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IF-54 Battle Rifle

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IF-54 Battle Rifle by Skibadaa v1.0
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Somebody asked if I would make a “Combat Rifle”, so I did. This is it, the IF-54.

To make this I utilized assets originally created and uploaded to gamebannana by Shortez (aka. brain collector).
Specifically his “Magpul Moe Stock” and “Magpul Moe Handguard”. Thanks Shortez! you rock!

Shortez (aka. brain collector):

As ever, everything else was taken from vanilla assets.

Mods include:
9 5mm Recievers, 5 Semi-Auto and 4 Automatic
15 .308 Recievers, 9 Semi-Auto and 6 Automatic
5 Barrels!
14 Sights/Scopes!
4 Muzzles!
And 5 grips!

A word on firepower:

The 5mm recievers are lower damage but have armour penetration across the board, .308 has higher damage.

If you are using “Loads of Ammo – Switchable Ammunition Types” by TheTalkieToaster, and I would sincerely recommend you do, because its fucking GODLIKE, I have included a patch that will make the IF-54 able to utilize the ammo switching system.

Get “Loads of Ammo – Switchable Ammunition Types” here:

Sligth has created a compendium of performance friendly re-textures for standalone weapon mods, including all of mine, get it here:

CONCERNING AWKCR:
————————–
I have added a replacement esp to the optional downloads section that is fully compatible with AWKCR and fully utilises the shared keyword framework and its crafting system. This means that If you use this version of the plugin you wont need to use any other AWKCR patch for the mod, and In game you will only be able to mod the IF-54 if you have it equipped.
This is the tradeoff of utilizing the shared keyword framework that AWKCR provides, any weapon that utilizes it can only be modded when it is equipped.

If you just want to use the standard plugin and have crafting support then Valwereth and Stabcops both have AWKCR patch compilations that will allow the weapon to be crafted from the weaponsmith bench, between them you should be able to patch any weapon on the nexus:

AWKCR by Valdacil and Gambit77:

Val’s patch compilation page:

Installation
————–

1. -Download the main file.

2. -Copy the contents of the zip to your Fallout4 “data” directory, or Install with NMM.

3. -Activate “SkibsIF54.esp” in your load order.

-If you are using LOADS then also activate “SkibsIF54-LOADS.esp”, making sure it is after “SkibsIF54.esp” in your load order.

-WARNING! DO NOT ACTIVATE “SkibsIF54-LOADS.esp” IF YOU ARE NOT USING LOADS, YOUR GAME WILL CRASH AND YOU WILL BE SAD!

4. -Load the game.

5. -Smoke some fools.

If you just cant wait to get the gun, here is the console code:

player.additem xx000823 1

Where “xx” is the mod position in your load order.

Or type:

help IF-54 4 weap

and the code will be listed for you.

Known Issues/Possible Conflicts
—————————————

-If you use the AWKCR version then in game you will only be able to mod the IF-54 if you have it equipped. This is the tradeoff of utilizing the shared keyword framework that AWKCR provides, any weapon that utilizes it can only be modded when it is equipped.

-There are reports that indicate that this may not play nice with mods that alter the commando perk tree. I dont have enough info to fully confirm this, but it might be something to consider when troubleshooting.

-I know that the double drum clips with your pipboy, that’s the price of having the double drum. Personally Im not bothered by this.

-If your game crashes on startup its because you done goofed. You installed the LOADS patch when you dont use LOADS. Missing master files cause ctd’s on game load, Its that simple. Long story short:
If you ever experience a ctd on game load its your own fault, because you havent checked your load order properly, or you didnt read the installation instructions for this file, or you blindly ticked every checkbox in the FOMOD without bothering to read what it does, or all of the above. This is BASIC people, sort your life out.

-After much discussion and testing it has become apparent that mod managers that use virtual filing systems are hella buggy with fallout 4. For whatever reason mods installed through NMM or MO wont always register with the game, and this manifests as missing file bugs ie: purple/pink textures, invisible meshes, missing or muffled sounds. Specifically, the multi HDD option in NMM is known to cause these bugs. So for now I would advise you to not use the multi HDD option in NMM, and if you do then prepare to enjoy bugs. If you can, install mods directly to your fallout 4 data directory, yeah it takes a bit more effort but it will ensure that loose files are found by the game.

-Due to the method that I have used to create this weapon It ends up being far more resource intensive than a vanilla weapon, or even another standalone weapon that has scratch built assets. This wont be a problem for anyone who can run the game on high/ultra at 50+ fps. But if you are running the game on a very low end system, particularly if you have less than 6gig of ram, then you may encounter CTDs in the craft menu/pipboy menu when you try to look at the gun.

-Anything that adds items to the same levelled lists will cancel out all changes without a merged patch.

I have made a short video tutorial on how to make a merged Leveled list patch with FO4Edit:

Version History
——————-

v1.0 – Original release.

v1.0a -Front sight textures on the assault barrel fixed.
-Short stock texture altered to match the black furniture theme.
-Front sight mesh scaled down to be less “chunky”.
-Suppressor OMOD now references the correct Miscmod item.
-Automatic recievers now fire bursts in VATS as they should.
-Removed incorrect range offsets.
-Fixed the range offset on the suppressor, no longer causes negative range.
-Fixed the suppressor incorrectly changing the projectile to buckshot.
-Increased the range of all barrels.

v1.0b -Edited semi auto fire rates, made them faster.
-Added custom muzzleflash.
-Added full AWKCR support.

Credits
———

Additional Assets
———————

“Magpul Moe Stock” and “Magpul Moe Handguard” by Shortez

Shortez (aka. brain collector):

Mod Production
——————-

Me, for making this mod.

The Nifskope team, for Nifskope.

The FO4Edit team, for FO4Edit.

Bethesda, for Fallout 4

Video Reviews
—————–

Big thanks to Mudcups for his video review!

Big thanks to NOZGaming for his video showcase!

Big thanks to Fonnie Dro for his video review!

Big thanks to JR Mods for his video review!

Big thanks once again to Tyrannicon for featuring this mod in his youtube showcase!

Big thanks to Pixelgamer for featuring this mod in his youtube showcase!

Big thanks to Vatiwah for featuring this mod in his youtube showcase!

Big thanks to Zerodomai Kitsune for featuring this mod in his youtube showcase!

Shameless Self Promotion
——————————-

Check out my other F4 mods;

The post IF-54 Battle Rifle appeared first on Fallout 4 mods.


M1911A1 Expanded Leveled List

Advanced Bubble Turret Set

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Looking for better and but smaller turret? Here you go…
25 type of bubble turrets that don’t need power and much higher damage…Size is not everything…
SK Compatible with patches!
Robot Home Defense (RHD) Compatible with patches

Be sure to check my other turrets mods – Selectable Mark I-VII Machinegun Turret, Custom Mark II-VIII Machinegun Turret, Advanced Settlement Turret Set

DESCRIPTION
Finally the Bubble Turret in your settlement!

