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H and K UMP 45

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Update 2.3
Minor tweaks like sights etc, nothing crazy
Update 2.2
New model and textures (Check first 6 pics)
Fixed some audio issues mostly at night, mostly

Update 2.0
-Complete rework of animations, still a bit off on front hand positioning and reload hand positioning but can’t do anything about that now.
-Added new sight options
-Reworked guns scaling etc, she is now a low fire rate automatic which can be upgraded in fire rate at cost of dmg etc or just plain damage
-Better accuracy with scopes allowing it to be used as a medium range full auto sniper
-Fixed weight issue
-Fixed Aim and first person holding issues
-Changed some things like fire rate from the video to be a bit lower

WARNING
This gun is so pretty and lifelike you may find yourself asking “Why are bethesdas textures so flipping terrible?”
This gun also achieves that effect using ONLY 2k and lower textures, leading some to question the obsession over 4k+ textures. We can’t help you there, the general public are sheep.
If you find that your mindless obsession with 4k+ and immersion named mods has been irrevocably shattered, you’re welcome, have fun in the thinking part of the mod user category from here on forth.
(Also, just wait till I let him give me 4k f’ing textures, some of you may have to start wearing adult diapers.)

H&K UMP 45
For when you absolutely just gotta kill every M****r F****r running across your settlement borders.

Description
Adds a craftable UMP 45 under ‘utility’ in the chemistry station. After there are various upgrades available at the weapons workbench.

F’ING F U BLEU ALL THE GUNS AND STUFF WANT TO WORK ON PERKS AHHHHHHHHHHHHHHHHHHHHHHHHH

The post H and K UMP 45 appeared first on Fallout 4 mods.


Alien Blaster Evil Edition 4k

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Overhauls the Alien Blaster weapon and ammo to either 2k or 4k.

Customisation.

Choose your own texture set and a glow effect to get the look you want, Choosing only a texture set will ensure the vanilla alien blaster gun, ammo and projectile will retain its light blue color.

Info.

The Alien blaster evil edition contains a black texture set with a red scope lens plus red gun, ammo and projectile glow.

The Alien blaster black and blue edition contains a black texture set with a blue scope lens and no glow mesh to match the vanilla blue glow mesh.

All the other 2k and 4k texture sets only contain textures, you will have to choose a glow if you want a unique 1.

All 4k textures come with 4k normal and specular maps, however the 2k versions rely on the vanilla maps.

Testing Codes.

Alien Blaster gun code. Player.additem 000FF995
Alien Blaster ammo code. Player.additem 001025AA 1000

Credits

Bethesda
Nifskope
Gimp 2.0
Darkfox127

Permisions.

You can use any of the meshes and textures but please leave me a credit unless you modify them beyond recognition.

Have Fun Playing.

The post Alien Blaster Evil Edition 4k appeared first on Fallout 4 mods.

Desert Eagle Silencer and Other Mods

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Description:

Version 1.4 Added Very Large Silencer by request. Rebalanced perk requirements slighty (most are Gunmod 2 now) – Rebalanced Auto receivers so they are all exactly same rate of fire (unintended slight variance from testing)
Added 1.4 WSE version for use with Weaponsmith Extended version of the Desert Eagle

See bottom for installation guidance and more detailed 1.4 changelog

Version 1.3 Now by request features Drum Magazine, Auto Receivers, Visible Silencers

See Changelog as some stuff is a little “rough & funky” to get working.

This is a patch for Desert Eagle .50 AE – Standalone Handgun by Stabcops so of course that is required.
I loved running around hip-firing on my many play-throughs of Fallout testing various setups. Gun of choice quite often is the Deliverer, or one of the many standalone weapons – M9, Glock 20, HK USP .45 etc.

But ultimately all the standalone weapons feel the same, and hit the same barrier… just not enough oomph at higher levels.

My standard recourse with pistol builds has been to go laser. A maxed out laser pistol packs the same punch as a laser rifle, with longer range. Slap on a couple of legendaries and it can take on anything.
But it hasn’t got the feel of a ballistic handgun, blocks a lot more vision, and I don’t enjoy hip-firing it anywhere near as much.
I tried various .44 revolvers with the excellent .44 silencer mod from 24Cell and that gave me the oomph I needed, but the action whilst semi-realistic, wasn’t what I was looking for.

The guns performed significantly worse in hip-fire compared to V.A.T.S.

In the hardcore survival config I am currently testing I often face mobs from 3 competing factions at the same time, multiple legendaries and many of them are bullet sponges even though I am only up to lv65 (It is my 8th playthrough that is lv60+).

Then Stabcops uploads his excellent Desert Eagle

I could immediately see it as the foundation of a “Deliverer mk2” experience for higher levels (65+) that I had been searching for with a few caveats.

It needed a silencer for both the Sandman perk and my ear drums.

I was “honed in” on the feel/range of a Deliverer and similar pistols so some tweaks were needed.

The flashlight barrel is fine situationally, but most of the time I prefer the pip-boy

Whilst I haven’t needed it yet, I am used to 19+ shot magazines so a boost would be useful.

I am a fan of See-Through Combat Scopes, and henkspamadres created scopes for the Desert Eagle, but my preference for handguns is the original zoomed in Reflex sight from version 0.9 rather than a real scope added in later versions. So I needed to make x2.5 and 4.0 Combat Sights.

This quick plugin fixes those needs

2 New barrels that add silencer (works with Sandman), both with & without lamp. Other stats in line with Deliverer… increased range, reduced recoil, slightly tweaked iron sights, value etc.
With 1.3 now comes with 3 different visible silencers
With 1.4 you now have 4 different visible silencers

2 Combat Sights (Zoomed in Reflex) – 2.5x and 4.0

1 2 New Magazines – Extra Large Quick Eject for those that are used to having 19 rounds or more, and new with version 1.3 is a 40 shot drum mag.

