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Weaponsmith Extended Extension

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Update 1.0 – Supports 1.0 of Weaponsmith Extended – OMODs are no longer linked to MISC, so you won’t be able to detach a mod then add it back or to a different weapon. On the plus side no huge mess of deleted mods that can be added to any weapon.

Update 0.4 – Now supports version 0.4 of Weaponsmith Extended

Update 0.2.1 now prepends gun names in addition to appending WSE for all weapon mods appearing in crafting bench to aid in recognizing which mods will actually work. (for use with Weaponsmith Extended 0.2 & 0.3)

Have you thought about testing out Weaponsmith Extended?

This is just a small patch to Weaponsmith Extended that renames all the weapons and attachments adding WSE to the end of them.

Why?

1. If you are a modder and want to debug a mod for one/all of the guns, maybe concurrently with debugging a non-weaponsmith extended version, it allows you to tell the difference between the different weapons that would otherwise have the same name, but different formids.
2. If you are in the middle of a play-through and considering a switch, this might help a lot. It would allow you to run Weaponsmith Extended and the original guns side by side for a while until you have replaced all instances of the original guns with replacements, and see the visible difference in the names of the guns.

I made this for my own use in debugging, then thought other modders might find it helpful so modified the names on all the weapons, not just the weapon I was interested in.

I would have uploaded it as just a modders resource, but then I realized I have at least 200 settlers on my current play-through equipped with “standalone” weapons, and being able to tell the difference would speed up reallocating new armament.
If you didn’t realize, if you deactivate the standalone weapon ESP to use Weaponsmith Extended on its own, weapons created with it will disappear.

I will keep this updated for a while and the primary version numbers will be based on the version of Weaponsmith Extended that I baased it on.

This patch will probably not be compatible with other patches to Weaponsmith Extended as it overrides more than half the entries in FO4Edit, though it doesn’t touch levelled lists.

Known Bugs: None.. though Weaponsmith Extended does have known bugs that are nothing to do with this plugin – if Weaponsmith is updated, fixes to it will not show until a fix is made to this plugin as well.
If you are using this, then it is best to update it at the same time as Weaponsmith Extended.

The post Weaponsmith Extended Extension appeared first on Fallout 4 mods.


MK14 EBR Apparel Variants

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Craftable version available under the Optional Files! Requires Armorsmith Extended and Armor and Weapon Keywords Community Resource (AWKCR).

Shoutout to Dazzerfong (forever) for listing us on the original MK14 EBR page! It wouldn’t be here without you!

Shoutout to registrator2000 for listing us on the Visible Weapons page! For which this mod exists!

See the original turning weapons into apparel items thread posted by Descivii on the Nexus Forums HERE! Included there is a (not so great) writeup on making your own apparel weapons.

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MK14 EBR Apparel Variants v1.0(03.09.2016)
Authors: Descivii, Kikaimegami

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Contents

– Description & Obtainment
– Requirements & Compatibility
– Installation
– Known Issues/Bugs
– Credits
– Permissions/Legal/Etc.

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Description

This adds three apparel variants, one hip and two back, of
Dazzerfong’s MK14 EBR for use standalone, or in conjunction
with Visible Weapons and/or CROSS Cybernetics. These variants
REQUIRE Dazzerfong’s mod to function!

The back variants work with most armor, but may appear to
“float” off the back when wearing clothing only.

The hip variant is meant to be used with CROSS Cybernetics and
appear ‘attached’ to the heavy leg pieces. It will also
probably work okay with other heavy leg armors. Similar
to the back variants, it will ‘float’ with lighter armor or
clothing.

How To Get:

Open the console with the tilde (~) key and type the following
to find the FormIDs:
help mk14 4

You can also look to see what position in the load order you
have placed MK14EBR_Apparel.esp.

The variants will have the following IDs:
Hip variant: XX000800
Back variant 1: XX000803
Back variant 2: XX000805

To get them into your inventory, in the console type:
player.additem FORMID 1

Example:
player.additem 7E000803 1

From here, you can add them to Visible Weapons per the
directions given there.