This is a settlement/workshop turret mod with 25 new turret and Laser Scanner added to your workshop menu
with Ceiling/Floor/Wall Left/Wall Right Snap Version

– Assualtron Laser Bubble Turret
– Blaster Bubble Turret
– Broadsider Bubble Turret
– Cryo Laser Bubble Turret
– Cryolator Bubble Turret
– EM Pulse Bubble Turret
– Fat Man Bubble Turret
– Fire Laser Bubble Turret
– Flamer Bubble Turret
– Gamma Bubble Turret
– Gauss Bubble Turret
– Heavy Institute Laser Bubble Turret
– Institute Laser Bubble Turret
– Laser Bubble Turret
– Liberty Prime Laser Bubble Turret
– Lorenzo Bubble Turret
– Minigun Bubble Turret
– Missile Bubble Turret
– Plasma Bubble Turret
– Plasma Pulse Bubble Turret
– Plasma Thrower Bubble Turret
– Railway Bubble Turret
– Sonic Bubble Turret
– Tesla Bubble Turret
– Zeta Wave Bubble Turret

All version of turret are improved with damage/energy resistance/damage resistance, health, safety and increased fire rate compared to the original one. The turrets also don’t have power and perk requirement, so you don’t need any ugly wire connected to it~~~

—Realistic Version also available—

– Power/Perk required
– More Resources Required
– Reduced (More reasonable) Damage/Fire rate

—Realistic NO power Version also available—

***WARNING***
These bubble turret cannot be turned off or connected to terminal

Turrets are wireless powered in Realistic Version

PLEASE USE THE TURRETS WITH EXTREME CAUTION

Since its based on my Advanced Settlement Turret Set mod, its safe to override the mesh files if you installed that mod already

For the Fat Man Turret, PLEASE USE WITH EXTREME CAUTION, AS IT WILL KILL
EVERYTHING INCLUDING YOU & YOUR SETTLERS THAT IS NEARBY (Liberty
Prime Laser also I think)

As it use the same projectile in my other mods Sonic Blaster, Institute EMP Rifle, Plasma Pulse Rifle, if you install those mods already, you are safe to override/replace the nif files.

Except Robot Home Defense (RHD), this mod will not compatible with other mods that modify the ‘Defense’ workshop menu category

—Notes—
Feel free to add your own image, especially the cool effect of my turret along with the corpse of those poor enemies…

INSTALLATION

Install it with Nexus Mod Manager (NMM) OR
manually copy the corresponding version of ESP file (and optional SK Patch) and Meshes Folder in Data\ and enable the esp
After installing/enabling the file, you should be able to use the turrets in the Workshop Menu, Enjoy your new toys!

Don’t forget to endorse if you like the mod!!!

MY MODS
Settlement Objects Expansion Pack
Craftable Institute Elevator
Advanced Settlement Turret Set
Advanced Portable Turret Set
Selectable Mark I-VII Machinegun Turret
Custom Mark II-VIII Machinegun Turret
New Marking Style for Machinegun Turret
Remove Turret Power Requirement
Fat Lady
Pipe Turret
Sonic Blaster
Institute EMP Rifle
Disgusting Settlement Turret Set
Automatic Conversion for Non-automatic Weapons
Plasma Pulse Rifle

RECOMMENDED MODS

Chrome Laser Weapons (Institute included) by mGlushed
Fallout 4 Enhanced Color Correction by ChaosWWW (F4ECC 1.2 used)
Fallout 4 Seasons Project by GgameDuchess (Summer used)
Homemaker – Expanded Settlements by NovaCoru
Water Enhanced by Jmane2009 (4K version used)

Disclaimer
Yes, Many Dealthclaw were harmed in the making of this mod, and many of them blow up into pieces or disintegrated in ash

Created with FO4edit, NifSkope, FOMOD Creation Tool

The post Advanced Bubble Turret Set appeared first on Fallout 4 mods.

Moddable Pipe Weapons Material

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A simple compilation of existing Pipe-Weapons retexture into moddable materials. It affects the weapon’s performance, and spawns randomly in the wasteland. Think of it like Pipe-Weapons being able to be made from different materials.

Don’t forget to endorse and comment.

Required Files:
– Pipe Weapons Overhaul
– Pipe Weapons Paint Resources (In this mod)

Useful Links:
– Darker Nights
– Pipe Reflex-Sights Fix
– Pipe Weapons Mag-In Sound Fix
– Better Pipe Weapons Recolor
– Legendary Modification Rebalance
– Craftable Legendary Mods
– Laser Musket Overhaul
– Gatling Laser Overhaul
– Minigun .50-Cal – .308 – 5.56mm
– How to install mods
– How to install mods manually demo
– How to install mods using NMM demo

DISCLAIMER | WARNING!
QUOTE
It will reinstall the Vanilla Pipe-Weapons texture as the “Rusted” version. It will not affect existing Pipe-Weapons automatically but will only affect newly-spawned Pipe Weapons. It is however easily fixed by applying the mods manually in the crafting bench.
MATERIALS:
– [0] Rusted: -15% Weight, Speed, Reload Speed, Damage. +15% Recoil.
– [1] Shadowed Rusted: -10% Weight, Speed, Reload Speed, Damage. +15% Recoil. Increased stealth in dark areas.
– [2] Worn: No Penalty
– [3] Shadowed Worn: +5% Weight. Increased stealth in dark areas
– [4] Polished: +15% damage.
– [5] Quality: +20% damage, +10% Weight.
– [6] High-Quality, +25% damage, +15% Weight.
– [7] Shadowed High-Quality, +25% damage, +20% Weight. Increased Stealth in dark areas.
– [8] Aluminium: -65% Weight. +25% Recoil. -13% Sight Transition, +13% Aim-Stability, -25% AP Cost.
– [9] Alloyed: -40% Weight, +15% Recoil and Damage. -8% Sight Transition, +8% Aim-Stability, -15% AP Cost.

0.) Standard rusted materials, with stats supposedly weakening the weapon, living up to it’s junky trashy nature.
1.) Shadowed rusted version is basically above, but with painted materials to increase stealth in dark areas. Useful for stealth-builds.
– The first two are locked with Gun-Nut 1 as to not make the modification of weapons too easy without as much as even investing a single point in Gun-Nut.

2.) Basically standard, all the penalties lifted.
3.) Like above, but increased stealth in dark areas.
4.) Somewhat better-materials via cleaning resulting in more damage.
5.) Quality materials further increases damage at the cost of more weight, and potentially more AP consumption. It’s good for Non-VATS builds.
6.) High-Quality is an end-game materials, further increases damage at the cost of weight.
7.) Same as above but with a bit more weight and increased Stealth in dark areas.
8.) Very light-weight materials resulting in less AP consumption and better handling traits, at the cost of increased recoil.
9.) Cross-road between High-Quality and Aluminium, Alloyed materials give a bit nice handling traits yet give good damage bonus.

Credits:
– AlexSlesh – More Realistic Handmade Pipe Weapons
– Johnsack2001 – Darker pipe weapons
– Billyro – Better Reflective Pipe Weapons
– Acacyn – Darker Pipe Rifle – Pistol – Revolver
– murdalizer – Brown to Gray Pipe Weapons

Modding Notes:
– The “Materials” slot is recycled from the obsolete “Internal Modifications C”, any other mod that modifies the keyword will conflict with this mod.
– The actual textures and materials are separated at “PWO …” so to not conflict with vanilla textures. It is also able to be retextured by simply replacing the files.
– Also works with Syringer, except it’s Long-Barrel, but currently is not implemented.

