Welcome to the New project Article location.
This is where all future articles for this mod will be for the foreseeable future. I will be de-listing the original 5 overhaul pages once I finish setting this mod page up with the individual overhaul downloads but I mean, it's like 200kb you can just download the AIO and delete the .esp files you don't need.

Legacy entry from Colt SAA overhaul original post mod page
Entry 1
This mod was the first piece of a big project i am working on for myself and i thought id make it in a
way that i can share for others that want a brutally hard and realistic
gun system in fallout 4.

The plan is to replace all of the hideous vanilla guns with the best mods the
community has to offer but instead of just throwing a bunch of mods in a
load order and making a level list patch for them i want to go over and
overhaul each gun mod first to make them fit into a new balancing
system where guns are realistic. bullets are bullets. a 5.56 bullet is
not going to lose half its damage potential just because you loaded it
into an automatic gun, but on the other hand a fully automatic gun is
not very accurate or easy to control.

This article will grow as i continue to work on and brainstorm exactly what
my plan is for this overhaul but for now i will be working on getting
some of the gun mods overhauled and probably releasing them in a
standalone format untill i have enough of them to do a big mod.

Entry 2
The Browning Hi-Power Overhaul has been completed and i am starting to form
a more solid plan as to what exactly i want to do. This will be where I
document all thoughts and progress unless there is enough interest to
warrant my old self learning discord and setting up a server for
discussion or something.
In the Previous overhaul I made (Personal use only unfortunately) i banished pipe guns
from the game. I Dislike the design of vanilla pipe guns and as someone
with real life Gunsmithing experience, the way they function bothers me.
However, i feel like they are a necessary evil for the early game as
well as the overall realism of the wasteland. I mean, its been over 200
years since conventional firearms have been manufactured and while I do
own several 100+ year old firearms in decent shape, they do not get used
daily to defend myself from wasteland creatures and raiders so I
imagine 200 more years of hard use would render them rare and valuable.
That being said I am probably going to leave pipe guns mostly untouched
and only edit the level list for lower levels (probably 1-15?) after
that i will cycle them out of use for higher level enemies and probably
restrict them to raiders and wastelanders (as they mostly are now). This
way if you already use a pipe gun replacer or retexture (like Nina's
Proper Pipe Guns Replacer) you could continue using that.
Currently we have the Colt SAA and the Browning Hi-Power. the Colt will most
likely end up in the Minuetman Level list as well as integrated into the
pipe revolver Level list in later levels. The Browning will be added to
the 10mm Pistol level list and appear along side the other semi auto
modern pistols that get added (next up will be a 1911 but I'm currently
testing and playing around with the different options on nexus)
ALSO Munitions is and will be my ammo mod of choice for the foreseeable
future due to its modular nature so I don't clog up your ammo list with
lost of random ammo types you'll probably never use. less is more but
vanilla fallout is missing some key ammo types in my opinion and
munitions has been my go to for that. Tactical Reload has been on my
radar but ive never used it and want to keep the extra mods to a
minimum. After the main overhaul is finished ill look into doing a
blanket tactical reload patch for everything added and possibly look
into making sure something like See Through Scopes is also compatible (I
do use this one sometimes)

Entry 3

The overhaul for the F4NV Service Rifle Redux is now available for download
for testing and trial. I am removing the legendary effects so i removed
the unique guns from the mod. But don't worry, I have made all unique
parts craftable if you can source the special components needed. all
Paint schemes and all stickers are available for crafting for freedom of
customization.
on that note, I have decided to include the MW2023 - M4 Platform 2.0 and the blueprint pack
as the late game Assault Rifle option and will be giving it a similar
treatment. Instead of each skin being a separate gun as it is now, ill
make a paint system for it like the F4NV Service Rifle has. It will also
be balanced to fit and will be stripped down as I usually do.

For anyone that may be wondering why i am stripping these mods down so far,
it is because I have extreme OCD about some things and I like my game
to stay as clean as possible. Extra quest and item placements in the
world have caused me a few issues when running mega load orders as well
as other bugs since i'm running an ancient 4th gen intel system as my
main gaming rig. I tend to heavily modify all mods i commonly use but
this project is the first time Ive decided to do it in a way where i
could share my completed work. I have grand plans to eventually do a
sorta Stalker fallout hard core overhaul mod with a new map (looking at
overhauling "The Zone" and making it a more interesting mod than it
already is) and all that but i don't want to set my goals too high and
figured doing the weapon system overhaul standalone would make it useful
for other Load Order setups in case i never follow through on my grand
plan.