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Installation

MANUAL:
Unpack the contents of this archive into your Fallout 4 Data
folder and check MK14EBR_Apparel.esp in NMM or the mod manager
of your choice. The files contained within are the following:
\meshes\weapons\mk14\MK14EBR-ApparelHip.nif
\meshes\weapons\mk14\MK14EBR-ApparelBack.nif
\meshes\weapons\mk14\MK14EBR-ApparelBack2.nif
\MK14EBR_Apparel.esp
\MK14EBR_Apparel_README.txt

NEXUS MOD MANAGER:
Download, click install, and go! See the following for help
with getting mods working in FO4:

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Known Issues/Bugs

None at this time! Please report any you find.

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Changelog

v1.0(03.09.2016) – Initial Release

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Credits

MK14 EBR meshes and textures by Dazzerfong:

Back Apparel variants by Kikaimegami

Hip Apparel variant by Descivii, edited by Kikaimegami

ESP file by Descivvi, edited by Kikaimegami

This mod lovingly created with:
BodySlide and Outfit Studio 3.2
Nifskope 2.0.0 Pre-Alpha 4
FO4Edit 3.1.3 EXPERIMENTAL

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Permissions/Legal/Etc.

You may not use any portion of this mod in whole or in part.
Please refer to the original MK14 EBR mod for usage permissions
on original assets.

The post MK14 EBR Apparel Variants appeared first on Fallout 4 mods.

SCAR-LK Assault Rifle

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This mod adds the SCAR-LK Assault Rifle to the game.

It uses 5.56 ammo. There are tons of mods, I do not feel like listing them all. Semi Auto and Automatic available, different Materials changeable at the Weapons Workbench.

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 II (ENB and ReShade Preset)

Known Issues:
Reload animation is a little weird, the magazine clips through the weapon a little bit. There is also some clipping with the fingers but this can only really be seen in third person view. 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=

If you want to just use Console Commands to get the Weapon type this in the console:
help “scar” 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 Combat Scope
was done by tigg at GameBanana. The other two scopes are by fallschirmjager with textures by Sargent Bash. The flash hider was done by Shiban. The silencer is by Rafael De Jongh. 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 SCAR-LK Assault Rifle appeared first on Fallout 4 mods.

AS Vektor

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This mod adds the Advanced Systems Vektor custom weapon system to Fallout 4.
[Note: The video below was made several days ago. It doesn’t reflect some new changes. Will make new one soon.]

Based on the Vector Kriss Polymer SMG, it’s a compact close to medium range weapon.
It’s not a heavy hitter, but is quick with an advanced recoil system noticeable especially in fully automatic mode.
The Vektor uses 10mm ammunition, with a .45 conversion available at a bench.

It’s mostly up-gradable with the mods listed below.

RECEIVERS: All vanilla options, including .45 conversion.
MAGAZINES: Standard, Large and Drum magazines in both normal and quick eject forms.
MUZZLES: Flash Hider, Muzzle Break, and Suppressor.
SCOPES: Standard Iron Sights, Reflex, Recon, Standard Short and Nightvision Scopes.
GRIPS: Standard, Recoil Compensating (same model as Standard) and Tactical Marksman Stocks.

I have several more in the works including barrels and front attachments for bottom rail.
They’ll be added in future updates.

As of Version .90 you can choose to download the Institute version, or Wasteland version.

Install with your favorite Mod Manager.

The Commonwealth version is sold by the following weapon dealers.
Arturo in Diamond City : KLEO in Goodneighbor : Cricket (Caravan) : Tinker Tom (RR) : Proctor Teagan (BOS)

The Institute version is sold by the friendly Requisition Vendor.

[Please note: If the vendors above don’t have the AS Vektor, sit and wait nearby for 24 hours and their inventory should respawn.]

