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Remington Model 700

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Adds Remington 700 rifle into the game with customizable leveled list integration, custom sounds and animations in 1st and 3rd person and a variety of modifications.

Remington Model 700 is a very well known bolt-action rifle and real-life counterpart of the vanilla Hunting rifle. Its reliability and versatility ensured its dominance on the market – both civilian and military – for a very long time, since 1962 and still kicking. It can be classic good old hunting rifle or modern top-of-the-line sniper weapon system, and I tried to reflect its versatility in this mod.

Features:
2 Receivers – Standard Remington and Custom Deviant – affect handling speed;
4 Stocks – Factory (standard issue Remington), Hunter (Magpul Hunter 700), Military (M24), Tactical (AB Arms MOD.X Gen3 chassis) – affect AP cost;
6 Pistol grips (Tactical stock only) – Colt A2, Magpul MOE, Magpul MIAD, Hogue Overmolded, Tactical Dynamics Skeletal, Tyrant Designs MOD;
5 Buttstocks (Tactical stock only) – MFT Milimalist, Magpul CTR, Daniel Defense Mil-Spec, B5 SOPMOD, Vltor IMOD;
6 Barrels – 22″ Standard, 22″ Threaded muzzle, 18″ Threaded muzzle, 26″ Reinforced, 20″ VTR with built-in compensator, 18″ Integrally suppressed – affect AP cost and range;
9 Ammunitions – .308 Win, .243 Win, .260 Rem, 6.5 Creedmoor, 7mm-08 Rem, 7.62×51 NATO, .30-06 Sprg, .300 WM, .338 LM – affect damage, range, recoil, accuracy;
6 Muzzles – Muzzle protector, Muzzle Brake, Howitzer Muzzle Brake, AAC Suppressor, DTSS Suppressor, Banish 30 Gold Suppressor – affect recoil;
2 Mags – Standard 5-round, Magpul PMAG 10-round;
13 Sights – Ironsights (22″ barrel only), MBUS BUIS (Tactical stock only), ACOG, Aimpoint PRO, EOTech EXPS3, Holosun HS510C, Trijicon RX01, Nightforce ATACR, Vortex Strike Eagle, Vortex Viper, Armasight Nemesis, Trijicon Reap-IR. All scopes have both vanilla and see-through versions;
4 Attachments (Tactical stock only) – SureFire M300C flashlight, SureFire M600 flashlight, Pinty Green laser sight, MAWL C1 laser sight;
23 Skins – 3 for Factory stock (Wood, Polymer Soft, Polymer Textured), 3 for Hunter stock (BLK, FDE, OD), 6 for Military stock (BLK, Desert, Multicam black, OD Green, Arctic, Woodland), 8 for Tactical stock (BLK, FDE, OD, Arctic, Desert, Multicam black, Urban digital, Woodland), 3 for all main metal parts (Powder coated, Blued, Bare brushed);
1 MCM Hotkey – for controlling the scope – switch magnification for most scopes, toggle night vision and built-in ironsights for Armasight Nemesis.
Note that changing ammo requires crafting Ammo Conversion Kit on the chem bench.

Requirements:
[HARD REQUIREMENT] Fallout 4 version 1.10.163+;
[SOFT REQUIREMENT] – See-Through Scopes – for STS versions of the scopes as well as Trijicon Reap-IR to work;
[SOFT REQUIREMENT] – Mod Configuration Menu – for the hotkey to work.
[SOFT REQUIREMENT] – Tactical Reload – if you wanna enable Tactical Reload, there’s a patch for it in Files section.

Acquisition:
After installing the mod, reaching level 2 and changing location (if your character is level 1), you’ll get several pop-ups with questions to which leveled lists you want to inject the rifle. You can select only specific factions, have them all at once or none whatsoever. You will also get an option to cheat the gun into your inventory right away.
Also the rifle can be crafted at chemistry workbench under the Remington 700 category, along with the Ammo Conversion Kit.
And of course you can use console command “help Remington 4 weap” to get the ID and add it with “player.additem < id >”.

Issues:
It doesn’t have custom animations for 3rd person Power Armor, will use vanilla hunting rifle animations for that.

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Machineguns Rebirth

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The best heavy weapons just got better, with two new contenders entering the fray. My machineguns; reborn!

What many considered to be my signature work, the Mk22 and Mk19 remained the only heavy machineguns on the nexus to even try to make use of the Minigun animation set. Very few full HMG’s have come since, and If nobody else has the determination to expand the heavy arsenal then it falls back to me to show the way.

