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Improved 10mm Pistol

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-=DESCRIPTION=-

I had originally started working on this near to when Fallout 4 first came out. It then got buried in files for a few months, until I found it, decided to polish it up, and release it. This is a weapon mod that aims to improve the 10mm pistol. I wasn’t all that pleased with the vanilla 10mm pistol in Fallout 4, so I made some edits that IMO make the gun feel a lot better to use. Some edits that have been made contain sharper texture (and an optional one), a new palette for the gun, and weapon mod model replacements, that are more suitable for the pistol. Some of the more precise changes are as follows:

– A Circular (normal) Silencer

– Circular Dot Reflex Sight

– Big Circle Reflex Sight

– Sharpened and More Worn looking textures

– More saturated and realistic wooden grip

– Darker, cleaner rubber grip

– Alternate texture with “N99” print on the side (The “Colt” N99 Is the alternate name for the 10mm Pistol)

-=INSTALLATION=-

If you haven’t already:

Open Users>*YourUserName*> Documents>My Games>Fallout4, and open the file Fallout4Custom.ini. Add the following to the bottom of the file:

[Archive] bInvalidateOlderFiles=1
sResourceDataDirsFinal=

(Then continue with normal install)

Drag the contents of “Improved 10mm Pistol
” into your Fallout4 folder. If your a Steam user, your data
folder should be located here: C:\Program Files\Steam\SteamApps\common\Fallout 4

The post Improved 10mm Pistol appeared first on Fallout 4 mods.


Super charge lasermuskit

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this mod adds three OP weapons SCLasermuket, SCFatman, and SCCombatShotgun. obliterate your enemies with the weapons in seconds!
this mod comes with an optional .bat file to give you everything in the mod. because i do not have the random gen set yet, it will come in a later version. when you download the .bat file add it to your folder that the Fallout4.exe is located. if you are downloading this manually place the esp file into your fallout 4 data folder.
Form ID
SCAmmoFusioncell 01000804
SCAmmoShotgunshell 01000805
SCAmmoFatmanMininuke 01000806
SClasermusket 01000800
SCFatman 01000801
SCCambatshotgun 01000803

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Desert Eagle .50 AE – texture without engravings

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Quick and dirty texture without engravings for Desert Eagle .50 AE ported by stabcops
Textures are based on oryginal textures.

1.0 – with missing normalmaps – works with version 1.4 of the mod
1.1 – added normalmaps, these textures are for version 1.4 of the mod
1.2 – fixed normalmaps (less aggresive) – these textures are for version 1.5 of stabcops mod (renamed textures files)

The post Desert Eagle .50 AE – texture without engravings appeared first on Fallout 4 mods.

Assorted G67 Battle Rifle compatibility patches

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So this is my first upload ever, and it’s an insanely simple premise that took me entirely too long to do.

But in short, I found myself very fond of Junnari’s stand-alone weapon the”G67 Battle Rifle”.

And took it upon myself to cook up these super simple compatibility patches. Partially because I was the one using the mods, not the Junnari, and because I’ve wanted to start learning how all this mod business stuff works anyways.
So far, I’ve been able to craft patches between the rifle and:
“Better Weapon Mod Descriptions” by TakaruMinari
“No Lowered Suppressor and Bayonet Range” by test_this

I made individual files for both primary files from “No Lowered Suppressor and Bayonet Range”, as well as a single file that covers all 4 options provided.

There’s also a full version that combines both mod patches into a single file, so use that only if you use both of the above mods.

Select the mod that meets your needs the closest. I can/will make additional files as/if needed. Just ask. But ONLY SELECT 1 ESP.

For install, as most people, I recommend using the NMM.
But for a manual approach, just extract into your data folder.

I would personally keep these files below the AWKCR Patch in your load order.But everyone is different. And I could be wrong.

I wanted to get these base files up before I got everything finished up (because I am aware of the missing links between just using one of the esp files for suppressors and then wanting the descriptions), in case I have additional tweaks to make or feedback to take.

I want to give a huge thanks to all three authors (links should take you directly to their file pages) for both letting me make these mods, and for all the help and guidance they’ve thrown my way. It has been so helpful.

And I’ll accept all forms of constructive criticism and feedback anyone has, or even anything related to that.
I’ll take negative feedback too, but I don’t really have any use for that yet.

The post Assorted G67 Battle Rifle compatibility patches appeared first on Fallout 4 mods.

Vertibird Minigun

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I saw the weapon mods for the minigun and thought that the 3 barrel variant would look great on the Vertibird. So after some tweaking in FO4Edit, I added that mod as well as the gunner sight. I also have an optional file for those who like the standard barrel and just want the iron sights. I got the iron sights to work, and I am currently trying to get the vertibird to show the 3 barrel gun without the player behind the gun as it magically changes when you hop in. However there is a point of aim shift is there when you aim for the edges of the Vertibird. This mod changes the player mounted minigun so any mods that affect that will be incompatible. This is not the same as the minigun the player can run around with.