4 Auto receivers

Version 1.4 Changelog

By request I have added the larger silencer from the Combat Shotgun – it can block iron/glow sights slightly but does fit the gun quite well.

All the silencers had Gunnut 2 required, and the titanium barrels Gunnut 3. I had hoped to be able to get all the barrels fixed by now so that a visible silencer would work with any barrel, but as that hasn’t been possible I thought it best to make the titanium version available sooner.
Other perks were also reduced slightly, partially because with the WSE plugin the Desert Eagle is being added to leveled lists pretty early in the game.

Whilst doing some testing on fire rates some variance in the fire rates of different automatic receivers didn’t get reverted when I finalized the speed. it was a .01 to .02 difference in a multiple but there was no reason for there to be a difference in performance.

The big change is the addition of an optional Weaponsmith Extended (WSE) file.

It is not standalone… you still need to download and activate the main Desert Eagle Silencer mod, and then manually deactivate the esp from your load order if you no longer have the primary desert eagle esp in your load order.
This is consistent with how you currently have to download the main Desert Eagle plugin, and then switch off the esp as well if you are not running both concurrently e.g. whilst using Weaponsmith Extended for testing, but still running the primary Desert Eagle for compatibility with other mods.

Weaponsmith Extended is a needed solution for people using lots of gun mods. It is probably not the only solution, or the only implementation of the system Gambit77 has proposed, but it is what we have for now so I am supporting it.

If you use it, I would strongly suggest also using my Weaponsmith Extended Extension which makes the mess in your weapons workbench at least a little bit understandable

Version 1.3 Changelog

So I skipped releasing 1.2 as I wasn’t happy with it. I am not fully happy with 1.3 but it is good for a work in progress and functional.

Autoreceivers

The 4 auto receivers (1 for each color) have the following stats

No decrease in damage
No increase in rate of fire
No changes in accuracy

It fires bullets near enough at the same rate you can get by mashing your mouse button, with the advantage that you can actually aim fairly well whilst firing, and still use it for single shots.
There is a reasonable VATS penalty.

It is genuinely a lot of fun sunning around with a slow/powerful automatic receiver

Drum Magazine

The Drum magazine is the Extra Large Magazine nif with a combat shotgun drum nif merged with it. Uses default shotgun textures currently. Gives you 40 shots which is about 11 seconds of autofire or mouse mashing, which is plenty.
It is pretty heavy as per other drum mods.

Silencers

I am not happy with the silencers yet, but this is what I did.

I moved the silencing component of the original “Silent Barrels” to real silencers. The titanium barrels still give a number of benefits.

To have a visible silencer you need to use the titanium barrel without the light currently. To get them working, at least short term I shoved a copper barrel down the snout. 2 of the default silencers (small / large) actually needed some kind of visible pipe anyway, and it isn’t visible from the front of the gun at all if you use the medium silcencer which is very much flush.

To Do:

.44 and .45 Caliber Conversion mod

There is currently a big gap between “Deliverer damage” and the Desert Eagle that could use filling with a .45 Caliber version, and .44 ammo as an option with no significant performance difference would be a good option for those that don’t want to use an ammo crafting mod.

Stabcops has created an alternate .44 pistol variant, but that isn’t intended to have both in game at once.

For now I would highly recommend using something like Craftable Ammunition but would suggest using only batches or it can make you level faster than you might wish.

Subsonic Ammo

I have had a request to make things even quieter, and the obvious way is to use subsonic ammo. I just want to do this and the caliber conversion in such as way that is remains compatible with other ammo conversion mods people might use, so it requires some experimenting with other mods.

Silencers / Barrel WIP

I am not happy with the kludge to get the silencers working with at least a standard “titanium” barrel, but the work to fix it would be much easier if the barrel with light wasn’t so different in the Nif.
Because of the different way the silencers from other guns connect, the visible pipe is a necessary evil.
Of course if I remade all the silencers then a pipe if needed could be added to the silencer instead of the barrel.

Getting the mods in game:

All available as standard mods at the weapons workbench

Installation:

NMM :) or however you install other ESPs.

Compatiblity:

If changes are made to the primary nifs which affect the attachment points (fixing them) then my current work around might make things a little funky.

Permissions:

Use at own risk. Do not upload this mod to other webpages unless I give you the permission to do so.

Known Issues I Probably Won’t Fix:

Yeah it is a silencer built into the barrel, live with it. This changed with 1.3 though you will only have a visible silencer using the titanium barrel without a light.

Titanium being lighter might affect how you feel any recoil, but I have decided that the way game mechanics work, better lighter materials = better performance in general, and iron sights needed tweaking or it would end up as another “V.A.T.S gun”

I never really see a magazine when playing, so I didn’t see much point in creating a larger magazine just for screenshots
Drum version has a visible drum for version 1.3 onwards.

The sound isn’t prefect – it is effectively Silenced .50 Hunting Rifle, though the sound for NPCs just seems wrong (on the original hunting rifle too)

The “zoomed in” reflex sight isn’t as realistic as the Combat Scopes mod, but really fun to use.

Thanks, credits and tools used:

– Desert Eagle .50 AE – Standalone Handgun by Stabcops
– FO4Edit
– Nifskope

The post Desert Eagle Silencer and Other Mods appeared first on Fallout 4 mods.