This, is REBIRTH.
Both classic machineguns are now rescued and revived, with two brand new weapons to boot:

All new textures created in Substance.
All new meshes rebuilt from scratch in 3dsMax, with custom working collision and physics.
All new plugin in esl and esp format to your preference.
All new scripted LList injection adding the weapons to vendors and select enemies.
All new instances of the weapons placed in the worldspace for you to discover.
And all of this wrapped up in BA2 archives, NO MORE LOOSE FILES!

Machineguns Rebirth is my machineguns at their full potential.

Content:
WH-Mk22 Heavy Machinegun
WH-Mk19 “Shrike” General Purpose Machinegun
Flack Gun Mk1
WestTek AGL-40

Future plans for this mod:
v1.0 does not include any extra skins or turrets, these will be coming in v1.1. I decided that rather than make everybody wait another couple of weeks I’de release what I have, which is 4 fully functional weapons. Aside from these omissions, the mod is pretty feature complete. So v1.1 will be the main update before moving on to other things.

Installation:
1. Make sure your game is set up to play mods (Archive invalidation)
2. Download the main file.
3. Install with a mod manager of your choice OR extract the contents of the main file to your Fallout 4 “Data” directory.
4. Activate “Skb_MachinegunsRebirth.esl” in your load order.
5. Load up the game.
6. Smoke some fools.

There is a settings holotape that is added to your inventory on first load (and craftable at the Chem bench) which has an
option to spawn the weapons directly to your player, you can use this option as many times as you like.

All of the weapons have optional scripted LList integration that can be activated from the settings holotape. If activated you will find all weapons and ammo on vendors and enemies in the world. There are also several locations in the world where you can find and loot each weapon, those locations are:

National Guard Barracks Armory: Mk19 on a shelf near the PA frame
GNR Building: Mk19 in the Lobby, Mk22 in the Basement.
Federal Ration Stockpile: Flack Gun in the interior.
Listening Post Bravo: Flack Gun on the sublevel, second room.
Federal Surveillance Centre K-21B: Mk22, AGL, both on the bottom floor near the PA frame.

The post Machineguns Rebirth appeared first on Fallout 4 Mods.

Winchester Model 1873 – Lever Action Rifle

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Made long stick boi cuz I got bored with tacticool stuff.
Has most typical features for a gun.
Injected into leveled list. Can find it on raiders, gunners and in weapon vendors.
Also can be crafted in chembench.

Know Issues:
3rd Person Power Armor doesn’t work.
Rear sights disappear when switching barrels.

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The Zap Gun – a makeshift laser weapon

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Adds a modular laser rifle, pistol, submachine gun, sniper, flamethrower or shotgun.
Custom animations, sounds, models and textures. Injected into levelled lists.
Includes 3 craftable Zap Gun turrets.

Based on salvaged electronic components from terminals and other technological remains, the Zap Gun is a crude laser weapon designed by resourceful wastelanders. It’s perfect for those who need just a little more firepower (just be careful with your fingers).

The design of the Zap Gun originates pre-war; Increasingly paranoid citizens began arming themselves when resources started growing scarce. Legends say one of the first prototypes was confiscated, and waits in an ancient government building.

In 2287, realising their technological disadvantage against the Institute and the Brotherhood of Steel, the Gunners have set up a weapons manufacturing workshop to produce more refined and deadly versions of the Zap Gun.

If, like me, you liked the concept of the gamma gun and laser musket, but you want more modularity, visually and in gameplay, this is the mod for you. The design aesthetic is also inspired by the energy weapons of fallout 3 and new vegas.

It is integrated to the weapon vendors levelled list, as well as raiders, gunners, minutemen, wastelanders and super-mutants. Each type of enemy should have a relevant variant of the Zap Gun (gunners, for example, have more advanced versions of the gun).
The most basic version will start spawning at level 3, more advanced versions at level 12, and the sniper and flamer versions start spawning at level 25.
The weapon and is also craftable in the chemistry workbench.

In the early game, you can find one in the under the house of a particularly paranoid former resident of Sanctuary.

Installation:
If your mod manager asks you to overwrite Dank_GunLLInject, you should be ok to do so, it is the same file.

Miscellanous :
-Because this reuses the idle poses of the pipe-gun, it has the same slight issue with higher FOV settings (hand placement shifts when aiming the rifle) when in first person. I recommend that you play with the standard fov setting of 80.

-3rd person animations are just the pipe gun animations with new sounds. They all fit but lack the touches I’ve made to the first person animations.

-Yes, the bolt is left handed, and yes, the fusion core magazine is absurd. I originally designed it thinking I wouldn’t make any custom animations so the placement is the same as the vanilla pipe gun magazine. However, in the words of the great Todd Howard, “it just works”.