Future Plans:

I know what you’re thinking, it would be more realistic if one can pick different materials for other slots like the Receivers, magazines, Stocks/Grip, Barrel, Scope etc.

While yes, maybe in the future, but right now i am dreadfully uninterested.

The post Moddable Pipe Weapons Material appeared first on Fallout 4 mods.

Better Artillery Signal Flares – invisible wall bugfix and more

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This mod improves the Minutemen artillery signal flares, including longer throwing range and a proper fix of the infamous “invisible wall” bug. Several options are available including weightless flares and shorter cooldown time.

– Changed the name of the inventory object from “Artillery Smoke Grenade” to “Artillery Signal Flare”, which is more logical.
– Swapped the mesh on the flare projectile to the “ignited” version – it’s more logical to ignite the flare BEFORE throwing it, and it looks great.
– Disabled the unnecessary “Alt Trigger” flag (timed fuse) – this totally eliminates the “invisible wall” glitch.
– Disabled flares from bouncing like a rubber ball – now they won’t bounce too far away from your target.
– Disabled combat aim correction – it doesn’t make sense to have this enabled on the flares.
– Changed the detection sound level on the flares to “silent”. Enemies are less likely to detect you and move away from the firing area.
– Removed the redundant muzzle flash effect which was associated with the invisible wall silent explosion.
– Reduced the impact force value of the flare to 0 in an attempt to fix a vanilla bug where flares hitting cars push the cars away by several feet.
– Set the default weapon on the flare “projectile” form to point to the inventory flare “weapon” (Bethesda neglected to set this correctly).
– Set a proper collision layer and better collision radius of the flare (Bethesda fudged this by using a timed fuse instead).

Vanilla Weight Version: the weight of the flares is still vanilla (0.5).

Zero Weight Version: flares have zero weight.

Vanilla Weight Fast Cooldown Version: the weight of the flares is still vanilla (0.5). The cooldown period is decreased by 75%.

Zero Weight Fast Cooldown Version: flares have zero weight. The cooldown period is decreased by 75%.

Vanilla Range and Weight Version: includes all the fixes but keeps the range of the flares short like in vanilla. The weight and cooldown are also vanilla.

The “invisible wall” bug happened because the flares were on a timed fuse, and after a short delay (0.8s), they would explode silently (you could usually see a small muzzle flash effect when this happened) and a “movable static” copy of the flare (a placeholder for a script) was put in its place. This movable static would simply drop vertically to the ground as if it hit an “invisible wall”. Increasing the fuse duration a little is not a full solution to this problem because the fuse can still expire while the flare is in flight if it is thrown at a very steep angle into the air. Furthermore, increasing the duration of the fuse means it will take longer for the artillery to fire. The “perfect” solution was to completely disable the Alt Trigger flag (timed fuse) so that the flare only “explodes” on collision; add a proper collision layer; and set the fuse duration to a very high number like 999. This last change is necessary because, even if the fuse timer is disabled, this value still affects the calculation of the throwing range (another bug!), and low values like 0.8 cause the throwing trajectory seen using “Demolition Expert 3” Perk to be abnormally short.

There is a vanilla glitch in the “lobbing” type of projectiles (e.g. flares), whereby throwing a flare at a car will cause the car to move several feet as if it were hit with a huge force, even when the force of the projectile (flare) is set to zero. This seems to happen only with throwing weapons and not other types like missiles, bullets (beams) or arrows. Unfortunately I haven’t found a practical solution for this particular vanilla bug.

Fully compatible with “Angry Artillery”. This mod is highly recommended.

Fully compatible with “Artillery Fire and Range Expansion”. Note that if you use one of the fast cooldown options of “Artillery Fire and Range Expansion”, then choose a version of my mod that has vanilla cooldown.

NOT compatible with “Weightless Artillery Smoke Grenades”. Use the “zero weight” option of my mod instead.

NOT compatible with “Artillery (Smoke) Grenades Un-Nerfed” – the invisible wall glitch can still happen at steep throwing angles using that mod.

There are several mod options available for download. Use only one version of this mod at a time. Drop the “Better Artillery Flares” esp file into your Fallout4 “Data” folder, and enable the mod using your favourite mod manager.

Made using FO4EDIT by zilav/ElminsterAU.

Buildable Burning Campfires and Fireplaces v2 – by Necrocytosis and steve40.

Port-A-Diner Perfection – grab that perfect pie.

Radio Silence – silent standalone radio station.

Better High-Tech Lights – on-off switch bugfix and more.

No Halloween Decorations.

Better Homing Beacons – invisible wall bugfix and reliable missile strikes.

The post Better Artillery Signal Flares – invisible wall bugfix and more appeared first on Fallout 4 mods.

Colt 1911 A1

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I love Colts, so I decided to retexture DOOMBASED’s Colt M1911 Standalone Gun to give it a more classical look.

New textures (diffuse, normals and speculars) are totally hand made and twice the size of original ones, mesh glitches which are present in the original mod have been corrected too!
A version with a different gunshot sound is available under optional files (only non-suppressed sound is changed, as the suppressed one sounds pretty fine to me), the sound is the one heard in the video!

ATTENTION
To use this mod you HAVE to download and install first DOOMBASED’s Colt M1911 Standalone Gun as this is an addition to his work, otherwise you won’t be able to get the gun!

V1.0:

– Complete retexture of the gun and all of his parts.
– Correction of trigger mesh, correction of mag and extended mag meshes, correction of suppressor mesh.
– Optional version with alternative firing sound.

Here’s a gameplay video, I had to upload it in super shitty quality due to my internet connection (7 hours to upload 1GB video lol), but more than visual quality this is intended to show the new sound (the gun almost oneshots raiders because they’re low level, I’ve high handugn stats and very powerful receiver installed, anyway my mod doesn’t touch the stats of the original mod!)

Installation:

If you’re completely new to install mods follow this brief wiki guide Fallout 4 Mod Installation

Then download and install DOOMBASED’s M1911 Standalone Gun:
extract “Data” folder inside “Fallout 4” folder in “yourgameinstallationletter*/ProgramFiles/SteamLibrary/Steamapps/Common/”

Now download and install this mod:
extract “Data” folder inside “Fallout 4” folder in “yourgameinstallationletter*/ProgramFiles/SteamLibrary/Steamapps/Common/” SAY YES TO OVERWRITE ALL

Both main file and optional file have all the files necessary, only optional file has the alternative sound in addition, so you have only to download the one you want.

Uninstallation:

Go into “yourgameinstallationletter*/ProgramFiles/SteamLibrary/Steamapps/Common/Fallout 4/Data” and delete “1911” folder respectively in “meshes/weapons/”, “textures/weapons/” and in “sound/FX/wpn/”, then delete “M1911.esp”.

Now go in “C:\Users\yourusername*\AppData\Local\Fallout4\” and open plugin.txt, delete the string “M1911.esp” (that you previously had to create, following the wiki installation guide).