Gatling Rifle

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M54 Gatling Rifle

Screenshot by: MercenaryNox
Click the spoiler button to display the showcase videos available
Also, check out the user-made screenshots. They tend to look better than mine

Spoiler Show

Spoiler Show

In short
This mod adds a new weapon to the game: the M54 Gatling Rifle. In essence, it is a rifle with a spinning barrel and high rate of fire.
Guaranteed to take that Deathclaw down. Yes, this weapon eats up all your bullets, yes the barrel gets hot.

Also, for additional, beter looking screenshots, check the user submitted screenshots.
They tend to look a lot better than the ones I made.

Stats
Base Damage : 30, or 18 if you choose the DamageReduce option
Fire rate : ~140
Affected by : Heavy Gunner, or Commanod, depending on which option you pick during the installation
Caliber : default 5mm, but you can mod it to shoot almost any bullet.
How to Aquire : Spawns on NPC’s or by the use of console commands

Changelog:

Spoiler Show

DOES THE BARREL GLOW :D?
Yes… yes it does.

Can you fix any of the animations?
Nope, nobody can at the moment =\ But hey, animations arn’t bad at all :) just a small lil bit of clipping with the reload.

Known Issues (only minor issues so far)
There are two known and easy to ‘fix’ issues:
– Barrel starts to glow when you pull out your gun.
FIX: Pull out your weapon using the AIM button, fire a single round or switch to another weapon and switch back
– Effects don’t load properly when loading a game with the gun equipped.
FIX: Switch to another weapon and back

How to aquire?
Using the console:
Type : help gatling 4 weap
There should be an entry in the shape of XX00080E Gatling Rifle.
Type player.additem XX00080E
OR
The gun is integrated in the game with the use of leveled lists.
The following leveled lists are affected:
LL_Minigun (the guns spawns 50% of the time instead of a minigun)
LL_Weapon_Any_Boss

Does the gun have any modifictations?
Yes it does.
– 10 Receviers
– 4 Barrels
– 7 Sights
– 3 Barrel Jackets
– 2 Magazines
– 3 Stocks
– 5 Muzzles
This gun does not have any ‘hardenend’, ‘slightly more damage’, ‘even more slightly more damage’ kinda receivers.
The receviers manipulate the kind of ammo the guns fires.
Current available ammo types:
.50
.45
.44
.38
.308
10mm
5.56mm
5mm
Surprise ammo 😀
Railway Spikes

Scopes include Combat Sights (see my other mod, See-Through-Scopes)

Translations
German Translation by CreatorX

Installation: Nexus Mod Manager
– Download the main file, and let NMM install the mod.
– During the installation-progress: pick the options you like the most
– Done!

Installation: Manual
I assume you know where your Fallout 4 data folder is, and that you know how to make the game load additional plugins. If not, google for them.
– Download the mod.

Inside the mod are the following folders:
– FOMOD : You can ignore this folder completly, not relevant for a manual install.
– Main : Contains the needed meshes, textures and a single ESP. This is the basic mod, without modifications.
Copy the contents of the Main folder to your fallout 4 data folder. Next, activate the GatlingRifle plugin.

The following files require the Main folder to be extracted and the GatlingRifle esp to be active to function properly.
Some files (the patches) might also require other mods.

– NoGap : Contains meshes that eliminate the gap between the barrel and the grip.
Copy the contents of the NoGap folder to your Fallout 4 data folder to apply.
– NoGlow : Contains two folders, Normal and NoGap. Copy the contents of either folder to your Fallout 4 Data folder if you want to get rid
of any heat effects on the barrel. Pick normal for the normal grip and NoGap for the ‘NoGap’ variant grip.
– ESP :Contains customization/patch ESP. These ESP’s need to be loaded after GatlingRifle.esp and if that applies, their respective mod.
The following patches/options are available:
– GatlingRifle-AWKCR : AWKCR patch. Copy and activate this ESP if you want AWKCR compatibilty. Load this ESP after AWKCR.
– GatlingRifle-Commando : Makes the rifle use the Commando perk instead of the heavy gunner perk.
– GatlingRifle-Loads: Loads patch. Makes the rifle compatible with the LOADS mod. Requires the LOADS mod. Load this ESP after LOADS.
– GatlingRifle-Commando-Loads : Copy and activate this if you want both the Commando and LOADS patch.
– GatlingRifle-NoIdiotSavant : the ‘Surprise Receiver’ does not need Idiot Savant anymore to craft.
– GatlingRifle-DamageReduce : the rifle does less damage.
– GatlingRifle-DamageReduce-Loads : the rifle does less damage. Use INSTEAD if GatlingRifle-DamageReduce for LOADS compatability.

Other Mods I Made:

[/size] [size=4] See-Through Scopes

The post Gatling Rifle appeared first on Fallout 4 mods.

Laser Katana

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Introduction
Adds a standalone laser katana I made for Fallout New Vegas to Fallout 4. It’s part of my larger mod Shogo Heavy Industries.

Changelog
1.1 – Increased damage.
1.0 – Initial Release

Installation
Place everything into Fallout 4/Data.
To get weapon ID type “help katana 0” in the console.
Spawn weapon: player.placeatme “ID” 1

Have fun.

Features
Brand new model with fully functional normal maps
Mods and different colors coming soon…

Weapon
The sword has a base damage of 100. Optional esp file reduces damage to 65.

The post Laser Katana appeared first on Fallout 4 mods.

MP-153 Riot Shotgun – Standalone

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MP-153 Riot Shotgun – Standalone
Version 1.0

By Undyne777
Original models & textures by Alex_I

Adds a standalone MP-153 shotgun to the game. It is integrated into vendor lists and loot lists for Rail Road, Gunners, and Raiders. Availabe in semi-auto and full-auto variants, along with extensive weapon modifications. The stats of this weapon are slightly higher than the vanilla Combat Shotgun.