-Yes, laser weapons in Fallout have recoil. This is mainly a gameplay thing to help you feel the power of a weapon, but with the Zap Gun, imagine all kinds of badly designed mechanisms moving inside the the gun when you fire. Zap Zap!

-Known issue: Enemies wielding the Zap Gun will fade to transparent temporarily when set on fire if they have a Zap Gun. This is a really strange bug linked to the high-precision flag being set on the meshes of the weapon. Fixing it would require re-exporting every single mesh, so it will take a while to fix.

The post The Zap Gun – a makeshift laser weapon appeared first on Fallout 4 Mods.

Famas Anniversary Edition

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Special edition of the GIAT FAMAS. Bring back cut content from the original mod.

Contents :
Suppressed barrel (under “Barrel” tab).
Sling (under “Bipods” tab).
Flashlight (under “Rail” tab).
F1 25 rounds mags (under “Mags” tab).
F1 Magwell for the F1 lower, instead of the stanag one (under “Receiver” tab).
Reworked Tan and Shark textures. The Shark textures can be crafted without finding the unique.
New Worn textures.

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Escape from Boston – Desert Tech SRSA2

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Adds the Desert Tech Stealth Recon Scout sniper rifle to the Wasteland to be used for your enjoyment.

Do you have a problem that’s like, really, really far away that needs solving? Shooting it often works. You can do that with this sexy beast of a sniper rifle, the Desert Tech SRSA2.

I could copy and paste the description of the SRS’ specifics from the official website, but I figure all that is pretty much useless in game. It’s accurate and hits like a truck.

There’s a plethora of modifications for the thing that lets you decide between a long range problem solver in .338 or a short message deliverer in .308.

You can craft it and its ammo at a chemistry bench or hope you get lucky and find a Gunner using it (it starts spawning at level 35). Warning: the former option is not cheap. If you’re lazy or broke, just use console commands.

If you want to leave a little tip for me, here’s my Ko-fi.

The post Escape from Boston – Desert Tech SRSA2 appeared first on Fallout 4 Mods.

Mothman-Colt Rangemaster Classic Hunting Rifle

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I’ll just say a few words about the features of this mod. The first is the flashlights, its change automatically when you take out a weapon installed flashlight will be turned on. When you remove the weapon, the flashlight turns off and Pip-Boy backlight will be works.

Now I’ll tell you a little about the shotgun. Well, the first thing you need to install M-3 on Sentinel is actually the M-3 itself. Yes, it will not work to make a shotgun out of improvised junk. Next, how the installed shotgun works. Changing weapons occurs by using a melee attack. More correctly, the change of weapons replaces this attack. Paired melee animations continue to work.

Another important thing about flashlights and underbarrel shotgun. For these components to work correctly, there should be only one Rangemaster or Rangemaster Sentinel rifle in the inventory.
I’ll try to think of something, but I can’t promise anything.

The system from JUNK LAND FIREARMS mod (by Monkey Depot) was taken as a basis for all weapon and flashlight switches.

Rangemaster:
Version: 1.0

Version: 1.0 (Main version)
What’s adds:

– Rangemaster Rifle (with Mothman Logo).
– Rangemaster Sentinel Rifle (with Mothman Logo).
– Worn Rangemaster Rifle (with Mothman Logo).
– M-3 Shotgun (with Mothman Logo).
– Custom animations.
– Custom sounds.

Version: 1.0 (Simple version):
What’s adds:

– Rangemaster Rifle (with Mothman Logo). 5,56 Ammo.
– Rangemaster Sentinel Rifle (with Mothman Logo).
– Worn Rangemaster Rifle (with Mothman Logo). 5,56 Ammo.
– M-3 Shotgun (with Mothman Logo).
– Custom animations.
– Custom sounds.

Version: 1.0 (Alt version):
What’s adds:

– Rangemaster Rifle (with Colt Logo).
– Rangemaster Sentinel Rifle (with Colt Logo).
– Worn Rangemaster Rifle (with Colt Logo).
– M-3 Shotgun (with Winchester Logo).
– Custom animations.
– Custom sounds.

Version: 1.0 (Alt Simple version):
What’s adds:

– Rangemaster Rifle (with Colt Logo). 5,56 Ammo.
– Rangemaster Sentinel Rifle (with Colt Logo).
– Worn Rangemaster Rifle (with Colt Logo). 5,56 Ammo.
– M-3 Shotgun (with Winchester Logo).
– Custom animations.
– Custom sounds.

Where to find:
– Rifles and shotgun can may be found in all territory of the Commonwealth or to buy from vendors.