Credits:

DOOMBASED – Original “M1911A1 – Standalone Handgun” Mod

Hector Shiroi (me) – This “Colt 1911 A1” Mod

Software Used:

3ds Max 2016 with Nifscripts
Nifskope
Photoshop CS6
Marmoset Toolbag 2
Audacity

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The post Colt 1911 A1 appeared first on Fallout 4 mods.

Modern Firearms (Gunsmith Edition)

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Priority Messages:

This mod currently contains 8 custom weapons (2.0beta), which are:

#1 AR
#2 ACR
#3 H&K MP5
#4 HK416/417
#5 H&K G36
#7 FN SCAR-L/H
#8 SIG SAUER SG550 Series
#A AK

I have implanted all the things I promised to put into the game, after reaching version 2.0, I am aiming for improving the system, balance, and distinction within this mod. That doesn’t mean I will stop adding new things, as long as I found decent models with permission to use, I will still give the audience new surprises. But the attributes of the weapons are something needs to be seriously adjusted – I am not making a fancy skin mod at all, I want to create a new shooting experience for all of you.

Apr 21

Description:

I am not an expert of background settings, but I do think we always received old-fashioned and improper weapon in the Fallout universe. The “Great War” was happened in the last quarter of 21 century, but judging by the pre-war weapons that existed, the 21 century itself seemed never existed. I am not living in North-America, yet according to my knowledge, the most popular and wildly used firearm over military and civilian market in the pre-war U.S., probably to be the AR family.

I used to hate AR series, no kidding. But whether you are an AR love or hater, you can’t just ignore that they are “commonly seen” in North America, so that is the first thing I made in this project.

Wait a second. WHAT is AR? I mean, I know what AR is, but WHICH AR exactly is in your mod?

With the creation of C.U.T.E. I am forced to be familiar with parent linking system of FO4, even when my first time creating a weapon, there are only few problems appeared. So yes, those weapons (primarily the AR series) are fully and maybe over modifiable.

So, let’s skip the question, most variats of AR family can be “created” by your own. That’s also the purpose of calling it “Gunsmith Edition”.

Also, I have created independent dynamic naming system for all these weapons, it may surprise you for a bit I think.

For everyone of you who had ever built an AR, or thought of building an AR would know what’s the point of making this mod, just do not criticize me for separating the buffer tube from receiver itself, or separating the barrel from barrel – upper receiver assembly, it is for the convenience of best effect, not because of ignorance.

Introduction:

The fun of this mod depends on yourself to discover it, I can simply explain what you will probably have:

Various brands of receiver sets, some are more precise than the other, some suffer less recoil, civilian receiver are not allowed to fire at full-auto… etc.

Various kind of barrels, besides the basic different attributes for each barrel length, only the barrel with RAS system allowing you to make additional attachments.

Various butt-stocks, magazines, iron sights for fitting your own taste.

Various RAS attachments, but currently most of them are just accessories. Probably they will be functional in the future, eventually.

Wild range of randomized spawning, you will hardly get bored with it.

Compatibility over weapons. Besides MP5, all the NATO rifles with same spec will be allow to reach those modifications.

Fire mode (currently only semi-auto/full-auto) can be set through workbench, I will try studying in script (or with some help) and aim to make it changeable any time any where. As well as the COMBO sights, flip them in or out by choice.

Acquiring:

Those firearms are already written into Level List, you will find them from enemies and vendors (but not from the chest currently, I just forgot to edit it). To modify it further, you will need to scrap similar items (yes, these shiny guns). Indeed, I will not allow you to create those fancy weapons from junk.

If you insist to acquire these weapons by console commands, the item form id is XX00A001 ~ A003, each number indicates the creation number, which was listed above.

Debates:

The damage of 5.56 caliber was set to 80, 100 for 7.62×39 Soviet caliber, while 7.62×51 is 120. It may look too high, but please note that THERE WON’T BE ANY MODIFICATION INCREASES THE DAMAGE as the Vanilla game, consider it is fully upgraded to 175% as a Vanilla one does, it is not over-powered (in my own balance setting environment at least).

But BE AWARE that now it may appear in early stage of the game, and your enemies will be more vicious, as you are.

Known Issues:

-Some modifications cannot be re-used even if it is in inventory.
-Vanilla holding animation does not fit the custom weapons, that’s not something doable.

NOTE: DO NOT report any of those known issues, I am fully aware of them and certainly working on them. Especially reporting the animation issue was forbidden.

Compatibility Note:

Leveled Lists was heavily edited in this mod. To be accurate, the weapon and vendor lists. Conflicts should be expected if you are using a mod that also modifies it.

Permissions:

Feel free to make re-texture, sound replacement or compatibility patch for this mod. Especially welcome if you are going to paint the stock/grip/handguard in Tan/OD green 😛

Credit:

Exciter_GB:
Exciter Guns Mini Pack
Exciter MAGPUL Masada ACWS Pack
Exciter HK MP5 Mini Pack
Thanks generous Exciter who was gladly to share his excellent work with me without hesitation. Fans of Exciter weapon packs, remember where your favorite weapons are from!

Slam53:
Models of M203/.308 receiver/.308 magazine/Olympic Arms receiver/GemTech suppressor/KAC GS seris suppressor/Surefire SOCOM suppressor

Z06Frank:
Thanks Z06Frank for sharing his beautiful model of Magpul Angled Forgrip from his HK G3 Battle Rifle, I have searched for it for a long time and never knew he has created on Nexus. Now we are more tactiCOOL thanks to him!

WhiteShades:
She kindly taught me how to handle the old textures, and even helped me to transfer/create them. With her delicate, we have proper sights since version 1.2!

The post Modern Firearms (Gunsmith Edition) appeared first on Fallout 4 mods.

The Huntsman – CSGO Inspired Combat Knife

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This weapons mod is standalone, not a replacer.

Name: Huntsman Knife
Date: 3/23/2016
Last Updated: 4/3/2016
Category: Weapons
Author: MikeMoore

Huntsman knife. Has a main blade that does 10 damage, and a modded knife that does 40% more. Drops from gunners.

USE THIS FOR STEALTH it gets a stealth bonus and wrecks shit when you’re stealthed.

Weapon skins when I don’t suck a texturing.

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.

Also side note, if you make music you should toooottallllyyy contact me, so I can use it in some of my new mod videos! You know, the mods that don’t exist yet.

– 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.

– YO MIKE, I have like 50 weapons and only one is showing up in my game, WHAT’S THE DEALIO

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

– What, no factory new crimson spider web superduper ultraviolet skin?

– Alright first off I don’t even actually play CS:GO, I just had this suggested to me, and I liked the way the knife looked. Second, I’m actually not that great at texturing, so if I was to make some super pretty texture you’d probably be really underwhelmed. I will get to making material mods for these guys eventually, just not right now.

– Nerd.

– Nerd.

– So I noticed this nnoobbeater guy copied your description, are you the same person/should I yell at him for copying you?

– No, nnoobbeater’s name is Nick, and we run a YouTube channel together. Links are below if you’re into that shit.

The post The Huntsman – CSGO Inspired Combat Knife appeared first on Fallout 4 mods.