NEXUS “HOT FILE” ON MARCH 3RD? WOW! THANK YOU TO THE COMMUNITY FOR YOUR INTEREST AND SUPPORT!

If you encounter any issues or crashes, DO NOT post to the comments. Your issue will probably get lost.
Help me help you. Submit a Bug report with your exact weapon build (eg. receiver, barrels, muzzles, etc.) and if you use any other mods that might conflict.

HOW TO GET IT

The legit way – find it in-game! Vendors sell it, and it can be found on Gunners, Rail Road agents, and Raiders. You may need to wait/sleep 24+ hours to get loot lists to refresh.

The cheating way – use the console. Type in player.additem XX000859 1
(XX = the mod’s # in your load order)

KNOWN ISSUES

Yes. I know the real world MP153 (which this is based on) is a tube mag, not a box mag. However there are no good animations for tube-fed shotguns in this game, so I had to sacrifice realism for functionality.

I know the bolt is on the wrong side (mirroring) and the animations do not line up 100%. These are issue with the animations included with the base game – I have no control over these. I did the best I could with what I have – if you have a solution, then please let me know.

INSTALLATION

FOMM compatible
For manual installation, drag and drop into your FO4 Data folder

UNINSTALLATION

Delete the ESP and meshes/texture files included in this package

MOD CONFLICTS

If you use any mod that touches the below leveled item fields, there will be a conflict. You will need to create your own merged patch (using FO4Edit) or pray that some kind soul makes a patch for you. I am not able to do it for you due to time limitations on my end.

PERMISSIONS

Do not redistribute this mod without my permission. Any permitted use requires citation of the respective authors mentioned above.
You may not use the contents of this file or commercial uses.

No need to ask if you would like to release updated textures or ESPs. Please just link back to this original file and cite the authors for their contributions. Thanks!

CREDITS

Myself (Undyne777) for porting the model/textures to Fallout 4, creating some new textures, and making model edits/tweaks
Alex_I for the original MP153 model and textures

Hlp, Zilav and Sharlikran for their test distribution of FO4Edit on Nexus
Bethesda for the base FO4 files used to create the barrel, magazine, muzzles, and other attachments

SPECIAL THANKS

ff7cloudstrife for being a great springboard for ideas and working through each others’ FO4Edit issues!
Wretched89 for advice and help navigating 3ds Max and how to port assets to FO4

TOOLS USED

Autodesk 3ds Max
GIMP 2.0
FO4Edit

CHECK OUT MY OTHER MODS

M1 Carbine – Standalone Rifle
Standalone semi-automatic rifle, featuring leveled list integration and several
weapon modifications.

Weapon Mods – Caliber Conversion Kit

Comprehensive receiver mod pack that adds new ammo options to the 10mm Pistol,
.44 Revolver, Combat Rifle, and much more!

R91 Standalone Assault Rifle (contribution)
http://www.nexusmods.com/fallout4/mods/7715/?
Fallout 4’s first standalone weapon spearheaded by ff7cloudstrife.

SEE IT IN ACTION

Video courtesy of kweb21:

Video courtesy of JrMods:

Video courtesy of BenderSKR:

Video courtesy of westname

The post MP-153 Riot Shotgun – Standalone appeared first on Fallout 4 mods.

OnePunchSider – Feel like a real captain

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This Mod does two simple things to have more fun with your (boring) Broadsider:
Have you ever thought, that the Damage of the Broadsider is just way too low for shooting a CANNON BALL in the Enemies Faces?
Now you will One-Shot everything with 20000 Damage.
The second Change is that you can now have 15 Cannon Balls at the same time instead of reloading after every shot.

When you have suggestions to make this mod better, I’d be glad if you could contact me or write a comment.

The post OnePunchSider – Feel like a real captain appeared first on Fallout 4 mods.

Targeting Minigun

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Adds a mostly standalone Minigun(meaning: vanilla sounds, model, textures) with its own ammo that can
lock onto targets and correct bullet trajectories such that most bullets hit your target.

update v1.1:
fixed broken keywords causing minigun mods to appear globally

notes:

very slight delay from firing to bullets actually being fired, probably due to the fact that its now a ‘missile’ instead of a ‘beam’
enemies behind cover will laugh at your extremely accurate wall shots
targeting recon marker will not function correctly if ai detection is off
‘Accelerating Barrel’ modified slightly to be reeaaallly inaccurate and have terrible range, to compensate for auto-aiming
is able to target children but the bullets are not directed correctly, possibly because i did no’t have an ‘unessential child’ mod
craftable at your local chem/othermoditems craftbench
i don’t intend to add an akcr version
the ‘Homing 5mm’ crafting recipe yields 50 ‘Homing 5mm’ bullets
requires “Gun Nut” rank 4 and “Science” rank 2 to craft the gun, almost all ammo and mods also “Gun Nut” rank 4
requirements for crafting based on similar requirements from “Armorsmith Extended”
“”damage buff”” easily added with fo4edit

optional file:

only modifies the ‘5mm’ and ‘Minigun’ projectiles, so that all miniguns gain targeting
allows for anything both a minigun and using 5mm ammo to have targeting, including modded miniguns that still use 5mm and fire minigun projectiles
can be used with the main file, but makes the main file’s only use to be an expensive crafting recipe for a minigun in case you lost or sold the one near the beginning of the game
vertibird based targeting is not particularly useful for you as the targeting does not tend to work from the vertibird height
enemy miniguns have this as well

The post Targeting Minigun appeared first on Fallout 4 mods.