Features:
– Rifles and shotgun added to LevelLists with using script.

AdditionalAmmoTypes (Main Version):
Version: 1.0

What’s adds:
– .223 Caliber Ammo.

Where to find:
– Ammo can may be found in all territory of the Commonwealth or to buy from vendors.

Features:
– Ammo added to LevelLists with using script.

Known bugs:
– When using Power Armor and a rifle with a shotgun under the barrel, it is necessary to re-equip the weapon. Otherwise, changing the weapon mode will not work.
– When using a weapon with a flashlight, there may be conflicts with helmet lights or other body flashlights.

The post Mothman-Colt Rangemaster Classic Hunting Rifle appeared first on Fallout 4 Mods.

Ammo Counter Framework

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Framework with different ammo counters which can be applied to weapons through patch.
This mod provides several ammo counter options.

Every gun require own patch, so please see Articles – I tried my best to write something understandable for you. (Don’t forget I’m russki whose native language is obviously not English)

I’m also made some patches to make an example of work and showcase for modders in practice how this framework works.

Also, I’m ok if my patches will not be good in your experience, so feel free to remake them.

In the future, all my weapon mods will have this framework as master, to prevent creating a lot of versions and combinations. But you can unmaster them and share if you wish.

Known issues:
Ammo Counter shows 00 after start game and first save loading – reequip weapon, reload (if possible), or fire the weapon. Scripting limitations. Bolt-action-like weapons (rifles, shotguns etc, and patched to BCR too) are not supported by ACF because of extra animation events which confuse counter system. Don’t even try it, useless. Work only with newly spawned/created weapon reference, because of attached script. Sorry for the inconvenience.

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AAC Honey Badger

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Introducing the Honey Badger PDW, a highly customizable and lethal addition to your Fallout 4 arsenal. This weapon features custom sounds, animations for both 1st and 3rd person perspectives and has an optional level-list integration, which brings the weapon to the wasteland. It utilizes vanilla 5.56 ammo and is based on the stats of the default Assault Rifle, meaning it won’t break the balance too much.

The weapon has built-in support for tactical reloads and sprint reload and additionally features two types of reloads that will be used in random order.

Dominate your enemies in both close quarters and ranged engagements with this fine weaponry. Whether you’re a seasoned survivor or a fresh Vault dweller, the Honey Badger will become an essential part of your arsenal, ensuring your survival in the Commonwealth.

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Cyberpunk 2077 – Malorian Arms 3516

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Adds Johnny’s gun into Fallout 4. No ported anims were used.

Details
Malorian Arms 3516 added into Fallout 4.

How to find
Using the console, ” Help malorian 4 weap ”
craft using the chemistry station

Changelog
1.0 – Main
1.1 – Regenerated AnimTextData
1.2 – Hopefully fixed the bug anims by replacing WPNIdleSightedWobble.hkx as the see through scopes mod author said to do in a situation like this.

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See Through Scopes

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This mod aims to enhance the experience of using scoped weapons. Instead of relying on an overlay like the vanilla scopes, this mod allows you to actually look through the scope itself. Furthermore, the reticle is customizable, to ensure you always have the sight picture you like. It includes 2.5x, 4x and 8x magnification scopes, in both normal and Recon variants. This mod comes in two flavors: ADD and REPLACE. ADD simply adds all these scopes, nothing more. REPLACE version adds 2.5x See Through Scopes and replaces the Short Scope, Medium Scope, Short Recon Scope and Long Recon Scope with a See Through Scope. The names of these scopes remain unchanged. See the Features section for more detailed information.

For a manual installation guide, see the articles section.

Features
– Hold-Breath feature, for Combat Scopes only, or every possible sight.
– Customizable reticles at the Weapons Workbench.
– Dynamic Sway Intensity based on weapon and armor mods
– Customizable aiming sway intensity (Settings Holotape)
– Optional forced first person perspective when aiming (Settings Holotape)
– Optional blur effect when aiming (Settings Holotape)
– In-Game togglable patches (Settings Holotape)
– Possibility to customize the default reticles (See Articles section)
– Addon-support for many existing weapon mods (See Add-on section below)

Install:

First, download the mod, and extract the rar file. It should contain the following folders:
00 – Main
01 – DLC
02 – GOTY ESP
03 – Patches
04 – Addons
05 – Prepacked
fomod

First, make up your mind if you want to install the ADD or the REPLACE version of the mod.
To remind you, the ADD version adds all the scopes without changing any vanilla scopes.
The REPLACE version replaces the Short and Medium Scopes with 4x and 8x Combat Scopes respectively.
Furthermore, the REPLACE version replaces the Short and Long Recon scopes with 4x and 8x Recon Combat Scopes.