Better Automatron Weapons

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That’s right, you grease monkey, robot-buildin’, sons of guns. Tighten your belts because it’s time for BETTER AUTOMATRON WEAPONS. Featuring rebalancings for the Tesla Rifle, Salvaged Assaultron Head, Mr. Handy Buzz Blade, and Assaultron Blade, this mod makes it so that all the new weapons from the Automatron DLC are a little bit less crap. They’re not going to be overpowered god-destroyers, but they’ll be better than they were before.

On that note, as of publishing this mod, I’m the only one who’s tested it. As such, there’s still likely to be some balancing issues (I suspect issues with the charged Tesla Rifle variants in particular), so feel free to leave any suggestions in the comments and I’ll consider implementing them in future updates!

TESLA RIFLE
I’d be lying if I said I didn’t spend a majority of my time developing this mod working on this stupid rifle. In its vanilla form, it deals only energy damage and piss-poor energy damage at that. I’ve reworked it so that now not only does it not suck, but it’s also even a little bit fun to use. I’ve upped the damage and increased the firing rate, giving it a sort of wild and “care-free” playstyle as opposed to its previous playstyle of “am I even doing any damage?”

•Overall damage for all barrels has been increased.
•Base fire rate has been doubled. The semi-automatic barrels now fire as fast as you can pull the trigger.
•Magazine sizes have been increased for all barrels.
•Added a base of 36 Explosive Damage (affected by Demolition Expert!).
•Shots from the Tesla Rifle now light targets on fire.
•Added a powerful Railgun Barrel.
•The Shotgun Barrel is now semi-automatic.
•The Lobbing Barrel is now fully automatic.
•Added 3 new sights (including recon scopes!).
•The automatic variant now decreases your energy damage by 20% instead of 25%.
•Charging and Railgun barrels have a large increase in both accuracy and range.
•Descriptions for both the weapon’s mods and the weapon itself have been updated.
•The weapon’s weight has been increased to 10.7 (up from 8).
•Perk requirements for all mods have been updated.

SALVAGED ASSAULTRON HEAD
Truth be told, I wasn’t really sure what to do with this. I’m still not, to be honest. It’s main fault is its basic function: it just takes too long to fire. However, its main fault is also the only thing preventing it from being redonkulously over-powered. As such, I’ve mostly left this weapon as is, giving it only a slight buff.

•You can now charge the head with up to 10 cells (up from 5 cells).
•Firing the head will no longer deal radiation damage to the player (because it didn’t really make sense in the first place).
•The description for the weapon has been updated to reflect the fact that it no longer deals radiation damage upon firing.

MR. HANDY BUZZ BLADE
Honestly, this was my biggest disappointment with the DLC. It’s a friggin Mr. Handy Buzz Blade! In weapon form! And it sucks! However, the same problem with the Buzz Blade is the same issue with the Assaultron Head. Its main fault is its basic function. It’s an automatic melee weapon, so it’s going to deal really low damage as a result, and therefore, suck. Regardless, I decided to give the weapon a little boost in damage to reflect how it’s basically a bigger Ripper while, at the same time, giving it a weight increase to counter the damage increase.

•Increased damage to 8 (up from 5, making it deal twice as much base damage as the Ripper).
•Added an Overclocked upgrade, which gives the weapon a chance to stun an enemy.
•The weapon now causes a small amount of bleeding damage, making it more effective against weaker enemies.
•The weapon’s weight has been increased to 15 (up from 10).

ASSAULTRON BLADE
At its core, this weapon is nothing but a fancy sword. I didn’t necessarily see a reason to buff it, as it wasn’t all that unique in the first place, but decided “well, if I don’t do something someone’s gonna get mad at me and I can’t handle criticism whatsoever, at least on a mental psyche level, so WELP BETTER GET TO WORK.”

•Increased damage to 27 (up from 17).
•Increased damage on the Electric Blade to 8 (up from 5).
•Added a Vibro Blade upgrade, which has a chance to disarm an enemy.
•Added an Overclocked Blade upgrade, which has a chance to stun an enemy
•The weapon’s AP cost has been increased to 45 (up from 35).
•The weapon’s weight has been increased to 6 (up from 3).

As this mod’s main focus is on Automatron’s new weapons, you will require the Automatron DLC to use this mod.

MANUAL INSTALLATION
1. Download the mod (optional step).
2. Extract the .zip to your Fallout 4 Directory folder (the folder containing your Data folder, but not the Data folder itself!)
3. Update your plugins.txt file with BetterAutomatronWeapons.esp.
4. Get one of the new Automatron weapons.
5. Use them.
6. Hate them, uninstall the mod, and post hateful comments on the modding page.

NEXUS MOD MANAGER INSTALLATION
1. Press the “Download with Manager” button.
2. oh my god it’s like magic

MANUAL UNINSTALLATION
1. Delete BetterAutomatronWeapons.esp from your “Data” folder.
2. Yep, that’s it.

NEXUS MOD MANAGER UNINSTALLATION
1. Take your computer and do something similiar to this to it.
2. Retrieve the hard drive.
3. Hook up your hard drive to the nearest accessible computer.
4. Launch Nexus Mod Manager.
5. Select the mod.
6. Press the red circle button with the diagonal dash going through it.
7. Bam. Boom. Done.

TESTUDINI
Sole developer, sole tester, and all-around cool guy.

JOHN THE INTERN
Internal lab rat, used for the purpose of testing the rebalances featured in this mod. Rest in peace.

THE RUST DEVILS
For fudging up the weapons in the first place so that I’d be able to come along later and fix them. Thanks, but not really. You stupid rust buckets.

Believe it or not, but I’ve actually made other mods, including MILKMAN for Fallout: New Vegas and IMMERSIVE CATS for Fallout 4. They’re both pretty okay. I played them once. It was fine.

If you’re looking for a mod centered around buffing the weapons for your ro-bros, check out Karel2015’s AUTOMATRON – WEAPON SYSTEMS OVERHAUL. It’s like my mod, but for robots!

Update 1.2
•Added Short and Long Recon Scopes to the Tesla Rifle.
•Added a “No Sights” option to the Tesla Rifle.
•Restored the Charged Lobbing Barrel and made it fully automatic.
•Lobbing Barrel now shoots 3 projectiles as opposed to 5.
•Shotgun Barrel is now semi-automatic (fires as fast as you can pull the trigger).
•Shotgun Barrel’s damage has been decreased to 110 in order to counter the heightened DPS.
•Re-renamed the Hair Trigger Barrel to Semi-Automatic Barrel.
•Reduced Tesla Rifle weight to 10.6
•Increaseds Tesla Rifle value to 107.
•Added Gun Nut requirements to several Tesla Rifle mods.
•Increased the Science! rank requirement on several Tesla Rifle mods.
•Railgun and Charged barrels now have much better accuracy, but only while aiming.
•Railgun and Charged Barrels now have a much more increased range.
•Railgun and Charged Barrels now fire a Gauss Projectile (only way to increase the range, unfortunately!)
•Added new weapon prefixes to the Tesla Rifle.
•Updated outdated strings of text for the Tesla Rifle.
•Tesla Rifle has been renamed to “Tesla” to avoid “Recon Tesla Rifle Sniper Rifle” from ever happening again.
•The Assaultron Blade’s damage has been increased to 27.
•The Assaultron Blade no longer causes bleeding damage.
•Added a Vibro Blade upgrade for the Assaultron Blade (chance to disarm an enemy).
•Added an Overclocked Blade upgrade for the Assaultron Blade (chance to stun an enemy).
•Increased the Electric Damage on the Assaultron Blade to 8.
•Added an Overclocked Buzz Blade upgrade for the Mr. Handy Buzz Blade (chance to stun an enemy).
•Added new weapon prefixes for both the Assaultron Blade and Mr. Handy Buzz Blade to reflect commonly shared mods.
•Rebooted Project Purity.