M1911A1 – Standalone Handgun

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A little bit of background info on the M1911:
The M1911 is a single-action, semi-automatic, magazine-fed, recoil-operated pistol chambered for the .45 ACP cartridge. It served as the standard-issue sidearm for the United States Armed Forces from 1911 to 1986. It was first used in later stages of the Philippine–American War, and was widely used in World War I, World War II, the Korean War, and the Vietnam War. Designed by John Browning, the M1911 is the best-known of his designs to use the short recoil principle in its basic design. The pistol was widely copied, and this operating system rose to become the preeminent type of the 20th century and of nearly all modern centerfire pistols.

This specific model was based off of the M1911A1 from Metal Gear Solid 3: Snake Eater.

Here is a short video demonstration by BenderSKR:

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

The ENB Preset in the video and screenshots are by BenderSKR also. Check out his preset here:

Sugar Bloom (ENB and ReShade Preset)

I have included the following Weapon Mods:
Receivers: Standard, Calibrated, Hair Trigger, Heavy Frame, Light Frame, Hardened, Powerful, Calibrated Powerful, Advanced.
Grips: Standard Grip, Comfort Grip.
Magazines: Standard, Quick Eject, Large, Large Quick Eject.
Sights: Standard Sights, Glow Sights.
Muzzle: Suppressor.

It doesn’t have any extra Barrel Attachments, or Reflex Sights because I didn’t think it would look good on the gun. It is chambered in .45 Ammo. It has stats that are just a little better than the Deliverer. There are custom sounds for Fire and Silenced, should work with NPCs. Also, the textures are pretty Low Res (1K I think LOL) I will probably not do any retextures for this so please do not ask me.

Known Issues:
There are a couple graphical issues, one with the slide on the back side and another on the bottom of the Magazine. These are 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 “m1911” 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:
All credit for the original Models and Textures go to the following authors at GameBanana; Steel – 1911 Frame/Slide/Magazine/Silencer, General Tso – Sights, the_tub – Sights, SureShot – Hammer and Grip Cut Edits/Grips/DuoTone, Style slide/Hammer and Magazine (and normal/spec maps), Stoke – 1911 Frame/Slide/Bullet/Silencer, and SureShot. DOOM for messing everything up.

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 M1911A1 – Standalone Handgun appeared first on Fallout 4 mods.

Graywolf’s Custom Weapon Mods

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This mod is currently a work in progress. Some parts are buggy but it all does work, at least for me. I make these mods for me but will update them here for those who want to see if they like them as well.

I really appreciate feedback, good or bad, just whatever you want to say about my mod. Obviously please keep it constructive though, nobody wins in an internet war. Because war, war never changes :D.

Unlike most modders seem to, I greatly appreciate and will do my best to implement any ideas suggested to me, as long as they pertain to adding modifications (and weapons?) to the game. Please don’t suggest any standalone non-vanilla weapons you want in the game, I don’t know about those. I would very much like to create mods for standalone weapon mods, please suggest these to me as well.

I’m sorry to say that I cannot get the hunting rifle to use pistol animations without messing up the animations in the process. If you have experience with models and would like to help guide this mod, please send me a PM. I’m not giving up however and will keep trying, this is one I really want to accomplish. It definitely won’t look the best though, limitations before the geck.

Features:

Marksman Pistol Receiver for Hunting rifle (normal and rapid version, both .50 cal):
I like the marksman pistol in GTA 5, and decided it would be cool if I could make a hunting rifle that functions like that. This receiver is chamberedin .50 caliber, and has a heavy bolt but light spring, making the re-chamber speed very quick. The speed makes it very nice to pull off quick successive shots, which is very satisfying. I recommend that you use it on stockless frames with short barrels, but obviously you can make a full sized rifle since it is a modification for the vanilla hunting rifle.

Changelog:

Ver 02:
Rapid Marksman Pistol Receiver for Hunting Rifle added.
Reworked reload(Not rechamber, just changing magazine) speed to be more realistic but still increased.
Added reference from the misc mod items to the actual weapon mod, which will hopefully let you be able to re-equip the receiver instead of re-crafting it. Also should have fixed some other bugs, maybe.

Ver 01:
Marksman Pistol Receiver for Hunting Rifle added

BUGS:
Can’t figure out why, but all of the mods I make don’t show up when I go into the area where I can craft the mods. To fix this you have to change the mod to a different one, and it will appear as an option (EX change .50 receiver to normal receiver on the hunting rifle, and then my Marksman Pistol receiver should appear). Sometime you need to exit the bench, restart the game, etc, but it works for me. You get what you pay for from this mod, and its free 😀 and i’m not going to fix it. However if someone wants to take their time to advise on how to fix it, I will implement it ASAP. Thanks for putting up with it. (According to some this may only be an issue with my game, but I will leave it here anyway.)

Features to come (Probably before GECK):
Standalone weapon rather than mods for hunting rifle

Features to come (Probably not till GECK):
Pistol animations rather than rifle (Maybe)
I like mods that change how the weapon looks, and along those lines I would like to add a shorter stockless frame and even shorter barrel to go along with the marksman pistol receivers.

Install:
Just drag it into the Data folder. If you have a previous version installed you can just replace it when you drag it in.

The post Graywolf’s Custom Weapon Mods appeared first on Fallout 4 mods.

sniper give away

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hey guys i worked a while on this mod it is basically the fallout 3 sniper it needs a couple more in game mods and textures but the base is done. But now I’m back at school and really don’t have time to finish it and it seems like such a waste to just delete these. So here they are use them as you please as long as i get credited. also if anyone in the texture making/modding side wants another gun model done you can contact me and i could probably do another for you.
top

The post sniper give away appeared first on Fallout 4 mods.