If you’re not interested in immersion, or you’re strapped for caps, you can cheat by typing help vektor 4 to get the ID, followed by
player.additem XXXXXXXX 1 where X is the item ID.

This took me weeks, and am releasing it before I’d like to, but I haven’t actually played FO4 in a long time.

The biggest thing not included in the initial release is the pistol version.
The pistol functions with 10mm animations, but I’m leaving it out due to mag positioning problems and animations not making much sense.

This uses the Combat Rifle animations and has minor positioning issues. Reloading and bolt action look good, but
the actual rifle grip is a little off. I tried to split he difference between the grip/trigger and front hand grip.
With new animations or barrels including in future updates, this should be less noticeable and/or not an issue.

Both stocks clip with the right shoulder. I should be able to fix this in the next update.
After uploading the files to Nexus and playing a bit, I noticed the trigger is positioned wrong. Will fix in next update.

I’ll probably upload a version with both mod texture sets in one, for people who won’t mind the file size.

Any suggestions, comments, critiques, etc, are welcome in the comment section.
Please post if you encounter any bugs, or notice anything spectacular missing.
I’ve tried to balance the stats, but I’m sure I missed something or perhaps something is too powerful.
Please let me know if any tweaks are needed.

This was created with Audacity, Photoshop, 3DS Max, Nifskope, Material Editor, and FO4Edit.

The post AS Vektor appeared first on Fallout 4 mods.

sharper vanilla weapons

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After i did the sharper fallout mod i thought to myself i may aswell do the weapons for those that may want it, so i did the same to the weapons i did to the overhaul.

I took each vanilla weapon and cleaned it to what it should have been when it came to pc.

This is very lore friendly and if you like immersive.

These are vanilla reolution, NOT 4k

The screen shots were taken on medium settings to show what they look like.
no enb was used.

if you like please upload some screenshots, try and find every weapon.

The post sharper vanilla weapons appeared first on Fallout 4 mods.

Glock 20 by Z06Frank (Rusty retexture)

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This is retexture mod for Glock 20 (which created by Z06Frank)

Not long time ago, i was download and install “Glock20” mod for fallout4.
I like this mod. But I wanted to make the texture a little worn\rusty.
I’ve create my own retexture (with corrected specular map) for it.

Main idea in that, to create a visual view suited to the conditions of the post-apocalypse (rusty materials, old\worn weapons, dirty look)
I know that Glock created from high-strength plastic with metal parts. And most likely in the areas of shabby plastic It will not show obvious signs of the inner metal layers.

I just wanted to create a kind of aged\old weapon + in conditions of post-apocalypse world, It would be difficult to produce the polymer for the replacement and repair of this weapon. According to this most likely these parts had to be replaced by metal details.

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This is not my pistol model. I just create and fix (specular maps) textures for it.

Contains only texture .dds files

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File list:

Docter.dds
Glock.dds
Glock_n.dds
Glock_s.dds
rail.dds
rail_n.dds
rail_s.dds
Sil.dds
Sil_n.dds
Sil_s.dds

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How to install:

For using this retexture files, you need original Glock 20 mod!
You can find it here: GLOCK 20 PISTOL by Z06Frank
Or click on button “Original File”, on top.

Extract the content of the archive to the Fallout 4 data folder located in your steam install directory for example: “C:\Steam\steamapps\common\Fallout 4\Data”
————————————————————————————————————————————————————
To unistall:

Delete the “Wasteland Ordnance” folder located in your Textures folder in your Fallout 4 install directory.
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To manually spawn the weapon:

Type “help glock 4” in the console and look for the Glock 20, look for the item id it should look like this 01000800
Then type the id with the following command “player.additem 01000800” and the weapon will be in your inventory.
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Credits:

Glock 20 model and textures by Tigg
Unversal pistol rail model and textures by Krycek & 4Echo
Docter Reflex sight model and textures by Kaskad
Thanks to Insaneplumber for fixes on the sight textures & model
Port by Z06Frank
Plus the conditions postapokalipsisa
It would be difficult to produce the polymer for the replacement and repair of weapons
According to this most likely these parts had to be replaced by metalPlus the conditions postapokalipsisa
It would be difficult to produce the polymer for the replacement and repair of weapons
According to this most likely these parts had to be replaced by metal

The post Glock 20 by Z06Frank (Rusty retexture) appeared first on Fallout 4 mods.