Update 1.1
•Removed the 12 ballistic damage on the Tesla Rifle and replaced it with 36 explosive damage (which is affected by Demolition Expert!)
•Shots from the Tesla Rifle will now ignite foes.
•The Charging Lob Barrel has been replaced with the Railgun Barrel.
•The Railgun Barrel deals 250% more damage than the Charging Barrel at the cost of a much slower firing rate.
•Decreased the Automatic Barrel magazine size to 100 cells (down from 200 cells).
•Doubled the weight of the Tesla Rifle to counter its increased viability.
•Removed the 21 ballistic damage on the Salvaged Assaultron Head.
•The Salvaged Assaultron Head can now be charged up with up to 10 cells, as opposed to 5. More is always better, as the kiddos say.
•The Assaultron Blade’s damage has been decreased from 26 to 21.
•Removed the -10% Attack Speed debuff on the Assaultron Blade.
•The AP cost of the Assaultron Blade has been increased to 45 (up from 35).

The post Better Automatron Weapons appeared first on Fallout 4 mods.

Standalone Pipe Shotgun

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Pipe Shotgun

Model and textures done by the talented Stefan

What is this mod?
This mod adds a new standalone weapon called the “Pipe Shotgun”.
It is based off of the Pipe Shotgun from the Fallout 4 Artbook.

Features
This mod includes 1 new weapon with several receivers, stocks, sights, and muzzles.
And of course, the Pipe Shotgun has been added to Level Lists.
Attachment suggestions are welcome in the comments!

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

Wastelander’s Rifle – Extended Weapon Mods Extended

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– Extended Weapon Mods Extended –

In the great mod by Akanami there is the “Assault Hunting Rifle”, but it is not obtainable.
I fixed that by making it craftable at the Weaponsmith workbench from AWKCR and while I was at it, I changed the name to

“Wastelander’s Rifle”

When you craft it, it should come with the 5.56 Semi-Auto Reciever, no Stock, Short Light Barrel, Small Magazine and no Muzzle.

From there, you can add the following mods:

Recievers:

– 5mm Full-Auto
– .50 Semi-Auto
– .50 Full-Auto
– .308 Semi-Auto
– .308 Full-Auto
– .45 Semi-Auto
– .45 Full-Auto
– 5.56 Semi-Auto (“Standard Reciever”)
– 5.56 Full-Auto (“Automatic Reciever”)

Stock:

– no Stock *
– Wastelander’s Stock *
– Assault Stock *
– Wooden Stock *
– Advanced Wooden Stock *
– Polymer Stock *

Barrels:

– Assault Barrel *
– Machinegun Barrel *
– Short Light Barrel
– Long Light Barrel
– Long Ported Barrel
– Long Combat Barrel
Short Combat Barrel
– Heavy Barrel *
– SMG Barrel *

Muzzle:

– no Muzzle
– Muzzle Brake
– Compensator
– Suppresor
– Bayonet

Magazine:

– Small Magazine
– Small Quick Eject Magazine
– Medium Magazine
– Medium Quick Eject Magazine
– Angled Magazine
– Angled Quick Eject Magazine
– Large Magazine
– Large Quick Eject Magazine
– AK Magazine *
– Double AK Magazine *
– Drum Magazine
– Double Drum Magazine *

Sights:

– Iron Sights
– Glow Sights
– Reflex Sight (Circle)
– Reflex Sight (Dot)
– Kashtan Scope *
– Short Scope
– Short NV Scope
– Medium Scope
– Medium NV Scope
– Long Scope
– Long NV Scope

* The assets for these attachements are made by or include assets made by Akanami!
Everything else should be re-used vanilla assets.

The Assault Stock and Machinegunner Barrel have also been added to the Hunting Rifle.

Also, the UMP Barrel from Extended Weapon Mods for the Submachinegun was missing its mesh for some reason, but I included it in the download, so you should now be able to attach it to the vanilla Submachinegun without crashing!

Requirements:

Extended Weapon Mods
Armor and Weapon Keyword Community Resource (AWKCR) – valdacil

Known Issues:
Muzzles are stuck in the Machinegun Barrel

Future plans:
– more Recievers (.38, Semi-Auto and Full-Auto)
– more Magazines
– more Barrels (Akanami’s assets)
– Leveled Lists!

This is my first mod, so please go easy on me and give me some pointers.

Also check out Galejro’s mod:
Mauser 98K

The post Wastelander’s Rifle – Extended Weapon Mods Extended appeared first on Fallout 4 mods.

Standalone Weapon Level List Patch

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Standalone Weapon Level Lists:
This mod makes all supported weapons spawn in diferent NPC. whit diferent levels. (Weapon Standalone Level List).
this mod is incompatible whit any mod that modifiques the level list of Raiders,gunners,mutants.etc.
Weapons Spawn in diferents enemies like: [Raiders,Super Mutants,Gunners,Etc].

– Weapons Standalone Supported and Requiered:

[M14 Standalone Rifle] = Link.
[M9 Standalone Pistol] = Link.
[M2216 Standalone Assault Rifle] = Link.
[R91 Standalone Assault Rifle] = Link.
[M1911 Standalone Pistol] = Link.

More weapons coming soon!.

..:: Changelog ::..

v1.1 =
* Fixed Minor bugs.
* Not spawning weapons like R91,etc.
* Added m1911 as standalone supported weapon.

v1.0 = Initial Release.

all credits to creators of these guns!

The post Standalone Weapon Level List Patch appeared first on Fallout 4 mods.

The Karambit – CSGO Inspired Curved Knife

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This is a Karambit. It’s a knife, a curved knife.

13 base damage, drops from raiders and gunners, and does bleed damage.

There’s two blades, but it’s more for aesthetics than anything, they both have the same stats and the same build requirements.

Now if you’ll excuse me, before I published this I put some macaroni on the stove and I’m pretty sure it’s boiling over.

UPDATE:

The macaroni did not boil over. It was tasty.

Weapon skins when I don’t suck a texturing.

Wouldn’t it be super fucking cool if there was like a deathclaw claw karambit? Like shit man. I’m totally doing that. Eventually. Probably not in the same mod, but as a seperate weapon. ANYWAY IT’D BE COOL RIGHT

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.

Also side note, if you make music you should toooottallllyyy contact me, so I can use it in some of my new mod videos! You know, the mods that don’t exist yet.

– 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.

– YO MIKE, I have like 50 weapons and only one is showing up in my game, WHAT’S THE DEALIO
– You need to make a Bashed/Merged patch in FO4Edit, yo. I’ve got a video for you.

– What, no factory new crimson spider web superduper ultraviolet skin?