Changelog
v1.1
——-
new mesh for sight
aiming with sights now possible
now has an optional file for the standard barrel

v1.0
——-
Initial release

The post Vertibird Minigun appeared first on Fallout 4 mods.

Tweaked Weapons

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*THESE ARE JUST TWEAKS NOT AN ACTUAL MOD*
———————————————————————————————————————————————————–
What this mod TWEAK does:
It simply modifies the damage to 95 for people who are playing
in harder modes and still want to use this sick ass gun.

Needed Files:

Credit: Skibadaa for the .223 pistol mod
and then me for this little tweak.
———————————————————————————————————————————————————–
Another tweak to modify the damage of the MK14 EBR from 55 to 73.
It changes the ammunition to 5.56MM for people who don’t like the regular ammo used.

Needed Files:
Credit:Dazzerfong for the MK14 EBR mod
and then me for this little tweak.
———————————————————————————————————————————————————–
Here is an overhaul for the IF-88TacShotgun, this mod is an overhaul to the modifications, damage, and materials for the gun and weapon mods.
It focuses to move the from being a 5-17 level gun to more like a 20-44 level gun.
This mod will essentially redo the material cost for modifications and redo the damage, recoil, spread, and how the weapon levels up with you.

Needed Files:

Credit: Skibadaa for the IF-88 TacShotgun mod
and then me for this little overhaul.
———————————————————————————————————————————————————–

If you would like me to a make a tweak for a weapon or armor and things like that just ask me I can tweak damage and recoil and whatever, if you can’t do it yourself, which you should.

The post Tweaked Weapons appeared first on Fallout 4 mods.

Craftable Customizable Buster Sword

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DESCRIPTION

• Adds 3 variations of a Buster Sword to craft at the chemistry station under ‘Utility’ the sword has 2 Materia slots.
• Each Buster Sword can be modified with 10 different Materia types in each Materia slot.
• Each effect on the Materia is rolled independently per hit, so a 65% 35% and 5% are all independent dice rolls
• If you equip two of the same Materia you essentially roll extra dice and can trigger the same effect on both gems simultaneously
• Materia with static effects do stack like the speed increase
• Damage numbers are misleading on the left, the damage procs are well balanced so that all the Materia carry equal weight as far as how much they buff you

MATERIA LIST

Fire: 65% Chance for burn damage, 25% chance to set on fire for 10 seconds, 4% chance to disintegrate enemy on hit

Ice: 65% Chance for chill damage, 65% chance to slow, 8% chance to freeze

Lightning: 65% Chance for electric damage, 40% chance to electrocute for 10 seconds, 5% chance to disintigrate enemy on hit

Poison: 55% chance to inflict immediate poison damage, 35% chance to poison for 10 seconds, 15% chance to Paralyze your target for 8 seconds

Life: +25 Health, 50% Chance on hit to do immediate bleed damage, 50% chance on hit to steal life from target.

Homestar: 80% Chance to stagger, 40% chance to disarm, and 5% chance to be a Homestar Runner! Everybody! Everybody!

Chaos: 20% chance on hit to do any of the following: Fear, Blind, Frenzy, Lower Overall Damage Resistance, Cause Radiation Damage Over Time. 10% Chance on hit to increase targets health regen randomly.

Summon: 7% Chance to summon a Companion from a humanoid enemys corpse (Does not work on synths)

Resolve: Immune to stagger, +15 Health, Slight overall Damage Resistance

Speed: 8% Increased swing and move speed, decreased weight

FAQ

Q: You are the bestest person in the whole world I wuv you I wuv you!!!
A: Thanks

Massive Credit again to Bleu for making the sword etc, go give him some love

The post Craftable Customizable Buster Sword appeared first on Fallout 4 mods.

MK14 EBR

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If you don’t like the scope views or want to zoom in in 3rd person, you can use the original scope overlays here. Credits go to ruddy88!

Updated ESP allows for control over damage and recoil. Please do not use the optional plugin any more.

Introduction
It’s a MK14 EBR. I’m sure you folks know what it is. For those who don’t know what it is, it’s essentially a modernised M14. Which itself is a modernised M1.

It’s a small project I did to keep my free time more boring. Yes, I’m a sadomasochist. I think I did a reasonably decent job.

Changelog
1.2 – New EOTech XPS3 holographic sight, texture fixes, reduced recoil further, reduced reticle glare.
1.1 – Texture fixes, more receiver mods, reduced recoil slightly, reduced glare on SpecterDR.
1.0a – Small bug fixes
1.0 – Initial Release

Installation
Place everything into …..Fallout 4/Data. To add weapon into your game, type in ‘help mk14 4’, and note down the ID of the WEAP entry. Type in ‘player.additem id 1’ to complete the process.

(v1.1) AWKCR is now supported! Craft it at the Weapon Bench.

Features
Brand new model with fully functional normal maps
Textures built ground-up with physically-based rendering in mind (ie. weapon will react with lighting).
Extensive system of mods to personalise weapon.