ESP’S
First, we make sure the ESP’s are in place.
There are 4 ESP’s you can choose from:

1 – Main Vanilla Only ESP > Contains vanilla scopes
2 – Far Harbor ESP > Contains Far Harbor scopes
3 – Nuka World ESP > Contains Nuka World scopes
4 – Main GOTY ESP > A single ESP containing the vanilla, Far Harbor and Nuka World scopes

If you have both Far Harbor and Nuka World, and want a single ESP:
– go to the ’02 – GOTY ESP’ folder
– If you want the ADD version, copy the ‘3dscopes.esp’ file in this folder to your Fallout 4 Data folder
– If you want the REPLACE version, copy the ‘3dscopes-replacer.esp’ file in this folder to your Fallout 4 Data folder
– Thats it for the ESP’s. Continue Reading at ‘DATA FILES’

If you do not have both Far Harbor and Nuka World, or want separate ESP’s for them:
– go to the ’00 – Main’ folder
– If you want the ADD version, copy the ‘3dscopes.esp’ file in this folder to your Fallout 4 Data folder
– If you want the REPLACE version, copy the ‘3dscopes-replacer.esp’ file in this folder to your Fallout 4 Data folder
– If you have any DLC, go to the ’01 – DLC’ folder
– If you previously copied the ‘3dscopes.esp’ file, and have Far Harbor installed, copy the ‘3dscopes-farharbor.esp’ file to your Fallout 4 Data folder
– If you previously copied the ‘3dscopes-replacer.esp’ file, and have Far Harbor installed, copy the ‘3dscopes-replacer-farharbor.esp’ file to your Fallout 4 Data folder
– If you previously copied the ‘3dscopes.esp’ file, and have Nuka World installed, copy the ‘3dscopes-nukaworld.esp’ file to your Fallout 4 Data folder
– If you previously copied the ‘3dscopes-replacer.esp’ file, and have Nuka World installed, copy the ‘3dscopes-replacer-nukaworld.esp’ file to your Fallout 4 Data folder
– Thats it for the ESP’s. Continnue Reading at ‘DATA FILES’

DATA FILES
There are two options with regard to the data files. There are two prepacked BA2 archive files, for those who do not want to deal with loose files, and then there are the loose files.

If you want to use the BA2 archives:
– go to the ’05 – Prepacked’ folder.
– Copy both files to your Fallout 4 Data folder.
– If you installed the REPLACE version, rename the two files in the following way:
‘3dscopes – Main.BA2’ rename to ‘3dscopes-replacer – Main.BA2’
‘3dscopes – Textures.BA2’ rename to ‘3dscopes-replacer – Textures.BA2’
– Thats it, you’re done! If you want to install addons or patches, continue reading at ‘ADDONS AND PATCHES’

If you want to use the loose files:
– go to the ’00 – Main’ folder.
– Copy the 5 folder in there (Interface, Materials, Meshes, Scripts and Textures’ to your Fallout 4 Data folder.
– If you previously installed ESP 2 or 4, go to the ’01 – DLC\FarHarbor’ folder and copy the contents to your Fallout 4 data folder.
– If you previously installed ESP 3 or 4, go to the ’01 – DLC\NukaWorld’ folder and copy the contents to your Fallout 4 data folder.

ADDONS AND PATCHES
At the moment, the mod comes with 3 patches:
– G67 Combat Rifle Replacer
– Smaller Institute Weapons
– Take Cover

If you have any of these mods installed, do the following:
– Go to the ’03 – Patches’ folder.
– Open the folder named after the patch you want to install
– Copy the contents of said folder to your Fallout 4 Data folder. NOTE: Only copy ONE esp file. Copy the ‘replacer’ file if you installed the REPLACER version. Copy the other one otherwise

For addons, do the following:
Below is a list of the addons available.
!!!ONLY INSTALL ADDONS FOR WEAPONS YOU ACTUALLY HAVE!!!
Pick the addons you want to install. If you picked all the addons belonging you a single pack, then you can copy the pack ESP instead of the individual ESP’s.
Keep in mind that you should copy the proper version (replacer or normal).
If a certain mod does not have a replacer version, then use the normal version.
The names of the files in behind the name of the mod in between the parenthesis.
Also copy the scope models. These can be found in the ’04 – Addons\Meshes\Scopes’ folder, and should go to your Fallout 4 Data folder\Meshes\Scopes
NOTE: If you are installing the Prototype Gauss Rifle addon, make sure to copy the ’04 – Addons\Meshes\CreationClub’ folder to your Fallout 4 Data folder aswell (Data\Meshes\CreationClub)