– Alright first off I don’t even actually play CS:GO, I just had this suggested to me, and I liked the way the knife looked. Second, I’m actually not that great at texturing, so if I was to make some super pretty texture you’d probably be really underwhelmed. I will get to making material mods for these guys eventually, just not right now.

– Are you ok

– Yeah my Councillor said I was on “The edge of normal” so I’m clinically fine.

– So I noticed this nnoobbeater guy copied your description, are you the same person/should I yell at him for copying you?

– No, nnoobbeater’s name is Nick, and we run a YouTube channel together. Links are below if you’re into that shit.

The post The Karambit – CSGO Inspired Curved Knife appeared first on Fallout 4 mods.

Automatron – Mr. Handy Weapons

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Extremely simple mod that enables you to use all of the Mr. Handy Thruster weapons (laser, flamer, lightning gun) – even if you have the main arm weapons.

Update:
I started adding a few legendary versions of the weapons including: Incendiary Lightning Gun, Powerful Laser and Penetrating Saw.
More to follow

The post Automatron – Mr. Handy Weapons appeared first on Fallout 4 mods.

Wasteland Ordnance – The Definitive Weapon Collection

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Wasteland Ordnance is a Fallout 4 mod that adds many new standalone weapons to the wasteland. Ranging from basic pistols all the way to state of the art sniper rifles. Most of the weapons included can be found on NPC’s and all of them at vendors.

All the weapons come in separate .esp files so you can activate only the ones you want to use.

Included Weapons:

Heckler & Koch G3
Glock 20
Accuracy International L96
FN Scar-H
AK-47
Barrett M82
USAS 12

and more to come !
———————————————————————————————————————————————————–
How to install:

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”
————————————————————————————————————————————————————
Load Order:

All WO weapons should be on top of the list and Wasteland Ordnance Merged.esp should be last in the load order

***Note (Wasteland Ordnance Merged.esp) will only work with all WO esp’s activated.
————————————————————————————————————————————————————
To manually spawn the weapon:

enter the console and use the “player.additem” command with the weapon id. Replace xx with your load order number.

HK G3 — xx00082F
Glock 20 — xx000800
AI L96 — xx000814
FN Scar-H — xx000800
AK-47 — xx000800
Barrett M82 — xx000800
USAS 12 — xx00082F
————————————————————————————————————————————————————
To uninstall:

Delete the “Wasteland Ordnance” folder located in your Materials,Meshes & Textures folders in your Fallout 4 install directory.
————————————————————————————————————————————————————
Tools used:

FO4Edit
3DSMax
Nifskope
Paint.net
Photoshop CS3
————————————————————————————————————————————————————
–HK G3 Credits:

Model and textures by Krycek
Sound by Sandy7a

–Glock 20 Credits:

Model and textures by Tigg

–AI L96 Credits:

Model by ImBrokeRU
Textures by BuLL5H1T
Sound by TiberiumSoul

–Scar-H Credits:

Model by ImBrokeRU
Textures by BuLL
sound by M-Productions

–AK-47 Credits:

AK47, AK74, AKSU74 Model by Tigg
AK47, AK74, AKSU74 Textures by Tigg
RPK, BOOLY & xamtsiledom
sound by X RaY

–M82 Credits

Model, textues by squir
Scope by AlexScorpion

–USAS 12 Credits

Model, textues by Pete3D

–Mods

Reflex (C-More) – Odec3D
Suppressor – Yaxnee
RIS rail – Soul_Slayer, Thanez & sHiBaN
AFG – MirzaMiftahulFadillah
Unversal pistol rail – Krycek & 4Echo
Docter Reflex – Kaskad
Scar Hand guard – 32logan, Z06Frank
Mueller scope – Exciter_GB, Idlesheep
Acog – Twinke Masta, Exciter_GB, Idlesheep
Folding Iron Sights – tenoyl
Leupold Prismatic – kaskad & malignant
PSO1 – Tigg

–Other

Thanks to Junnari for the help on the sighting
Thanks to Insaneplumber for fixes on the sight textures & model
Thanks to Idlesheep for letteing me use parts from is mod

Thanks to all that let me use their models & textures.

The post Wasteland Ordnance – The Definitive Weapon Collection appeared first on Fallout 4 mods.


FN SCAR 17s

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This is my model of the SCAR H and I hope to have mods for it such as scopes, rails, suppressors, stocks and so on added in the future.

Big thanks to Z06Frank for getting my model in game and adding the Magpul AFG to the weapon.

Scopes models are pretty close to being done and new textures are in the works for the weapon as well as scopes.

Attachments and general improvements should be out soon.

The post FN SCAR 17s appeared first on Fallout 4 mods.

M9 Leveled Lists

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Thanks so much, I am now an officially recognized mod author on the nexus! I couldn’t do it without everyone who downloaded my mods. I thank everyone who has downloaded my mods.

Adds leveled lists for FF7CloudStrife’s M9 weapon. Specifically, raiders, gunners, and triggermen. It also adds it to some venders. Requires the original mod. Not my picture.

The post M9 Leveled Lists appeared first on Fallout 4 mods.

Deployable Turret Pack 2 — New Portable and Workshop Turrets

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Hello, this mod is the…

This mod allows you to craft and use new portable, Deployable Turrets!
They can now be deployed and reused as much as you want!
Here, allow me to demonstrate…

There are versions that adds sorting tags in compliance of
Better Item Sorting and Valdacil’s Item Sorting included in the FOMOD installer.
The original B.I.S. patch was created by DRunkCoWBoy69!

-Description-
There are a total of 18 turrets in this pack. There are 7 turrets from vanilla and 11 unique turrets.
Here is how they work.

Using them:
They can be crafted at any Chemistry Station under the new category of TURRETS.
They can be expensive, and will require certain perks to craft more powerful turrets.
Once crafted they will be added to your inventory under WEAPONS, and will act as mines.
You can equip them like a mine, and when you’re ready to use them you can throw them like one.

Combat:
When you deploy them they will take from you an allotment of ammo for them to use.
Indeed, they consume ammo as they fire, they don’t have unlimited ammunition.
They will, of course, attack on sight any aggressor to the player, hopefully dealing with them swiftly.
When you have a turret deployed you can run up to it and “Activate” it, opening a menu.

The Interaction Menu:
Pick Up – Removes the turret and returns unspent ammo. Turrets must not be broken to be picked up.
Reload – If a turret runs out of ammo, then you can simply reload it with another allotment of ammo.
Repair – Turrets must be repaired when damaged into a broken state, though all repairs are now free.
Cancel – Allows you to close the menu while doing nothing to the turret in the slightest. What a feature.

More on Repairs:
When a turret is damaged enough, it will enter a broken state. To have it continue fighting, or to put it back in your inventory, it must be repaired. Simply activate it (the selection option will be missing, but it can still be used) and select repair. It will take several seconds, but eventually the turret will begin operating again. You can also repair turrets before they are broken to quickly recover their health. All repairs are now free.

Ammunition Allotments:
As mentioned before, there are 18 different turrets, each needing a type of ammo and have a different allotment of ammunition they can take when deployed. The allotment of ammunition is the maximum you can load into it in a single action, not the maximum it can hold. This includes deploying it and reloading it. If you want to fill it with as much ammo as you have, you have to keep reloading it, even in the middle of combat.