Weapon
The rifle has a base damage of 55 33 (10% less than a hunting rifle stock). By default, it comes with a semi-auto standard receiver, short barrel, Mod 0 stock, ironsights and a flash hider. Available mods are:

Flash hider
Muzzle brake
Suppressor

Leupold CQBSS 1.1-8x
Elcan SpecterDR 1-4x

EBR Mod 0
EBR Mod 1
EBR Mod 1 w/ cheekrest
EBR Mod 2

Long barrel
Short barrel

Receiver mods (semi and auto) – v1.1

Each of these mods will cosmetically affect the weapon. More mods to be added in the future.

Known Issues
Reload sounds are missing for NPC and power armour usage (3rd person only). This also happens with the weapon I derived it on, the submachine gun. No fix known to me.

Reload animations will seem a bit dodgy. Again, nothing I could do about it: it’s not a bug at all, just an unfortunate reality.

People with lesser VRAM cards may experience some missing or compressed textures. I’m working on making a lower-res version to help people cope.

The gun is held forward due to animation restrictions. No fix known.

Other Notes
Recoil is a bit of a contentious thing around here, so please understand this: whichever way I go, someone will not like it.

Video reviewers: it’s pronounced Mark 14! Yes, it’s weird.

FAQ
When will you release new features for this mod?
I am not operating on a strict time frame, so I cannot answer that question.

Will you accept requests for this mod?
Most likely no. Unfortunately, time is very scarce for me, and thus most requests that do not interest me will be declined. I’m anticipating that people
ask me about making an original M14, and my answer to that is no for the time being: another mod exists to sate your appetite.

Can I use parts of this mod (ie.Attachments) for my own release?
For individual models, like attachments – no.
For retextures, feel free to release them. Just credit me and link back the mod to my page, and only upload the textures.
Note that I said it’s for release: if it’s for your own personal mod, go nuts!

Can I upload this mod elsewhere?
Retextures, plugin (translation, stats balance, compatibility) – yes
Entire mod – no

Why is the handle of the left?
Due to animations restrictions, the bolt handle must be on the left hand side of the weapon. Please do not request a ‘normal’ version. There will never become until animations allow for this.

Why is the reload animation off?

If I use the ‘proper’ reload, which is based off the Combat Shotgun/rifle, the 3rd person grip will be completely off. If I use the SMG animation set, which has a proper pistol grip but a horrible reload, I get this. There is absolutely nothing I can do about this.

Recoil is severe! What gives?
7.62mm NATO kicks hard. If it gives you significant problems aiming, consider using a muzzle brake. I have already decreased the recoil on this rifle: if it’s still too severe, shoot slower! Next version (1.2) will have even less recoil (40% less than 1.0)

Why are there so few mods?
I’m not a fan of adding weapon mods that don’t actually change the appearance of the weapon. Mods like ‘hardened receiver’ makes no sense to me,
so I’ve decided to forgo those. Due to popular demand, receivers are now implemented. This should solve the issue of the weapon being overpowered in earlier levels.

Also, as it turns out, making a new EOTech takes ages. Mainly coz there’s a lot of parts and gears and whatnot. And coz I’m fairly incompetent with Blender. The cherry on top would probably be the fact that I’m lazy.

This gun isn’t lore friendly! Why choose this rifle?
Because I like how it looks. And since when has lore-friendliness stopped anyone?

Can you make a 5.56mm variant?
No: if you want 5.56mm weapons,there’s several AR-style mods. The M14 is a .308/7.62mm rifle only, and will stay that way. That also includes .50 BMG variants.

My gun is invisible! What’s happening?!

If you updated from 1.0 to 1.1, you will (not might) face this problem. To fix, simply go to a weapon workbench and craft a new receiver. Once done, all the other weapon slots will re-appear, where you can re-apply your mods.

Are you going to implement levelled lists?

No, at least not until I could do so without ruining compatibility with other mods. That would require GECK.

Why do other gun mods look so different to this mod?

Because chances are said gun mods don’t utilise the PBR scheme, seeing as how quite a few were ported from non-PBR games. Metals will be especially apparent in this regard: while non-PBR guns might look fine in screenshots, the moment you move them around, the effect is much less convincing. This is not meant to be taken as a shot at other modders (because this issue isn’t related to skill), but rather the reality of modding Fallout 4.

The post MK14 EBR appeared first on Fallout 4 mods.


PokemonNPC

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Gotta kill em all, Pokemon!…wait thats not how it goes…

Description
Adds over 25 NPC Pokeballs that summon NPC’s to fight when used, Fallout Pokemon style….So the pokemon generally want to eat/shoot you instead of help.

Check out a battle between my well trained Behemoth and some wild raiders…in true wasteland Pokemon, no one wins.
Also much thanks Westname for the spotlight.

Currently
Adds the legendary form of all the NPC’s listed below.
Each one is linked to a level lists, so while legendary they’re still at your level.
They pokeballs are created at the chemistry workstation, under the catagory “Pokeball”, each with its own unique recipe.