PACK 1 (pack1)
AK-2047 (ak2047)
G67 (g67)
M14 (m14)
M2216 (m2216)
R91M (r91m)

PACK 2 (pack2)
Crossbow (crossbow)
AS Vektor (vektor)
HK UMP 45 (ump)
LK-05 Carbine (lk05)
USP.45 (usp)
XM73 Gauss Rifle (xm73)

PACK 3 (pack3)
M9 (m9)
Spetnaz Rifle (spetnaz) -> Meshes folder is called ASVAL
Bozar (bozar)
Cryo Phaser (cryophaser)
DKS-501 (classicsniper)
DefenseGun (defensegun)

PACK 4 (pack4)
Wattz Laser Gun (wattz)
Ruger AC-556 (rac556)
SVU (reconpack)
Service Rifle (servicerifle)
Bullpup Bozar (bullpupbozar)
R91 Assault Rifle (r91ar)

CREATION CLUB PACK (ccpack)
Prototype Gauss Rifle (ccgauss)
Anti-Materiel Rifle (ccamr) -> Meshes folder is called AMR

PATCHES PACK (patchpack)
Mosin Nagant (mosin)
SVT 40 (svt40)
Handmade AMR (hamr)

The post See Through Scopes appeared first on Fallout 4 Mods.

MW2022 – Carrack .300

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This semi-auto bullpup sniper rifle features an exceptionally high fire rate and a unique design for best-in-class handling and stability when on the move.

·Credits·
All credit and copyright goes to Activision and its respective companies.Credits to the Infinity Ward teams that bring these games to life
Screenshots – PanzerKaii, BH, Cadavver, Altyn Guy
Generating AnimtextData – MrLameGaming
Making the Ripping tools – Scobalula
Firing animations – BH
Lasers – hyper
FTS Patch – Wu
Sound tweaks – BH
Being an annoying asshat – GoldenDarknezz
3rd person/other animation tweaks – BH

·Requirements·
See Through Scopes – Henkspamadres

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Hellstorm Missile Launcher

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Adds a recreation of the Hellstorm Missile Launcher from Fallout 76 into the Commonwealth. Introducing the Hellstorm Missile Launcher mod for Fallout 4! Are you tired of the same old weapons in the Commonwealth? Do you want to bring some explosive firepower to your adventures? Then look no further! This mod adds a recreation of the Hellstorm Missile Launcher from Fallout 76 into the Commonwealth, giving you access to a devastating weapon straight out of Appalachia!

The weapon starts to spawn in BoS and Super Mutant leveled lists after the completion of the quest Reunions.

There are a few set locations where they can be found at and new emblems can be unlocked after you join their respective factions.

Barrels:
Standard Payload
Napalm Payload
Cryo Payload
Plasma Payload
Extended Payload

Sights:
Standard Iron Sights
Reflex Sight
Scope
Night Vision Scope
Recon Scope

Muzzles:
Bayonet
Blast Shield

Emblems:
Military
Minutemen
Brotherhood of Steel
Railroad
Institute
Gunners

Locations:
Fort Hagen Satellite Array – inside the back bunker.
Revere Satellite Array – next to Scribe Faris’ corpse.
Gunners Plaza – inside the boss room on a shelf.

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FN SCAR-H Armory Project

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It’s your boy SilentFentanyl here with another bloat mod.
Sorry, I didn’t mean for it to be so big.

Things to Note
The handguards are only meant for the regular SCAR upper, not the SCAR SC upper.

I replaced a lot of the scopes with better quality versions, which is why the file size is so big. Don’t worry, if I make a part 2, it’ll be smaller.

The reason for the Scope Mount Fix attach point is so that the ADS version of the scope mount matches the scope color when you aren’t ADSing. You’ll see what I mean.

No, there’s no seamless switching between the red dot and the LPVO. You’re free to make a script for it and upload it though.

Don’t use a riser with the red dot sight on a scope mount, it will not move.

Requirements
See Through Scopes

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MW2022 – MCPR 300 – Barrett MRAD v1.02

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Adds the MCPR 300 from Call of Duty: Modern Warfare 2 (2022) into Fallout 4. Features models, textures, sounds, and animations (1st and 3rd person) ported from the game. Also features a handful of blueprints I found neat.

“The Multi-Caliber Precision Rifle is a cutting-edge sniper rifle, chambered for the powerful .300 magnum round. This modular bolt-action rifle is ready to adapt to the ever-evolving needs of the operator.” — In-game description.

