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WH-Mk.22 Heavy Machine Gun by Skibadaa v1.2
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Not enough big guns, need mo guns mo bigger. And also WTF is the point of all that 50cal ammo just lying around when there is only 1
gun that takes 50cal, AND EVEN ONLY THEN AFTER BEING MODDED. So to give you a use for all that useless 50 BMG jangling around in your
Backpack I made a giant machine gun for you.

Made from vanilla assets and the boxmag mesh courtesy of Kaya46.

Mods include:

2 5mm Recievers
2 50cal Recievers
4 Barrels!
3 Sights!
And 4 Muzzles!

EDIT:- v1.1 adds the following mods:

2 Watercooled Barrels
1 no sight option


A word on firepower:

This thing is a beast, in 5mm its like "OMG so OP!" and in 50cal its like "HOLYFKNSHT!!!11REPENT!THEENDISNIGH!!!". 5mm recievers obviously
have faster rate of fire and basic armour penetration offset by lower damage, the 50cal recievers have HUGE damage AND 75% ARMOUR PENETRATION!!
Because protip: IRL 50.BMG will kill everything not behind 1 inch of steel plate, which is MOST OF THE THINGS.

This is integrated into the Minigun Leveled list at high levels. At level 25 every minigun spawn has a 1 in 5 chance of being a Mk22, and at
level 40 its a 50/50 chance, if you encounter this gun in the hands of a mob then prepare to get WRECKED.

EDIT:

Yeah, this was too OP. As of v1.0a I have considerably dialed back the damage and armour penetration. Dont be sad though, this thing can still chew up
deathclaws and BOS paladins with ease, its just less of a cheat weapon now.

Base damage stat is 70, with no additional damage buff for the 50cal recievers, and a 25% debuff for 5mm. 50cal now has 40% Armour penetration and 5mm has 10%

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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 Mk-22 able to utilize the ammo switching system.


Installation
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1. -Download the main file.

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

3. -Activate "SkibsWHMk22HMG.esp" in your load order.

-If you are using LOADS then also activate "SkibsWHMk22HMG-LOADS.esp", making sure it is after "SkibsWHMk22HMG.esp" in your
load order.

-WARNING! DO NOT ACTIVATE "SkibsWHMk22HMG-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 Mk.22 4 weap

and the code will be listed for you.

Known Issues/Possible Conflicts
-------------------------------

This will conflict with other weapon mods that add weapons to the same levelled lists, which will result in the weapon not
spawning on enemies or in shop inventories. This can be remedied by making a merged patch with FO4edit. If you don't know
how to do this, go on to youtube and search for "Gopher", watch his tutorials.

Version History
---------------

v1.0 - Original release.

v1.0a - Bugfix and Balance.
- Fixed wrong npc ammo lists.
- Fixed no dismembering bug.
- Nerfed stats, still pretty godlike though...

v1.1 - Un-Nerfed the stats, increased base damage by 20 and armour penetration on 50cal.
- Edited recoil across all mods, kicks like a mule without muzzles and advanced barrels.
- Added watercooled barrel variants.
- Added a null-sight option as the default sight.
- Reduced the value.

V1.2 - Added some more reciever variants with higher damage.
- Rebuilt the LLists.