The List!
Assaultron
Bloatfly
Bloodbug
Deathclaw
Feral Ghoul
Glowing One
Gorilla
Gunner
Mirelurk
Molerat
Mr Gutsy
Mutant Hound
Radroach
Radscorpion
Radstag
Raider
Sentry Bot
Stingwing
Super Mutant
Synth
Triggerman
Vicious Dog
Yau Guai
Swan
Mirelurk Queen
Behemoth
Protectron
Brotherhood Soldier
Brotherhood Power Armor
Minutemen

27. to 30. Are Neutral or an Ally, some actual friendly help!

*Random Pokeball as well, randomly chooses from the whole list….May be friendly…Most likely wont haha..

There is also a non pokemon themed version for the more immersive type. Download in place off, not with.

*If you dont want to use the workbench*

Hit ~ to get into the console, type “help pokeball 4 weap” and you’ll be provided with a list of the formID’s. Use the usual format of “player.additem formid amount” to add them directly to your inventory.

*Substitute pokeball for grenade if using the immersive version.

Installation
Recommend using NMM,and install as any other mod.

Changes
v1.1 Added 4 New Friendly Npcs and the Random Pokeball.

Development
Mobs spawns of multiple NPCs per Pokeball.
Always working on more NPC’s.
Let me know of any that you think should be on the list or would just like to see!

Misc Info
Only adds new weapons, so no compatibility issues.
Made entirely with FO4Edit.
Still use mod at own risk I suppose.

My Other Mods

As always – Any comments, bugs, or suggestions always welcomed.

The post PokemonNPC appeared first on Fallout 4 mods.

Missile Launcher Targeting Computer with Scope

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I have seen several threads where people talk about how much it sucks not being able to scope with the missile launcher, and use the targeting system. Well, now you can! The costs of the two items vary, it is essentially what the scope and the targeting computer would cost together, but tweaked a little. I upped the perk requirements for balance reasons, since
combining the two systems should require more skill.

This mod adds two craftable scopes to the Missile Launcher, both of which have the ‘lock on’ capability of the targeting system.
Recon Scope sights – These use the X4 magnification recon scope zoom
NightVision Scope – This scope uses the X6 magnification on a nightvision scope (the standard nightvision lens for the missile launcher is X10

Many thanks to Nexus User Wenderer, we now have a complete mesh for the targeting computer with a scope! Go give his mods some love!

Made with FO4edit
Thanks to Wenderer for his FOMOD Creation Tool!
Thanks to the other users with weapon mods out there, that I had to peak at in order to figure out how to do this XD
Thanks for viewing my first mod 😀

The post Missile Launcher Targeting Computer with Scope appeared first on Fallout 4 mods.

AUTOcorrect – gun and receiver fixes

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New patch (by SephDragoon) to sync with Better Weapon Mod Descriptions. I also added a file to work with Re-Ballistic, as well as one for Realistic Guns and Bullets Overhaul (RGBO), my personal favorite gun overhaul mod. Each file contains all the data you need so just use one.

INTRO
Guns’ properties were dumb. I fixed them. FO4Edit. Started with auto receivers, expanded to a few things that needed it. This is an attempt at as much realism as possible without changing the core game.

What this does:

Removes nonsensical damage and range penalties on all automatic receivers. Yes, including energy weapons. (Recoil and ammo drain are tradeoff enough. Enemies benefit from this too, so it balances.)
Rate of fire fixes for
— Combat Rifle
— Assault Rifle
— Combat Shotgun
— .44 revolver
— Pipe Revolver
— Pipe Bolt-Action
— Hunting Rifle

All at least somewhat faster. I analyzed videos of real-world equivalent guns being fired by professionals/hobbyists and amateurs. For non-autos I tried to go for something in between, like 70/30 leaning pro firing speeds since in FO4 combat is daily life. For full autos I went for as close to reality as possible while holding on to some balance. Semis fire faster but not as fast as you can click. You have to get autos for serious speed, and autos aren’t quite real-life speed – that’s what the rapid receiver is for. It took me a couple hours of testing to get the values right for the various guns. Worth it.

Casing/ shell ejections are more realistic. Again by analyzing real-world video, and tedious trial and error. A subtle change, but details matter IMO. [Note: This only changes ejection speed and direction, so no performance impact – to get casings/shells to stick around longer like in the screenshot, see Rain of Brass] Standard magazine size on Assault Rifle increased to 30 rounds (was 20). To match the Lewis Gun it was based on, and to make it more useful.

Damage adjustments for balance [Note: does not apply to the Re-Ballistic or RGBO versions, which match their respective damage scales] — Combat Rifle > 27 (was 33), because it was inexplicably more powerful than the Assault Rifle, which is higher leveled. Combat Rifle chambers .45, same as pipe revolver which does 24 dam. And it’s more carbine than rifle, but whatever.

— Assault Rifle > 33 (was 30), to take its rightful place from the Combat Rifle.