Other Notes:
Each turret is very heavy in your inventory, with more powerful turrets being heavier than the last.
If you deploy a turret and forget it, it should persist and be reclaimable long after deployment.
Companions and other NPCs can’t deploy turrets, so feel free to make them carry them around.
You can install an AWKCR patch within the installer, making turrets craftable at it’s Weaponsmith Workbench.

-Types of Turrets-
Here are details on the different turrets:

Spotlight – No Ammo – No Ammunition – Technically not a turret, but will track enemies with its light.
.38 Machinegun Turret – .38 Rounds – Allotment 300 – A rusty, cheap turret that uses plentiful ammo.
Machinegun Turret – 5mm Rounds – Allotment 300 – A light, but flimsy gas powered turret. A good start.
Heavy Machinegun Turret – 5mm Rounds – Allotment 300 – A more durable, yet affordable ballistic turret.
Laser Turret – Fusion Cells – Allotment 300 – An energy based counterpart of the machinegun turret.
Gamma Turret – Gamma Rounds – Allotment 100 – A radiation spewing alternative to lasers or bullets.
Plasma Turret – Plasma Cartridge – Allotment 300 – Fires a nice balance of ballistic and energy damage.
Shotgun Turret – Shotgun Shells – Allotment 100 – For stubborn boyfriends, its a full auto rain of terror.
Assault Turret – 5.56 Rounds – Allotment 300 – For a little more firepower then your standard
Minigun Turret – 5mm Rounds – Allotment 1000 – If you saw my demonstration, you saw what this can do.
Flamer Turret – Flamer Fuel – Allotment 1000 – A bit short range, but will help you burn that extra fuel.
Cryo Turret – Cryo Cells – Allotment 250 – Also has short range, but anyone caught by this won’t run far.
Railway Turret – Railway Spikes – Allotment 100 – Steam powered freedom and justice for one and all.
Heavy Laser Turret – Fusion Cells – Allotment 1000 – If you had cells to spare, this will burn them quickly.
Gauss Turret – 2mm EC – Allotment 200 – Magnetically driving metal into skulls across the Commonwealth.
Cannon Turret – Cannonballs – Allotment 50 – Based on the Broadsider, it’s a full auto cannon basically.
Missile Turret – Missiles – Allotment 50 – Every settlement’s deadliest weapon, now your second deadliest.
Fat Man Turret – Mini Nukes – Allotment 10 – Your new deadliest weapon…use with extreme caution.

-Workshop Turret Pack-
The Workshop Turret Pack is now an integrated feature that allows you to build the 11 unique turrets not found in the vanilla game at any settlement workshop. This includes the .38 Machinegun Turret, Gamma Turret, Plasma Turret, Assault Turret, Minigun Turret, Railway Turret, Gauss Turret, Cannon Turret, and Fat Man Turret. Turrets built at the workshop will be far cheaper to produce than their deployable counterparts and will have unlimited ammo. However, most will require power and will, of course, be stationary. They will all be located under DEFENCE > TURRETS at any workshop and will still require their respective perks to craft.

-Further Reading-
The Deployable Turrets mod was originally an addon to my other mod, the Grenade Expansion Pack. After it showed a very positive reception, I wanted to make it its own mod so that it may get more exposure as its own thing, instead of just being a set of grenades. I didn’t really have a good enough excuse till a user named Wenderer helped me script the retrieval code for my mod Camping Supplies, which opened my eyes on how to do something similar with Deployable Turrets. Really, I haven’t touched scripting much before this, mostly because I had thought it was an extreme chore for advanced modders, but once I discovered it was easier than I thought, I asked Wenderer if I could use his script as a base for an upgrade to my turrets. He agreed luckily, so here we are! I will say, it’s changed quite a bit since then, but I still want to give him credit for helping me. Without him most of the features in this mod wouldn’t have happened, so thanks Wenderer!

-Videos-

Featured on Tyrannicon’s FALLOUT 4 MODS starting at 3:05.
Featured on JR Mods’s 5 Mods Worth Downloading at 2:13
Featured on theDeluxeSam’s Fallout 4 Mods at 5:07
Featured on AlChestBreach’s Fallout 4 Mods at 2:54

-Credits-
Credits:
Original retrieval script – Wenderer
Original Better Item Sorting [Tags] patch – DRunkCoWBoy69

Tools Used:
Creation Kit – Plugin creator and editor
FO4Edit – Plugin creator and editor
3DS Max – 3D model creator editor
NifSkope – NIF model viewer and editor
Caprica – Script compiler
Champollio – Script decompiler
Deba2 and B.A.E. – BA2 archive extractor
FOMOD Creation Tool – For making the installer

For making it this far, I’ll tell you of a secret. With a special holotape, hidden in a cave under the Red Rocket Station outside Sanctuary, you can disable ammo consumption on all turrets! It’s a secret to everybody!

Thank you everyone for looking at this mod!
I hope you try it and enjoy it!

The post Deployable Turret Pack 2 — New Portable and Workshop Turrets appeared first on Fallout 4 mods.

Slasher Beacons

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Slasher Beacons.
Moon monkey needed to craft at chem-lab, 111 of them added to qasmoke.
Not a workshop NPC, murders are not friendly to everyone.
Outfit and weapon not loot-able.
CC file needed!! This is an .esl file.

The post Slasher Beacons appeared first on Fallout 4 Mods.

Improved Minigun – Let’s make miniguns great again

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What does this mod do?
This mod changes the base damage of the minigun to 12 and adds a receiver option allowing you to switch between 5mm rounds and 7.62mm rounds. It also adds 3 new barrel types based on the base barrels which further increase damage and add armor piercing properties.

It basically puts the minigun on a similar levell as the Gatling Laser.

Detailed changes:
Increases base damage from 8 to 12.
Adds a receiver option with 2 options:

5mm rounds (default)
7.62mm rounds. (+50% damage)

Adds a new barrel called Advanced Barrel that increases damage by 30% and armor piercing by 30%
Adds a new barrel called Advanced Accelerated Barrel that increases damage by 40% and armor piercing by 50%
Adds a new barrel called Advanced Tri Barrel that increases damage by 75% and armor piercing by 40%
Adds the new options to the leveled list so enemies can spawn with them as well.

Vertibirds:
A separate file is added which contains all of the above but also the following changes:

Vertibirds (non player) have their damage set from 5 to 30 and have an advanced barrel as opposed to a normal barrel
Vertibirds (player) have their damage set from 25 to 30 and have an advanced barrel as opposed to a normal barrel

7.62mm Ammo:
An optional file is available for those who wish 7.62mm ammo is available in the Commonwealth and not just the expansion Nukaworld. This adds 7.62mm ammo in a similar ammount as 5mm ammo to vendors such as Cricket, KLEO and Arturo. Available after reaching level 24.

Notes:
Due to the receiver options with 7.62mm ammo Nuka World is required for this mod. I may make a non-Nuka World variant if there’s requests for it.
If the mod is installed in an active game the new receiver for 5mm is not installed in existing miniguns, but they will remain operational with 5mm ammo. New weapon spawns will have the receiver option for 5mm as a default installed.

The post Improved Minigun – Let’s make miniguns great again appeared first on Fallout 4 Mods.

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