Entry 4

I settled on a mod for the 1911 i wanted to use. the M1911 - WARS Standalone mod by antistar. This mod didn't need much tweaking to fix with the program so out of
all the mods i tried it stood out. This gun will probably make up the
bulk of the 10mm level list through the mid to late game with something
like the Colt Kimber Custom being added as a nicer option for higher
levels. more to come as i get them finished up.

Another random idea I had, I might convert the vanilla ammo to appear as .40
for consistency across mods I'm planning on adding that would usually be
chambered in .40 caliber. This would also make it easier to ensure guns
that use 10mm or .40 spawn in vault 111 so your not stuck with a single
clip of 9mm or 45 while attempting to clear out the rad roaches. still
on the fence about this, but Ive always wondered why they chose 10mm as
the most popular pistol ammo type in game. I have seen a lot of firearms
in my life time but never have I ever encountered a hand gun chambered
in 10mm. it would have been easier to have called it 9mm or .40 but it
is what it is.

Entry 5

Today I shoved the Remington 700 Overhaul out the door. I still need to go over
the Crafting Recipes but for now its functional and has a temporary
solution to 'Soft" replace the Hunting rifle for now. I also made a few
edits to the Remington 700 Armory Pack so it will play nice with my
overhaul and offer some extra customization. This does make See Through
Scopes a Soft requirement now but I have used it for a long time and I
know a lot of others do as well. Also, in my usual fasion i removed the
quest and scripts that run for the hotkey item thing. I never used it
and the goal is to remove all unessential bloat for maximum
compatibility and performance on potato computers like my main gaming
rig.

For anyone wondering I run a I7 4970k with a GTX 1080 and 32 gigs of DDR3 ram. I prefer to play at
1440p with my graphics totally maxed and beyond using Beth ini. Fallout 4
runs decent until you load up 500+ mods along with Sim Settlements 2
and then try  to play 80+ hours on the same save game. Still, I have
very minimal crashes (probably 1-2 random CTDs for the entire play
through) and maintain a solid 60fps unless I'm in downtown Boston but I
end up with weird script lag later on and other weirdness related to
small additions by the hundreds of mods I run.

Next up is probably the F4NV Mysterious Magnum and .44 Magnum Revolver
Replacer due to the fact half of the work is already done as far as
replacing the vanilla .44 goes. Revolvers are one of my Favorite
firearms so there will be several more high quality Revolvers make an
appearance for higher levels but I felt this one deserves the spotlight.


Entry 5

Updates have went out for the first 5 Overhauls and 2 updates for the Service Rifle
Overhaul. Hopefully it'll behave as intended now. I want to make one
more big update before proceeding with the rest of the mods since i have
learned a few more things and thought of a few more ideas.
I originally wanted to get rid of the crafting perks but I realize that's
actually realistic and making the amount of materials more actually
isn't. The solution will be to make all like parts take the exact same
amount of materials to craft and have the limitation be the gunsmithing
perk. However, instead of making this locked to leveling up I am going
to make a set of magazines or books to give you the perks and distribute
them to the gun dealers. They will be expensive but will give you
something to save up to buy and help with the mid to late game problem
of becoming rich with not much to spend it on and save you the perk
points. this would be like getting your hands on gunsmithing textbooks
to learn the information you'd need to make a new barrel or something
like that.
 
END OF LEGACY ARTICLE

Entry 6

This is the first Entry on the new article page. I am currently working on this mod page so please stand by for an update on what I got going on here. Individual downloads for the gun overhauls will be made available here for future downloading as well as the AIO version for ease of distribution but for now the AIO version is available so you dont have to wait on me to finish making this mod page.

Entry 7

Sorry Ive been super busy and testing is taking a long time. stuff isnt quite working how i want so having to make changes and then speed run the game is taking longer than expected but hey, im getting pretty good at speed running the main quests. More updates should come quicker after i figure out the best level balance for gun spawns and more guns coming soon.

Entry 8

This mod is a lot more work than i Originally Intended. Mostly because I keep learning new things leading to "Feature Creep" with the mods scope expending. I am almost set up on my new PC with a much cleaner file system making finding my stuff easier and I've got access to new software allowing me to create custom Textures easily for any gun I want. This led to the most recent update of the Colt SAA revolver with tons of new Grip and Material swaps to add some verity to the gun as well as fixes to the Mod collections so it spawns in every config. The next big update will be soon and will include lots of changes and fixes plus some extra skins for the guns included. 

If you do not want you do not want to wait for the AIO to be updated for the new Colt SAA skins just download it and place it below the main overhaul and your good to go. Shouldn't require a new save.

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LittleWolf1999

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