Harley Quinn’s Bat

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This is one of the weapons I did for Left 4 Dead 2 some time ago. It is inspired in the version of the bat seen in the first Suicide Squad trailer (picture in the images section).

Since there were not many clear or high-res references at the time of making the model, the smaller text in the bat is all improvised, using quotes from Harley in comics.

According to Fo4Edit, the properties should be as follows:

Edited values should be as follows

Base Damage: 21
Sell Value: 250
Weight: 2.5

It has no modifications available in Workshops.
It has no rare attributes or effects (I don’t even know how to add those…) :)

The intention is to make it a viable end game melee weapon but not overpowered so I tried to use values that compare to those of the best vanilla weapons in game.

Let me know if you upload one, and I’ll add it here!

You can go to the Baseball shop at the Diamond City Market

Or you can spawn it:

Once the mod is installed, load a game and open the dev console, by pressing tilde (~), or similar key needed to open the console. On Spanish kayboards that would be Ñ.
Type: help “Harley” 0
You will see a few lines of text appear, one of them will read something like: WEAP: (xxxxxxxx) ‘Harley Quinn’s Bat’.
Now type: player.additem xxxxxxxx
Make sure to replace the xxxxxxxx with the ID you see ingame.
After using that command close the console and the weapon will be in you inventory.

v1.1:
Fix missing ESP file

v1.0:
Initial release

N/A

The post Harley Quinn’s Bat appeared first on Fallout 4 mods.

The Pipe Shotgun

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The Pipe Shotgun

What is it?
It’s a pipe shotgun 😀

Changelog

Spoiler Show

Why did i make it?
There are loads of handmade weapons in fallout 4 but a handmade shotgun was still missing. A friend of mine convinced me to start modding and told me that there already was a half build handmade shotgun model in the game files. This was not being used by fallout 4 so i edited the model and worked on creating a fully usable and mod able weapon for in-game.

Stats
As mentioned before, the stats are about the same as the double barrel shotgun.
After the last update this mod now contains the following modifications:
– Five shotgun types
– Eight customized receivers
– Three barrel types for each shotgun type(3*5=15 barrels in total)
– Four grips
– Two Muzzle(one no muzzle)
– Ten Sights

The previously mentioned receiver was not the only thing that Bethesda left in the game files. Some sound files were also left behind so i used them to create a new distinct sound when you fire the gun. I hope you like it :)
Once GECK is out, i will try to create a pipe shotgun mod with a design that’s closer to the original model i found. I hope GECK will allow me to create a reload animation for the original model.(Pump action)

This weapon will spawn on NPCs and can also be found in safes etc.

At 2:15

Installation: Nexus Mod Manager
– Download the main file, and let NMM install the mod.
– Done! Make sure the PipeShotgun plugin is active

Installation: Manual
– Make sure your Fallout 4 is ready for mods. If you are not sure that it is, google for Fallout 4 Archive Invalidation
– Download the mod.
– Unzip the contents to your Fallout 4 Data folder.
– Activate the plugin.
It is recommended to use the Nexus Mod Manager tho.

Credits
The creator(s) of FO4Edit
The creator(s) of NifSkope
And my friend, Henkspamadres, for helping me and assisting me with creating this mod also thanks for letting me use your scopes and Deathclaw bayonet.
Check him out:
See-through-scopes
Gatling Rifle

Also check out my other mod(s):

The Standalone Shiv(s)

Click the picture to go there

The post The Pipe Shotgun appeared first on Fallout 4 mods.