— Submachine Gun > 22 (was 13), because less would make it worse or equal to 10mm which you get at lvl 1, and more would make it overpowered.

— Pipe Gun > 15 (was 13), to make a pile of junk slightly less junk.

— Minigun > 12 (was 8), same ^

Bayonet range penalties removed

Light Frame Receivers damage penalty removed. Small recoil penalty instead, because it makes sense. Now you can go for max carry capacity without sacrificing self-defense. [RGBO version also slightly increases weight reduction]

Crouching scoped aim bonus increased to 12% (was 5%). A small reward for realistic play style without penalizing Rambos.

Fix for Sentry bot minigun to use 5mm instead of 5.56 (Thanks to guidaye’s RGBO for this.) [For Re-Ballistic version it should show up as 7.62 since they renamed 5mm to that]

Removed ammo capacity reductions on auto lasers and plasmas

Minigun accelerated barrel weight penalty removed (It is less massive than the standard, duh.)

Descriptions reflect changes made

All feedback, suggestions and/or requests are welcome. Please explain your reasoning and I may consider adjustments/updates. I’d love to hear ideas to improve other receivers or weapon types.

———–
My other puny tweaks:
Essential KO – knocked out essential npc’s take longer to get up again
Better Nuka Colas – Nuka Colas heal more & faster
milks hardcore Perk Rebalance – reduced combat bonuses, perk requirements changed to be based on SPECIAL

The post AUTOcorrect – gun and receiver fixes appeared first on Fallout 4 mods.

.38 Revolver

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This mod was made with FO4Edit v3.1.3. Adds a Standalone .38 revolver to the game with leveled list integration.

Version 3 adds the gun to the leveled lists! Created while slightly intoxicated, so hit me up if there are any irregularities, as this was only lightly tested. Some minor balancing was added to the modification requirements, no nuclear material is now needed for receiver upgrades. Uses antiseptic instead.

Version 2 now makes it so the gun uses its own mods instead of the .44’s mods. The mod should be more balanced as a halfway point between the pipe pistol and the 10mm.

Install via mod manager or by dumping the esp to your data file.

To update, you might want to consider performing a “clean save”, in which you uninstall the mod, load the game, save, quit, install the new version, and you are good to go.

However, you are clear to overwrite as this won’t break anything, just that the gun will have .44 mods equipped and you will have to make new mods for the .38.

To get the gun, either find it in various containers (possibly raiders and Npc’s. Not quite tested to that extent yet lol) or, if you just can’t wait, open the console and type in “player.additem xx000800 1” , where xx is the number your load order.

To uninstall, simply remove the mod in your mod manager, or delete the esp.

Have other mods with Leveled lists?
You need to make a merged patch with FO4Edit! Instructions on skibadaa’s WH-77 mods page!
http://www.nexusmods.com/fallout4/mods/9942/?

Special thanks to him for figuring this stuff out for the rest of us! Yay!

Subsequent versions will add leveled list integration as well as its own model as soon as I figure those out or someone offers to do so.

Questions? Comments? Concerns? Bug reports? Death threats? Let me know! I’d like to hear from you.

Have fun!

The post .38 Revolver appeared first on Fallout 4 mods.

Narz’ Weapon Customisation Overhaul

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V1.1 is live! see changelog for full list of changes.

The optional handgun file has a minor incompatibility with Pipe revolvers from v1.05. These weapons will be invisible when held and will not allow pipe gun mods at a workbench – only handgun mods. They will still fire just fine, though they may be a bit hard to aim 😉
Not game breaking, but i thought i should keep the file separate just in case.

The Locational Damage optional file is just for a bit of fun, to make combat a bit more rewarding at the price of being a bit more deadly as well. If you’re not running any kind of difficulty increase mod, it will probably make the enemies feel paper thin, though with this mod running in tandem, they’ll put out quite a bit more hurt than you’re used to, too.

This mod was born out of my dissatisfaction with the limitations on how you can modify weapons, as well as my disbelief that military grade ammo would still be so common 200 years after major production ceased that it remains not just the most widespread but the only ammo in common use.

To those ends, i present…

Weapon Customisation Overhaul

My overarching philosophy in designing and balancing this mod was that every weapon should be both useful & modifiable from the first moment you can find it, and every weapon should be viable at the highest level of upgrading.

to that end, i have attempted to give every weapon its own unique niche. Rechambering a weapon to another ammo type should see a gun outperform other weapons using that ammunition in one regard, while being outclassed in others.
e.g. The submachinegun, rechambered to fire 10mm bullets, will do more damage per shot and have a larger ammo capacity than an automatic 10mm pistol, but will be significantly slower firing and thus lower dps.
By the same token, the 10mm pistol, refitted to .44 bullets, has a larger (potentially 3x) clip size than the .44 revolver and has a much better rate of fire, but significantly lower damage per shot.