Mod adds the MCPR-300 from Modern Warfare 2 (2022) featuring ported sounds, models and animations in 1st and 3rd person. Please read the FAQ before asking questions.

How to obtain
– Found in chemistry bench under “Weapon – MCPR-300” tab.
– Also available are blueprints for some of the guns, you can find these in the chemistry station under the same tab.
– You can also craft them for free at the Weapons Workbench on any gun.

Requirements
See Through Scopes – Henkspamadres
Tactical Reload – Bwones
Tactical reload is optional as long as you aren’t using the patch

If you do not want to use STS, use the scopes that aren’t labelled (STS). Do not waste your time commenting something like “version without STS?” as ill rather not respond or link you to this paragraph. The answer is also no.

FAQ
“Can you release a version without the STS options?” – No, if them being there bothers you enough use xEdit to remove their records. Otherwise having them in your game wont hurt it

“Can you make X mod next?” – I don’t take suggestions. I work on whatever interests me.

“Can we maybe look forward to Y mod?” – Probably not. As stated before I usually work on whatever interests me and that will likely not be whatever you really want. Sorry.

“Why isn’t TR working?” – Ensure that you have the patch enabled in your load order, as your manager may not have automatically enabled it

“Why isn’t the gun showing up in my game?” – Could be a handful of reasons, none of them caused by the mod itself. Check to make sure you activated the mod and its ESP is enabled in your load order

The post MW2022 – MCPR 300 – Barrett MRAD v1.02 appeared first on Fallout 4 Mods.


MWIII – Bushmaster ACR – M16 – Blackcell

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Adds a customizable Bushmaster ACR from Modern Warfare 2023. Portrayed as the “MCW”. With ported sounds, animations, models in 1st and 3rd person. Including the M16 from MW 2022 as an alpha.

There are 2 ways to get this weapon and it’s ammunition:
Crafting: Can be craftable in the chemistry station
Cheat: Type “Help MCW/M16 4” inside console commands to get the ID then type “Player.additem #” # being where you put the ID.

Due to the changes made to Fallout 4 and the Creation Kit in the most recent update, this mod will only work properly in games patched to version 1.10.163+

The post MWIII – Bushmaster ACR – M16 – Blackcell appeared first on Fallout 4 Mods.

Infantry Battle Rifle (T48 and FAL) – Commonwealth Weaponry Expansion

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Brand new fully custom heavy hitting late game battle rifle comes to the commonwealth!

Features:
A brand new battle rifle based on the T48 prototype FAL!
– Over 45+ brand new attachments!
– Custom models and textures!
– Custom animations!
– Leveled list injection onto Raiders, Gunners, BOS Soldiers, and shops after level 30.
– Three uniques! Locations listed below:
– One in the Castle Tunnels.
– The next found in Vault 95.
– The last found at a roadside memorial near Quincy Quarry.

The post Infantry Battle Rifle (T48 and FAL) – Commonwealth Weaponry Expansion appeared first on Fallout 4 Mods.

MWIII – Scar platform – ACR Platform – FSS Hurricane – AMR9

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Mod adds the Tactique Verte (Scar) and MCW (Bushmaster ACR) Platforms along with the FSS Hurricane submachine gun. Each gun features loads of customization ensuring that no 2 guns will ever be the same! Weapons are also injected into the leveled lists with modcols meaning you’ll find these guns on your enemies along with randomized attachments, isn’t that fun? All guns come with unique inspects and the MCW Platform has empty inspects created by yours truly.

If you enjoy the mod please consider giving me an endorsement as it helps get more engagement!

How to get the Taq Family
Craft it – Weapons – Tactique Verte Platform at the Chemistry bench
Cheat “Help Taq 4 weap”

How to get the MCW Family
Craft it – Weapons – MCW Platform at the Chemistry bench
JAK Raven kit is CRAFT ONLY, requires 1 MCW
Cheat “Help [MCW, Sidewinder] 4 weap”

How to get the Hurricane
Craft it – Weapon – FSS Hurricane at the Chemistry bench
Cheat “Help FSS 4 weap”

How to get the AMR9
Craft it – Weapon – AMR9 at the Chemistry bench
Cheat “Help AMR 4 weap”

Leveled list
Taq-56 – Level 13 on Raiders, Gunners, Vendors
Taq-V/M – Level 15 on Raiders, Gunners, Vendors
MCW – Level 15 on Raiders, Gunners, Vendors
Sidewinder – Level 25 on Raiders, Gunners, Vendors
MCW 6.8 – Level 20 on Gunners, Vendors
Hurricane – Level 10 on Raiders, Vendors

·Requirements·
See Through Scopes – Henkspamadres
Tactical Reload – Bwones
Tactical reload is optional as long as you aren’t using the patch

The post MWIII – Scar platform – ACR Platform – FSS Hurricane – AMR9 appeared first on Fallout 4 Mods.

