care if something has been made in real life or not, the player isn’t ordering premade parts from a shop they are creating and assembling them using the tools available to them which with a bit of suspension of disbelief allows for a lot of creative and interesting customisation options that someone living in a post apocalyptic world might make. Besides if you don’t like something the simple solution would be to simply ignore it and opt for one of the many realistic options I’ve included.

– Why is it so big?
Something has to give, 14 weapons with the same or greater level of customisation than most standalone weapons requires a lot of assets and textures and I wanted to keep things high quality so most textures are 2K resolution and a handful are 4K.

– Damage Modifiers?
The one that is crafted for free in the second menu will have damage modifiers ranging from -50% to +100% in 10% increments, this way it’s there for the people that want it and hidden for the people that don’t.

– Patch for Horizon or other overhaul mods?
I won’t be doing any patches for other mods, anyone is welcome to make and release their own as long as it’s esp only.

– Xbox Version?
Anyone is welcome to port to xbox, just give credit.

– What armor/clothing/presets are in the screenshots?
Almost none of the screenshots are mine (because I suck at screenshots) and are mostly private mods so don’t bother asking.

The post Combined Arms – Modern Weapon Pack appeared first on Fallout 4 Mods.

SIG MCX – Assault Rifle

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This mod adds the SIG MCX Assault rifle to Fallout 4 with a lot of customization, leveled list and unique variants.

Description:
This mod adds the SIG MCX to Fallout 4 with a bunch of features :

Full Custom Animations
Custom Models and Textures
Fully compatible with Tactical reload
3 unique weapons
26 custom sights
26 stock options
16 muzzle devices
11 barrels options
14 foregrips options
7 pistolgrips options
4 mags options
3 ammo options
Laser and flashlight
Multiple materials

You have an optional file for Lvl list, weapon starts spawning at level 20. You can buy it to the traders, craft at the ChemLab under “Weapon – MCX” category, or you can give it to yourself by typing “help SIG 4 weap” in the console and using “player.additem ID”.

There is 3 unique weapons that can be found in the world, one in the Museum of Freedom, one in the Atom Cats Garage, and in the Wreck of the USS Riptide.

Tactical Reload patch needs the framework Tactical Reload in order to work. You need the additional Material pack in order to see all the materials.

Known Issues:
Third person Power Armor animations are broken
There is clipping with folded stock for certain reloads
The default handguard (none sd), can look weird when zooming on it

The post SIG MCX – Assault Rifle appeared first on Fallout 4 Mods.

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