All ballistic weapons now have additional customisation categories, and all ranged weapons now have a ‘quality’ rating from -3 to +3. a (—) Makeshift weapon will fire 25% slower, 25% less accurately and deal 25% less damage. At the other end of the scale, (+++) Mastercraft weapons are 25% more effective in all three categories.
In addition, modified weapons will now be found with much greater frequency. Anyone above the most basic raider can (and probably does) carry a weapon with many of the same mods available to you. As such, it’s now much more viable to play into the mid game without ever taking ranks in gun nut. You’ll still want to max that perk out to get access to the most powerful mods, however.

Most guns can now be rechambered to additional ammunition types besides the default. This is now separate from the receiver fitted to a gun, allowing you to potentially create an automatic .38 combat sniper rifle.

The Combat shotgun/Combat rifle are no longer different weapons. They are now (almost) completely interchangeable.
Likewise with the three pipe gun variants. Pipe guns now have a ‘firing mechanism’ mod category which allows you to pick from Semi-auto, Full auto, Revolver or Bolt-action. Each variant has its own benefits and drawbacks.
The basic ammo for pipe weapons is now the Copper Slug, an improvised, non-standard round which is the best that can be produced by raider gangs who lack both the knowledge and equipment to create ammo to military specifications. While pipe guns can be (and are) rechambered to fire any ammo type, by default they will use the copper slug.

The Institute laser is now the Ion Beam, and deals 1/3 of its damage as physical. Though slower firing than the Laser gun, each individual shot hits harder and the mods available to it increase the physical damage it deals independently of its energy damage.

Known Issues

Some weapons simply do not play nice with the changes i’ve made. This is mostly limited to the very early game – the raiders in the Museum of Freedom appear to have guns that completely ignore any changes made to the basic pipegun form – they work properly in their hands but when picked up they are missing the added categories and may not have any attached parts at all.
This applies also to some unique weapons – though it is able to have an ammunition mod attached, the weapon Spray n’ Pray will not ever appear with either a chamber or a quality mod already affixed.

Mods will sometimes by unable to apply if they have other prerequisite mods (ammo switches often require a basic magazine) if any other weapon of the same type in your inventory would not also meet those prerequisites. e.g. You are attempting to convert a combat rifle into a combat shotgun, which requires a standard magazine be fitted, but you have another combat rifle with a drum magazine fitted in your inventory.
This appears to be a flaw/restriction in the system itself, and without abandoning the idea of having different magazine sizes for different ammunition types, i can’t see any way to get around it.

Some weapon mods appear in an unintuitive order in the weapon station. I have no idea what controls the order in which mods are displayed, and have thus far been completely unable to influence it. at all. in any way, shape, or form.

While this mod makes no changes to leveled lists or the like, it makes extensive changes to almost all weapons and mods in the game. Since that renders it incompatible with mods such as Detailed Weapon Mod Descriptions, i took the time to detail more precisely what exactly each mod does. However, this mod will almost certainly be completely incompatible with any that modify the default weapons or mods in any way at all. If for some reason you can’t live without some such mod, i recommend putting this mod further down in your loading order, otherwise it could behave extremely unpredictably.

YOU ARE ALMOST CERTAINLY GOING TO HAVE TO START A NEW GAME. While existing weapons may recognise the additional mod slots i have added in, they will not be furnished with those mods. Attempting to install this mod on an existing save is, again, very likely to lead to weird/buggy behaviour. I don’t advise it.

Apart from that, enjoy (and endorse if you do!!!)

The post Narz’ Weapon Customisation Overhaul appeared first on Fallout 4 mods.

Mk14-EBR – Marksman Scope

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MK14-EBR Leupold CQBSS Marksman Scope

This mod adds a new scope option to the Mk14-EBR mod (original mod needed).
The new scope uses the same scope model and values as the original mod but also adds a ‘Marksman’ version which allows
for the traditional overlay method of aiming down sights.
This means the scope will now work in 3rd person, and allows the hold breath option.
This does not edit base values of the gun in any way, only those of the new scope object.
For the scope to be useable, some changes were made to its stability to reduce weapon sway.

This mod will not work without the original mod, obviously, which is available
HERE

Credits for the original mod belong entirely to Dazzerfong, not only did he create the original mod but he also guided me on what changes to make to allow this mod to work. I have been granted permission to create and publish this mod here on Nexus.
This mod may only be published on sites that the original mod has authorised.

The post Mk14-EBR – Marksman Scope appeared first on Fallout 4 mods.

Frisbee Mine

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Hopefully no one throws it back.

Description
Gives you the option to have some mines that go a little greater distance.
*Not featured in the video, but you gain a “throwing arc” with Demolition Perk Rank 2 the same as with grenades.

Currently
Two version’s:
Replacer
Replaces all mines with a throwing variant. (default manger install)

Craftable
Adds a new version of each mine youd find at the Chemistry Station. Each have the same component/perk requirements and stats as the original mine, and are created the same way, but have about the same throw distance as a grenade.

*Only use one version

Installation
Recommend using NMM,and install as any other mod.

Changes
v2 Added “Throwing Arc”

Development
May add in the nuke mine to the Chemistry Station and make a frisbee variant as well.