(OMG it’s been updated)VeCtor battle worn retexure

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I love the veCtor, it’s my favourite smg so i got so hiped when i saw the awesome mod from Doobot, but i saw that the textures where too pristine for a nuclear wasteland. So BOOM! problem solved!!!111!!!!111!11!

UPDATED, BE SURE TO UPDATE!!!!1111!!!!!1!!!11111111!!!!!1

The post (OMG it’s been updated)VeCtor battle worn retexure appeared first on Fallout 4 mods.

A fist full of barrels.

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Adds a .38 receiver to the .44. Two new barrel mods, another grip and a Bowie Blade to the Combat Knife.

The .38 receiver requires ‘gun nut’ level 1, the receiver is based on the vanilla Pipe Revolver .45 to .38 mod, stats etc.
The barrels are both stat based on the Bull barrel, currently neither require perks to mod.

The Hunters Blade for the Combat Knife is basically a Bowie Knife blade. Stats are based on the highest level blade for the combat knife and to be honest is a bit OP if used early levels but then again, it is a big pointy thing that would hurt if jabbed in someone.
I actually found it quite a challenge just using the revolver at low levels because of the fire rate and reloading. Was fun though!

All craftable at the Weapons workbench.

This is the first mod I’ve ever released. It’s working fine in my game, my only issue is the naming of the barrels when they are added to the receiver, it renames the revolver to ‘Bull barrel .44’ unless you’ve already renamed your .44. I’ll edit that when I get a chance.
The Helmet and the outfits will be part of a seperate mod coming soon to a Fallout near you.

Not 100% sure on compatability with mods that edit the .44 or the Combat Knife. My meshes etc are standalone so they should be okay. Just be aware if you’re not sure. I’ll be looking to edit further when the Geck drops.

To add the mod manually unzip the .esp into data folder. Please make sure you have edited the .INIs correctly.

Let me know if you have any issues and I’ll do my best to help where I can.

http://wiki.tesnexus.com/index.php/Fallout_4_Mod_Installation for help with Mod Installation and .INI files

The post A fist full of barrels. appeared first on Fallout 4 mods.

HOLO SIGHT FOR THE VECTOR

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FIXED MESH, UPDATE OR FACE THE CONSEQUENCES!!!

Finally a holo sight for the vector. Now with no requirements
Model by likon
Uploaded by DOOMBASED
Doom’s Mod (Required, Okey it’s not required but check it out!!)
Vector(obiously required)

The post HOLO SIGHT FOR THE VECTOR appeared first on Fallout 4 mods.

Boss Chests Contain Legendaries

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Hot damn, we made Hot Files! Thanks to everyone who downloaded and put up with a bunch of seriously broken versions. Extra special thanks to those who contributed in fixing those seriously broken versions.

Funny thing is that I thought that if any of my mods would ever make Hot Files, it’d be Rechambering Plus, which I put a lot more work into and which I think is much better overall. If you feel like stroking my ego and/or validating my existence, give that one a look-see.

Lack of decent legendaries got you blue? Miss the days of when your reward for completing a dungeon wasn’t just a fistful of bullets and a mediocre weapon? I’ve got the fix right here!

What Do

Does what it says on the tin: the boss chests (usually called “Steamer Trunk” or sometimes just “Trunk”) found at the end of most indoor and outdoor “dungeons” will now have a random legendary item inside.

The item is generated using a vanilla script called QALegendaryContainerScript which is normally used to generate the cheat/debug “Legendary Items” container (normally it defaults to 100 but this mod only generates one). The container script itself calls on the script used to generate legendaries dropped by normal legendary enemies; I believe this means that the items generated by this mod will be scaled to the player’s level, but frankly I’m not exactly sure.

Thanks to the eagle eyes of user Old Nick (you should check out his mods; they’re probably way less broken) version 1.1 is live! Previously the script would fire every single time the container was loaded, i.e. generating a legendary pretty much every time you look at a boss chest. It will now only do so once when the container is first loaded and then again only if its cell has reset.