Deathstroke Armor and Weapon

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DEATHSTROKE
Standalone armor of fearless villain!
FINNALY! – Deathstroke arrived to the commonwealth! Wear his mask and feel power of this super villain, mercenary and martial arts master!

DESCRIPTION – This is what many of you have been waiting…standalone mask of DC Universe character Deathstroke. Mask can be upgraded on armorsmith stations, and have physics! Now added Slade Wilson sword!

MASK IS CRAFTABLE AT ARMORSMITH WORKSTATION, under section: “armor”.
SWORD IS CRAFTABLE AT WEAPONSMITH WORKSTATION, under section: “melee”.

THIS IS NOT THE END! – Now I need short break. After that I will make whole Deathstroke armor… YES, all pieces!

Credits:
Ruddy88 – I have to say, this friend have a lot of patience. I almost bothered you to death:) Sorry for that, and you have my special thanks! Otherwise I couldn’t do anything. Thank you for support, files and knowledge.
All of you guys – for testing, support and endorsing.

The post Deathstroke Armor and Weapon appeared first on Fallout 4 mods.

Super Institute Weapon Mods with STANDALONE Textures

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Super Institute Weapon Mods
With STANDALONE Textures + Optional Vanilla Texture Replacer

Tired of using the limited variety of Vanilla mods ? Then this is the mod for you. It adds 5 new weapon modifications to Institute weapons. Each mod is unique on their own way and has multiple special abilities. It comes with Standalone textures. NO more same Vanilla textures for unique mods. For bonus a separate Optional Vanilla texture replacer is added in case if you want to use those textures on Vanilla mods. Standalone and Vanilla – both can be used together.

Mods Details
Supercharged Capacitor:
STATS: 2X damage / 2X Critical shot + Burning damage / Worse Ammo capacity and Accuracy (Compared to Overcharged Capacitor)
CRAFTING: Aluminum, Circuitry, Crystal, Fiberglass, Adhesive, Gold, Nuclear material, Screw
PERKS: Science 4 + Gun nut 3

Super Advanced Barrel:
STATS: 0.5X damage + Range + Rate of fire / Worse Ammo capacity / 3X more VAT AP costs (Compared to Advanced Barrel)
CRAFTING: Aluminum, Circuitry, Crystal, Fiberglass, Fiber-optics, Adhesive, Gold, Nuclear material, Screw
PERKS: Science 4 + Gun nut 3

Super Automatic Barrel:
STATS: 0.5X damage + Range / Improved hip-fire / Worse Ammo capacity / 3X more VAT AP costs (Compared to Automatic Barrel)
CRAFTING: Aluminum, Circuitry, Crystal, Fiberglass, Fiber-optics, Adhesive, Gold, Nuclear material, Screw
PERKS: Science 3 + Gun nut 3

Super Beam Focuser:
STATS: 0.5X Range with Quantum gyro effects (Targeting Computer) / Improved hip-fire / 3X Recoil (Compared to Improved Beam Focuser)
CRAFTING: Aluminum, Circuitry, Crystal, Fiberglass, Fiber-optics, Adhesive, Gold, Nuclear material, Screw
PERKS: Science 4 + Gun nut 3

Super Beam Splitter:
STATS: 0.5X Range / Improved hip-fire / 3X Recoil (Compared to Improved Splitter)
CRAFTING: Aluminum, Circuitry, Crystal, Fiberglass, Fiber-optics, Adhesive, Gold, Nuclear material, Screw
PERKS: Science 3 + Gun nut 3

Extra:
Ammo: 4 different color – Blue /White /Red / Orange OR Default Vanilla

Installation
Main: Install with NMM. Choose your desired option during installation – Barrels & Fusion cell texture OR Install manually.
Optional (Super institute Vanilla): This will replace vanilla mods textures with Super mod’s textures.
Optional (Super Institute VanSTAND): Same as the previous “Super institute Vanilla” except it links the Super mod’s textures to Vanilla mods, so both mods use same texture.

Compatibility:
None as far as i know. It adds new items with unique id’s and separate textures, so it shouldn’t conflict or overwrite any mods unless unfortunately a mod use same record as this one. If you use any vanilla Laser texture replacer then the OPTIONAL VERSION will conflict by overwriting them. Other than that IT IS COMPATIBLE WITH EVERYTHING.

The post Super Institute Weapon Mods with STANDALONE Textures appeared first on Fallout 4 mods.

Crossbows of the Commonwealth

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Gamespot’s Fallout 4 Mod of The Week (March 3)
As Featured in PC Gamer (March 5)

Check back for updates before and after the Fo4CK is finally released
Features:

Adds a new, highly customizable crossbow weapon to the game
Bow types come in a variety of flavors including flaming crossbow upgrades and a familiar compound bow design.

Craft a variety of different, powerful bolts for crossbows
Bolts act like arrows and in addition to sticking out of your enemies hilariously, can sometimes be retrieved.

Find crossbows in the world like other weapons – or if that’s not your thing, grab the optional file
Raiders can be spotted carrying crossbows occasionally and may also kill you with them.

See below for how to craft bolts

The crossbow is a powerful and versatile weapon, viable for both beginning and end-game play. It is a silenced weapon which benefits from taking the Sandman perk. It is a rifle-type weapon which benefits from the Rifleman perk. Stealthy and Sniper players both should find the crossbow to their liking.