Misc Info
If you dont see the throwing, try loading this last to see if it helps as you may have another mod that edits mines.
Let me know of any mods you would like a compatibility patch for.
Made entirely with FO4Edit.
Still use mod at own risk I suppose.

My Other Mods

As always – Any comments, bugs, or suggestions always welcomed.

The post Frisbee Mine appeared first on Fallout 4 mods.


High Tech -Halo- Sword

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High Tech Energy Sword

Description
Adds a energy sword to craft at a chemistry station under Utility. The sword has 3 upgrades at a weapon bench ‘Electrical’ ‘Fire’ and ‘Plasma’ Weapon damage goes up with unarmed.

Massive Credit again to Bleu for making the sword etc, go give him some love

The post High Tech -Halo- Sword appeared first on Fallout 4 mods.

MAC-11 Machine Pistol – Standalone

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This mod adds the MAC-11 subcompact machine pistol to the game.

A little bit of background info on the MAC-11:
“The Ingram MAC-11 (Military Armament Corporation Model 11) is a subcompact machine pistol developed by American gun designer Gordon Ingram at the Military Armament Corporation (MAC) during the 1970s. The weapon is a sub-compact version of the Model 10 (MAC-10), and is chambered to fire the smaller .380 ACP round. Like the larger M-10, the M-11 has open sights with the rear pinhole sight welded to the receiver. These sights are for use with the folding stock, as using them without the stock is nearly useless because of the initial jump of the weapon due to its heavy, open-bolt design. At the MAC-11’s high cyclic rate, extreme trigger discipline is required to discharge short bursts, which are required for combat expediency. Without proper training, the natural tendency of the inexperienced shooter is to hold down the trigger, emptying the entire 32-round magazine in less than two seconds, often with poor accuracy due to recoil. MAC-type submachine guns and semi-automatic pistols were first manufactured by the Military Armament Corporation, and later by RPB Inc., Sylvia/Wayne Daniel Inc., Cobray, Jersey Arms, Leinad, MasterPiece Arms, and Vulcan.”

Here is a short video demonstration by BenderSKR:

If you are on YouTube considered Subscribing to his Channel. He makes awesome cinematic videos.

I have included the following Weapon Mods:
Receivers: Standard, Automatic, Hair Trigger, Heavy Frame, Light Frame, Hardened Auto, Armor Piercing Auto, Hardened Piercing Auto, Powerful Auto.
Barrel Attachments: Standard Barrel, LAM Barrel Attachment, LAM Barrel Attachment with Laser Sight.
Stocks: Standard Stock, Extended Stock.
Magazines: Standard, Quick Eject, Large, Large Quick Eject.
Sights: Standard Sights, Glow Sights.
Muzzle: Muzzle Break, Suppressor.

I didn’t include Reflex Sights or Scopes because there is no room to put the on the weapon. I wasn’t going to include the Extended Mags but it really needs it with the Fire Rate on the Auto Receivers. I didn’t include a Rapid Receiver because you would empty the mag in one second. That’s not to stop you from using Legendary Modifications on it… if you want.

I tried to make this a close to the real weapons as possible. I have never fired one, nor do I claim to be a gun expert but I think I got it pretty close. It uses 10mm Ammo or an optional file for .38 or .45 Ammo. It should be pretty balanced I tested it a bit and compared to the 10mm fully modded. It’s fair considering the Fire Rate on this thing.

Known Issues:
There is a small bug with the Glow Sights. The back sights move when you shoot or reload the weapon. Also the LAM Laser Sight makes the preview only display the laser and makes the rest of the weapon go off screen. I do not know how to fix this but it is only cosmetic and hardly noticeable. If you find any bugs please report them in the BUGS SECTION not in the POSTS SECTION. Thank you!

Getting the Weapon:
IMPORTANT! To get the weapon please make sure you follow these steps first:

Navigate to your Fallout 4 Folder at the following location “Documents/My Games/Fallout 4”
Within this folder will be a number of .ini files, highlight “Fallout4Prefs.ini” and “Fallout4.ini”.
Right Click, select Properties and ensure that these are NOT marked as read only.
Open Fallout4Prefs.ini with your favorite text editor
Navigate to the very bottom and you will see the line [Launcher]. Directly underneath this, add the following line:
bEnableFileSelection=1
Save and Close
Open Fallout4Custom.ini with your favourite text editor.
Add the following lines to your Fallout4Custom.ini
[Archive] bInvalidateOlderFiles=1
sResourceDataDirsFinal=

I have made a patch for my other mod that lets you craft Standalone Weapons at a custom workbench or using the workbench from AWKCR. There are also merged patches and leveled lists patched for most of the popular weapon mods on Nexus. The single patches are in the Misc and/or Updates sections. You can check that mod out here:
Standalone Weapon Crafting Station and AWKCR Patches

If you just want to use Console Commands to get the weapon type this in the Console:

help “mac-11” 4

Look for the record that has “WEAP” in front of it then type this:

additem xx000800

Change the x’s to the number the WEAP record shows.