As a result of the careful tutelage of user fireundubh, this mod now has RNG technology! Version 2.0 forward calls on a shiny new script and a shinier newer global variable, allowing for a chance instead of a guarantee to generate a legendary, and it does it all with only one .esp file!

The chance is determined by a global variable called ‘BossChestLegendaryChance’ which defaults to 1, i.e. 100% chance to get a legendary. To modify it, simply crack open your console (on U.S. keyboards it’s `/~, above the tab key) and type set BossChestLegendaryChance to X where X is whatever value between 0 and 1 that you want it to be, i.e. a 25% chance would be 0.25.

Compatibility

This mod only alters the records for the boss chest containers themselves; mods that alter the same records will have conflicts.

Simple Intersection and other mods like it alter every vanilla container record in the game, including those that aren’t ordinarily buildable at workshops, presumably to hedge against the possibility of the player using a settlement expansion mod (like Homemaker) that makes those containers craftable. The conflict is mostly unnoticeable, and can be mitigated by loading this mod after Simple Intersection or the like.

When in doubt, prevent this mod from being overwritten by keeping it near the end of your load order.

This mod doesn’t touch the records for leveled lists, legendary effects, or the script for generating legendary items.

As stated above, version 1.1 includes a replacement version of the QALegendaryContainerScript. This isn’t the script that generates legendaries, it just calls that script. Other mods that replace the QALegendaryContainerScript (if such a mod exists) will break this mod.

Version 2.0 does away with the replacement script entirely. No compatibility issues should arise from it.

Issues and Balance

I haven’t done much testing beyond making sure the mod works and doesn’t crash. That doesn’t preclude some massive issue that I have yet to uncover. As with all mods use at your own risk.

Some dungeons don’t have a boss chest as this mod recognizes it. These won’t have legendary items. Sorry.

Likewise, there are a few boss chests that don’t really have a dungeon. The Concord Speakeasy, for instance, has a Steamer Trunk behind a locked door but zero enemies. These are basically free legendaries.

This mod will probably make your game easier since you’ll get more legendaries with no drawbacks. In my mind, something like 90% of legendaries are total garbage anyway, so I don’t think it’s a huge deal. Originally I wanted to have a repeatable radiant quest to generate legendary weapons, like the Treasure Hunt quests you get from the notes you find on dead Gunners and Settlers, but that’s something that will probably have to wait until the Creation Kit.

Obviously this mod doesn’t include the Steamer Trunks you can build at workshop settlements since that would be ridiculous (although it wouldn’t be a bad idea for another mod; spend a bunch of resources for a random legendary).

Installation

This mod includes an .esp file and a .pex script file. All you should have to do is extract the .zip into your data folder or install via NMM.

Uninstalling should be totally painless. Boss chests that have already been loaded by the game will still have a legendary inside, but no more will be generated going forward.

Other Stuff

This mod was made using FO4Edit, Bethesda Archive Extractor, PexInspector, Champollion, and Caprica. Show them some love if you know what’s good for ya.

If you’d prefer to get your legendaries the old-fashioned way (i.e. extricating them from the dismembered corpses of your slain foes) but still want to get more of them, check out Custom Legendary Enemy Spawning by Iron Rose, which I personally use alongside this mod.

Check out my other mods:
Armor Prefix Fix
Rechambering Plus
Unarmed Hotkey
Nick Valentine Robot Voice

The post Boss Chests Contain Legendaries appeared first on Fallout 4 mods.

Target Seeking Fat Man

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What this mod do
It add a Target Seeking Launcher (and a Target Seeking MIRV) to Fat Man

Is this mod work?
No it not work/s

What is the point of this mod?
WTF do you expect?

How to install?
Click me

Will it break my game?
FO4Edit is 100% safe m8(i think)
my other mod

changelog
V 1.2.0: Added Target Seeking MIRV
V 1.1.0: skipped
V 1.0.0: Internal release

The post Target Seeking Fat Man appeared first on Fallout 4 mods.