While the crossbow is potentially high-damaging, its slow reload compared to other ballistic weapons makes using the crossbow in a full variety of combat situations a tactical choice. Projectiles are also slow-moving compared to using ballistic weapons, so skilled players will be rewarded for leading their targets.

Installing and Updating
**IMPORTANT**
IF YOU ARE USING THE 1.1 VERSION, PLEASE READ THE FOLLOWING:

Option 1 (preferred): Uninstall 1.1, save, install 1.3.
Option 2 (the risk is yours): Install 1.3 and overwrite.

If you choose option 2, crossbows will need to be rebuilt or re-acquired in your game.

Otherwise, install 1.3 normally with a mod manager or manually extract contents to your Fallout4\Data folder.

Grabbing the update file of your choice is recommended with each new version.

Patches for using other mods can be found under optional files and will continue to be updated.

FAQ/Troubleshooting

How does one craft bolts and modify crossbows to be able to use different bolts?

Crossbow bolts can be crafted at the Chemistry Station. At a Weapon Bench, modifications can be applied to crossbows for them to use different types of bolts, provided that there are any in the player’s inventory.

Help! I’ve been playing for days and I don’t see the crossbow anywhere. Merchants aren’t selling them and enemies aren’t using them.

It’s possible that you have other mods which conflict with this one (see the ReadMe tab). You need to make yourself a merged patch (link to video tutorial) or resolve these conflicts manually. If you have made a merged patch, make sure that it is loaded after your mods which conflict with each other in your load order.

Why do crossbow bolts appear out of thin air when reloading?

That’s how they do. The crossbow is based off of reloading animations for the Laser Musket. As such, the part where the player physically places another bolt, ready to be cocked never happens. Oh well.

I think this weapon needs serious re-balancing. Or maybe just some tweaks.

Your feeback is most welcome. It is my goal to make this weapon feel balanced with the rest of the game.

Why are flaming bow upgrades available but not other upgrades available in the receiver slot?

Currently, the fire effect for flaming crossbows is required to be placed in with the rest of the bow’s moving parts. This is a technical challenge which may be overcome in a future update. This doesn’t prevent you from applying other bolt modifications to flaming crossbows, however.

Credits
This mod was made with the following tools:

Fo4Edit PreRelease Alpha
NifSkope 2.0 Pre-Alpha
Photoshop CS2
3ds Max

Check out my Buzz Axe mod if you’re feeling adventurous

The post Crossbows of the Commonwealth appeared first on Fallout 4 mods.

Tom Brown Tracker Knife

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Suggested by YailBloor, my fourth melee weapon mod. This one is based on a Tom Brown Tracker Knife, and is quite well worn. It has both a Convex blade and a regular blade, and can only be found on Gunners, because they’re the outdoorsy survival types that use this sort of thing.

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

I am considering making a plasma blade for this knife, but I’m still working on making glowing parts look good. Be patient.

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.

YO MIKE I’M HAVIN THIS ISSUE WHERE-

Download 1.0.1.

– 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.

– Marry me?

– Would you look at the time.

– 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 knife. I hope you die.

The post Tom Brown Tracker Knife appeared first on Fallout 4 mods.


The Coonan .357 M1911 Pistol

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This mod adds a new receiver option to the the M1911 by DOOM it allows it to fire the .357 Magnum from my New Calibers mod.

You may find yourself asking why you would want such a thing. How does more epic-ness sound? How does double damage sound? Thought so.

In just three easy steps you’ll be out in the wasteland with your vary own Coonan!
Step 1 – Get the M1911 by DOOM
Step 2 – Get my New Calibers
Step 3 – Download this mod.

Once in game you can craft as you would any receiver. Feel free to leave feedback on it!

Want to check out the real deal look below…

Special Thanks:
The guys at FO4Edit for their awesome tool, cannot understate it’s usefulness
stabcops for his implementation of the M1911 and those who helped him.
Big thanks to Hickok45 for his videos!
The nexus mods crew for providing this web site
The guys and gals at Bethesda for an awesome, mod-able game
Godd Howard
Joss Whedon for making Firefly even though it really has nothing to do with this mod at all.

Keep Flying and Stay Shiny!

The post The Coonan .357 M1911 Pistol appeared first on Fallout 4 mods.

LK-05 Carbine

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This weapon is fully automatic and chambered in 5.56 Ammo. It has stats balanced between the Submachine Gun and the Assault Rifle. Fully upgraded this weapon is fairly accurate at medium to long range.

Here is a short video demonstration by BenderSKR:

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

The ENB Preset in the video and screenshots are by BenderSKR also. Check out his preset here:

Sugar Bloom (ENB and ReShade Preset)

I have included the following Weapon Mods:
Receivers: Standard Auto, Armor Piercing Auto, Hardened Auto, Rapid Auto, Hardened Piercing Auto, Powerful Auto.
Barrel Attachments: Standard Barrel, LAM Attachment, Flashlight Attachment, LAM+Flashlight Attachment.
Stocks: Standard Stock, Hardened Stock, Recoil Compensating Stock.
Magazines: Standard Magazine, Quick Eject Magazine.
Sights: Standard Sights, Reflex Sight, Medium Scope, Medium NV Scope.
Muzzle: Suppressor.

If you do not like the look of the LAM or the Flashlight Barrel attachments but want the benefits, there is a LAM+Flashlight that doesn’t have the Laser or change the Pip-Boy light.