Credits:
First off I would like to thanks skibidaa and TrickyVein for helping me to understand some things about nifskope. The weapon model and textures were created by Kutejnikov at TurboSquid. The LAM model was borrowed from the Beretta M92 Samurai Edge mod. The laser sight was borrowed from the HK USP .45 mod and was made by tenoyl. Both of these mods state the assets are free to use so thank you to the original authors.

Big thanks to BenderSKR for doing the awesome video and screenshots pre-launch so this could all be presented so well. Really, Subscribe to his YouTube Channel.

DISCLAIMER:
I am not trying to make any money off of this mod. If there is a problem with the branding on the textures please let me know and I will do my best to remove them. Thank you in advance.

My Other Fallout 4 Mods:

Desert Eagle .50 AE – Standalone Handgun

M1911 – Standalone Handgun

MAC-11 Machine Pistol – Standalone

Rhino M1 Revolver – Standalone

Standalone Weapon Crafting Station and AWKCR Patches

Wasteland Creatures Redone – Retexture Compilation

SEE MORE HERE
Thank you BasedGod

The post MAC-11 Machine Pistol – Standalone appeared first on Fallout 4 mods.

Improved M14 Textures

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Reworked the textures of the M14 Standalone Rifle by ff7cloudstrife. By no means are they perfect, but I think they’re a lot better. The metal parts are now much less shiny and have bumps, a few of the stocks have been made wooden, and the default wood stock has been completely redone to look nicer. It could definitely use some work, but for the time being I think it’s pretty decent.

Requires the original mod M14 Standalone Rifle by ff7cloudstrife.

The post Improved M14 Textures appeared first on Fallout 4 mods.

PitchingMachine

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I speak only Japanese.
PitchingMachine
———————————————————–
Base ballを撃ち出すPitching Machineを追加します。
The mod adds “Pitching Machine”
———————————————————–
●追加されるWeapon(Added Weapon)
Pitcher

●追加されるAmmo(Added Ammo)
Base Ball(Ammo)

攻撃力は41。
装弾数は9。
重量は12。
当たった敵選手はノックバックします。
改造はできません。
———————————————————–
●入手方法(How to get it)
Could be crafted under “Utility” section of any Chemistry Station.
Chemistry stationのUtilityで作れます。
Pitcherの材料はオイル(Oil)、鉄(Steel)、ギア(Gear)、緑のペンキ缶(Green Paint)です。
Base Ball(Ammo) * 10の材料は布(Cloth)、鉄(Steel)です。
———————————————————–
●余談
プレイ前にダイアモンドシティが野球場で、よく見るとバットっぽい看板とかあると知った時から、
野球ボールを撃てる銃とか出るんじゃない、とか思ってたんですが、グレネードしか無かったので作りました。
ベースボールではピッチャーというポジションの選手だけがこれで敵チームを撃っていい。
———————————————————–
JPN 2016.02.25 2:10 update
古い方をダウンロードした方は今アップしてあるファイルをダウンロードし直してください。
ミスがあると親切なEIHEYさんがPostsで教えてくれました。ありがとうございます。
マスターに不要なMODを指定していました。 削除しました。 失礼しました。
一つ前に作ったMODと構成がほぼ一緒なのでそこからコピーしてきたらマスターに指定されていました
やっぱり横着はダメですね。

The post PitchingMachine appeared first on Fallout 4 mods.

Ka-Bar Knife and Sword

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This weapons mod is standalone, not a replacer.

Name: Ka-Bar Knife and Sword
Date: 2/24/2016
Last Updated: 2/24/2016
Category: Weapons
Author: MikeMoore

The Ka-Bar Knife and Sword

This is a sword and a knife, both are seperate weapons, the knife is based on the Ka-Bar knife used in 1942 by the US Military, and the sword is.. Well it’s not a real thing but people have been making the knife into a sword lately so I decided to go ahead and make that too because it looks neat.

Maybe add some weapon mods for it. Suggestions are welcome :)

Please report any issues you have to me in the comments or bugs section right away, I’ll fix it I swear

Also, user submitted screenshots are always welcome! I love getting this, and I’ll pop your name in the bottom right and put them in the official mod screenshots if they’re really pretty.

– Ah, a custom mesh? You must be one of those psychos using 3DS Max.

– No, infact. Everything in this mod was created using open source software, I used Blender to make the mesh. If you’d like a tutorial on how to do this yourself, I’ve made a video just for you.

– Hold up Mike, I’ve got a few melee weapon mods now and only one of them is spawning in game. What’s going on?

– You need to make a Bashed/Merged patch in FO4Edit. Don’t go alone, take this.

– I’m NOT having the issue you mentioned above, what should I do?

– I.. uh. I don’t know what you want from me. Make some grilled cheese.

– This doesn’t look like an exact replica of the weapon and the sword does not exist. I hope you die.

The post Ka-Bar Knife and Sword appeared first on Fallout 4 mods.

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