SVD – Dragunov Sniper Rifle v1.3

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The best SVD you’ve ever seen. This rifle is my rifle, there are many others like it, but this one is mine.

DESCRIPTION
This mod adds high quality SVD sniper rifle to the Fallout 4. Mod has custom sounds, animations for 1st and 3rd person view and leveled list integration by using Robco Patcher. It uses its own ammo 7.62x54R. This weapon is balanced and perfect for destroying your enemies. Mod features lots of customization options, to make your rifle not only effective but also stylish.

LIST OF SUPPORTED MODS:
– Auto Beam
– See Through Scopes
– Casing Framework
– Tactical Reload
– IMPORTANT TO KNOW

  1. LL inject, TR and Casing Framework will work only if Robco Patcher is installed
  2. You can’t use gun in power armor

The post SVD – Dragunov Sniper Rifle v1.3 appeared first on Fallout 4 Mods.

Pig’s Wasteland Weaponry – A Best Of Pack v1.0.2

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Well, people have been asking for it as long as I’ve been making mods and I’ve always said “I dont want to make an all in one” but I guess here it is, a merge of all of my favorite weapons from my makeshift weapon packs. Think of it as a best off, not an all in one.

15 Makeshift scrappy kitbash weapons in one:
– Wasteland Chaingun, a highly customizable junky chaingun that shoots faster the longer you hold the trigger.
– Scrap Battle Rifle, a clip fed semi auto early to mid game rifle inspired by the M1 garand.
– Tinkerer’s Caster, a heavy plasma gun that can any heavy weapon role, from flamer to grenade launcher.
– Tinkerer’s Tesla Cannon, a unique heavy tesla weapon that uses fusion cores to zap your foes.
– Restored Revolver, a scrap made revolver with tons of customizability even custom cylinders that change capacity and ammo type.
– Raider Boomstick, A semi auto tube fed shotgun made with whatever junk your local jethead duct taped together.
– Homemade Self Loading Rifle, a scrappy 5mm mag fed assault rifle, made out of the highest quality drainage pipes.
– Scrap Handgun, a handmade semi auto pistol, an alternative to the pipe pistol in a much more compact form factor.
– Radium Pistol, a new handgun to compliment your radium rifle, built off of the deliverer.
– Wasteland Flamethrower, a cobbled together flamer made with industrial bits and bobs.
– Makeshift Revolving Shotgun, a makeshift semi auto shotgun that feeds from oversized revolver cylinders.
– Handmade Bullpup, a bullpupped handmade assault rifle, you may call it cursed, I call it a classic.
– Makeshift Nailgun, a steampunk monster that can be turned into a automatic nail pistol or a high powered metal throwing sniper rifle.
– Last but not least, the OG, the classic, the Tinkerer’s Raygun, a wasteland laser compliment to the pipe guns.
– And bonus, the unique Tinkerer’s Raygun, Early Retirement.

Leveled List Integration:
– Wasteland Chaingun, found primarily on raider and mutant bosses after level 10.
– Scrap Battle Rifle, found primarily on raiders and minutemen after level 8.
– Tinkerer’s Caster, can be found on Gunners and BOS after level 16.
– Tinkerer’s Tesla Cannon, UNIQUE! found in the basement at Gunners Plaza.
– Restored Revolver, can be found around the wasteland after level 5 on Raiders and Minutemen.
– Raider Boomstick, Can be found on raiders and gunners after level 8.
– Homemade Self Loading Rifle, found primarily on raiders and minutemen after level 8.
– Scrap Handgun, Can be found around the wasteland after level 2 on Raiders and Minutemen.
– Radium Pistol, can be found around the wasteland after level 10 on children of atom in Boston and Far Harbor.
– Wasteland Flamethrower, Can be found on raider bosses after level 8, or anywhere flamers can be found.
– Makeshift Revolving Shotgun, can be found around the wasteland after level 6 on Raiders and Minutemen.
– Handmade Bullpup, can be found around the wasteland after level 15 on raiders in Boston and Nuka World.
– Makeshift Nailgun, Can be found on bosses and raid road agents after level 8.
– Tinkerer’s Raygun, Can be found around the wasteland after level 4 on Raiders and Minutemen.
– Early Retirement, UNIQUE! found at the mass fusion containment shed, on the roof.

The post Pig’s Wasteland Weaponry – A Best Of Pack v1.0.2 appeared first on Fallout 4 Mods.

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