Known Issues:
Reload animation. The Magazine clips through because it uses the Submachine Gun animations. The LAM makes the Weapon Preview go off of the screen when attached at the Weapons Workbench. Just attach the LAM last if you want to use it and see the other Modifications. If you are wearing a helmet with a Flashlight on it, it might conflict with the flashlight from the weapon. Also you will have to switch to another weapon if you have the Flashlight mod and want to use the regular Pip-Boy light. Hopefully all of these issues can be resolved in the future but they are all pretty minor. See Stickied Post for more info. If you find any bugs please report them in the BUGS SECTION not in the POSTS SECTION or they will be ignored. 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 favorite text editor.
Add the following lines to your Fallout4Custom.ini:
[Archive] bInvalidateOlderFiles=1
sResourceDataDirsFinal=

I have also 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 patches for most of the popular weapon mods on Nexus. The single patches are in the Misc section. You can check that mod out here:

Standalone Weapon Crafting Station and AWKCR Patches

If you want to just use Console Commands to get the Weapon type this in the console:
help “lk-05” 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.

IF ALL ELSE FAILS REFER TO THIS PAGE…

Fallout 4 Mod Installation

Credits:
All credit for the original Models and Textures go to Likon at GameBanana. The Scope was done by Paul Yakushev at GameBanana. BenderSKR for doing some work on the normal maps. DOOM for messing everything else up.

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 this being uploaded here please let me know and I will do my best to remove it. Thank you in advance.

My Other Fallout 4 Mods:

SEE MORE HERE
Thank you BasedGod

The post LK-05 Carbine appeared first on Fallout 4 mods.

M45A1 Standalone

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Special News Bulletin:

We made Hot Files! owo


3rd Party Patches:

Now with 100% more 3rd party AWKCR-Compatibility!

Thank you to Valwereth for adding my mod to the list!

Note: Load my M45A1 BEFORE the AWKCR ESP

Now with 100% more 3rd party Loads of Ammunition Compatibility!

Thank you to 4DaDiamonds for adding my mod to this!

Congrats to StaboCops for the first 1911 mod for Fallout 4! You beat me to the punch, and I must admit,
seeing the other content you have, I don’t think I’d rather have been beaten by anyone else (Maybe Millenia).

Now, onto my mod:

M45A1 Standalone
(The second 1911 mod)

Adds the M45A1 CQB pistol to Fallout 4

v.1.1 out with Advanced Receiver and Range fix
v.1.2 out with Sighting Offset and Semi-Auto Vats issue fix

500 Downloads first day! Hot damn, guys!

I’m honored by this. It was a fantastic surprise to return to!

Videos:

The M45A1 CQB is the modern day (in real life) version of the Colt 1911 pistol.

This is my second mod produced and released to the Nexus, the first being Milkman Power Armor standalone.
The base gun model you see used here was not made by me, and was made by Infiza/Happy789. All additional modeling,
and all texturing were made by me.


Weapon Attachments:
Most attachments in this mod are general ones that suit the game style.

Muzzles:

Magazines:

Etc.

However, along with these, I’ve added a few unique ones.
Ones that, with some tinkering, can make your M45A1 rather
pretty…

Also on the topic of mods, a more original take. Along with
those seen above, this mod comes with a set of 5
collectible grips with special properties.

These grips cannot be crafted, and must be found or bought.
(or spawned in. I’m a mod maker, not a cop.)

Custom Grips:

Each one has a special use, either against an enemy, or a game mechanic.
(Yes, they’re pretty much collectible legendaries)

There’s one special one not shown here. An Easter Egg. I’ll leave it up to you to find it!
(If you can, that is. As my first mod, I’m honestly not sure if I managed to properly integrate into
leveled lists. Though I DID manage to buy an M45A1 at the gun store in Diamond City.)

Gallery:

-Installation Instructions:

-1.) Download with Manager
-2.) Install
-3.) Ask yourself if you needed instructions
-for that.

Optional: Load M45A1.ESP BEFORE the AWKCR Compatibility Patch

-Manual:
-1.) Download manually
-2.) Place contents of Zip in Fallout 4 directory
-3.) Add “M45A1.ESP” to plugins.txt

Optional: List M45A1.ESP BEFORE the AWKCR Compatibility Patch, when modifying your plugins.txt

Note: There are two is one known bugs so far. Double tabs in the modding table, and a “0” fire rate for the standard receiver. It still fires fine, but the Pipboy claims it to have a fire rate of 0.

The post M45A1 Standalone appeared first on Fallout 4 mods.

Survival Knife

The Kukri – A Nepalese Machete v1.1.0

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At the request of thesurvivalist, I have created two Kukris. Both are the same weapon, they are just seperate blade mods. One blade is slimmer and attacks faster, where as the other is heftier, and does more damage, but sacrifices speed. These two blades were created from scratch in Blender, and the textures were created from scratch as well.

If you want to find these in game without spawning them in, both blades can be found in equal rarity being used by Raiders.

1.1.0 UPDATE

This update adds a new blade reminiscent of the classic Kukri, fixes the blockyness of the handle, and tidies up the textures on the existing blades a little bit.

I’ll be creating a third blade for this eventually, the larger blade that you may see if you search on google.

SHIT’S DONE YO.

Next on the list is to add a seperate weapon that will look more like a tactical Kukri. Maybe also a laser Kukri. Lasers are cool.

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.

– My love life is waning and I don’t know if I can take being alone any longer

– Try out OKCupid. Seriously, no one will judge you. I sure won’t, and let’s be honest, my opinion is the only one that matters.

– Bro. This isn’t a Kukri at all, Kukris have big angular blades

– Shit man I just made that one relax jesus christ

– YOU SPELLED IT WRONG IT’S KUHKURI

– THIS ISN’T NEPAL

The post The Kukri – A Nepalese Machete v1.1.0 appeared first on Fallout 4 mods.

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