Ka Bar Becker BK-3 Tac Tool

Punk Crowbar

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A crowbar I wanted to do for Fallout. It was done for the Rider Overhaul mod by MadMAX713. If you like this weapon chances are you’ll like Rider Overhaul, so make sure to check it out!

IMPORTANT: This Mod requires AWKCR.

According to Fo4Edit, edited values should be as follows:

Base Damage: 24
Sell Value: 50
Weight: 3

Upgrades Available:

Bladed: Adds a saw to the weapon. Improves damage, adds Bleeding Damage and Armor Penetration.
Gripped: Adds a grip to the weapon. Adds chance to Disarm & Cripple.
Multipurposed: Adds all of the above.

The intention is to make it a viable end game melee weapon but not overpowered so I tried to use values that compare to those of the best vanilla weapons in game.

Let me know if you upload one, and I’ll add it here!

You can craft it as a Weaponsmith Workbench,

Or you can spawn it:

Once the mod is installed, load a game and open the dev console, by pressing tilde (~), or similar key needed to open the console
Type: help “Crowbar” 0
You will see a few lines of text appear, one of them will read something like: WEAP: (xxxxxxxx) ‘Crowbar’
Now type: player.additem xxxxxxxx
Make sure to replace the xxxxxxxx with the ID you see in-game
After using that command close the console and the weapon will be in you inventory

v1.2:

Fixed Crowbar Upgrades appearing for all melee weapons

v1.1:

Fixed Adhesive bug when crafting the Multipurposed upgrade
Fixed some strings in the nif files (thanks to insaneplumber for reporting and providing fixes)

v1.0:

Initial release

Nothing for now

Yogensia: Model, Textures
MadMAX713: ESP, NIF fixes, AWKCR Support

The post Punk Crowbar appeared first on Fallout 4 mods.


Gatling Laser Without Main Storyline

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Places a gatling laser in the world so you can get one without relying on the main quest. Particularly useful with [Remove Forced Quests and Objectives] if you’re ignoring the main storyline and don’t want to have to deal with the Bronies of Steel.

Two options are available, each still presenting a decent challenge:

Deep within Vault 95, past tight Gunner security
and locked behind a master terminal.

(Easier) Replaces the Fat Man at the Revere Satellite Array,
surrounded by Super Mutants.

ALTUR’S FILES
Remove Forced Quests and Objectives
Minigun Receivers (Alternate Ammo)
Minigun Tri Barrel Adjustment
Factionless Institute Access
Settlement Construction Kits
Battery Generators (1 Power)
Atom Cats Sell X-01 Armor
Vendor Budget Adjustment
Weighted Bottle Caps
Suicider Replacement
Fat Man Removal (from NPCs)
Laser Turret Rate of Fire Adjustment
Gatling Laser Without Main Storyline
Non-Essential Danse – Drops T-60 Armor
No Level Up Fanfare Music in Perk Menu
Jetpack Requirement (Science Only)
Alcohol Value Adjustment
Tato Weight Reduction

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Brutal Flamer Overhaul

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This mod comes in two ESPs. The first esp will make the flamer’s fire last longer when on the ground and allows for more of the flames to be on the ground (only really limited by your pc) and the other file will increase the damage, range, and the length of time charred bodies stay charred on the ground.

Have fun! 😀 This is more for realism than balance so it’s a bit op.

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Slaughtering Buzz Axe

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BUZZ AXE*

*Now with 47% more than 26% death annually.
DESCRIPTION

The Buzz Axe is based on and inspired by the very same from the Borderlands franchise.
Upgrades include different saw blades with damaging effects and other attachments. See the ReadMe tab for a full description of mods. The buzz-whatever in Automatron only has a single mod (one!); this Buzz Axe has six.
Yes, the blades spin.

INSTALLATION/USING

Install with NMM or another manager or extract the main file to your Fallout 4 data folder. This is usually located in your steam games folder at C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data.
By default, the Buzz Axe is stand alone so players will need to console themselves the weapon. Open up the console in game by pressing the tilde (~) key and type the following:
player.additem xx000800
1.1 also adds an optional file which includes Buzz Axe variants in merchant’s inventories and gives them to Raiders, so no need to use the console.

*Note that xx should be replaced with the load order index of Buzz_Axe.esp (this mod).

CREDITS

Concept and original design belong to Gearbox software.
All meshes and textures were made by me, using the following:

3dsMax
Photoshop
Nifskope 2.0
Fo4Edit Pre-Alpha

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Useful Submachine Guns

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Basically the mod makes it so that the submachine guns now use .38 round because it makes more sense valuewise not realistically :). And i have tweaked the damage alittle higher.

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Targeting Sensors on Recon Scopes

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FIXED THE FLICKERING CORPSES!!!! I’m such an idiot I forgot to check the No Death Dispel flag so dead bodies would get stuck in an infinite loop of casting, then dispelling because they’re dead, then casting again….Well anyway now they should be a nice solid Blue.

UPDATE: 1.2 is a fix for the vanilla issue that would sometimes cause otherwise neutral npcs to lose their shit and charge at you as if you are talking about how much of a whore their great, great, great grandmother was when you knew her back in the day. This is because the game tells them that detecting them with the Targeting HUD is more or less a hostile act, so I guess their feelings are hurt or something…Anyway that shouldn’t happen anymore.
If you already have a fix for this bug and you are using the Colour Coded version you will still need this update because I had to edit records unique to this mod to fix it.

After a conversation with a commenter on Youtube who happens to have dichromacy, I’ve decided to add support for colour blindness to my mod. I made them similar to BF4’s colour blind modes as they seem to have gotten a lot of praise for the way they’ve handled it. However, if you feel they could be better then please don’t hesitate to provide feedback!

You know when I first read the description for the recon scope, I expected by “tracks enemies” that it meant something like the thermal optics from that sexy “Project Nevada” mod for New Vegas. Imagine my surprise when I peered into that light static for the first time only to find out that the only thing my expensive new high tech scope could do was make all my enemies look like sims before I send a bullet through their brain that causes their legs to implode. I mean, it would be more helpful if those little red diamonds appeared above them before I point my gun at them but oh well, I guess Bethesda just believes that a recon scope, which happens to be the most difficult to unlock, the scope to beat all scopes in the Commonwealth, should not really be any better than say, a night scope at well, y’know…reconnaissance.

I mean come on Beth, give me a reason to stick this lego brick on my beautiful rifle. What’s that? Modders will fix it? Why do I get the feeling that’ll be said a lot in the future?….Well if you say so…Here is what I whipped up for my own game: Basically I’ve added the Power Armour Targeting HUD effect to Recon Scopes so you’ll easily be able find all those raider junkies who need you to help them with their suicide, why else would they run at you with a baseball bat when you have a .50cal?

Big thanks to Gopher and Zerodomai Kitsune for featuring my mod! 😀

Now, the new version has included colour coded npcs (Hostile, Friendly and Dead), mainly because I’ve recently started using Targeting HUD Enhanced and I really notice the way everyone turns from green to red when I use a Recon Scope with a Targeting HUD equipped when I’m running both our mods. So naturally, I am going to make you all suffer for my inability to just deal with and accept this. Or you could just not download it, and download the “Everyone Red” version instead. P.S. I recommend you download that other mod though, it really fits well with the colour coded version. (Load my mod after his to avoid conflicts)

A couple of notes:

After you put your scope down the effect will stay for about a second. This is because the game takes a second to finish dispelling the effect and probably can’t be fixed without official tools.
That said, even though FO4Edit is an extremely useful program, and it’s creators are a gift to mankind, it is still considered in it’s experimental stages so I must tell you now that I absolutely cannot accept responsibility if my mod causes your pc to create a dimensional rift that unleashes a deathclaw upon you and everyone you care about (although I will feel terrible for the rest of my life).

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