Fallout 4

About this mod

Changes ballistic weapons and upgrades.

Requirements
Permissions and credits
Changelogs
OVERVIEW

1.8 - Nuka World



Pre-War guns would degrade after 200 years. Parts would break and be replaced by handmade pieces. I have made it so components from Pipe weapons may be attached to certain pre-war weapons. Explosives meshes have been replaced by handmade variants.

Ballistic damage is determined by the calibre of the bullet, not the gun.

Gameplay is changed with a strong emphasis on the player's own reaction time and reflexes.    Instead of who has more hitpoints, you versus the NPC, it is now quite different.

Upgrades have been re-done. You can now modify components "within" the receiver.


DESCRIPTION


-More descriptive gun names inspired by previous Fallout lore,
-Comprehensive upgrade overhaul, including interchangeable parts,
-Changed default templates
-Changed ammunition types
-Changed weapon-related loading screens
-Remove legendary slot
-Post-war explosives
-Levelled list integration of DLCs - .45-70 and 7.62x39mm can be found in CW.

UPGRADES OVERHAUL

Instead of increasing levels of "powerful" with damage multipliers, I have implemented a new system. The amount of upgrades in the RECEIVER category have been reduced, and other categories have been added, such as BOLT, LUBRICATION, TRIGGER, HAMMER, SLIDE, MOTOR, GAS FEED, PISTON, RETURN SPRING, etc (where applicable - bolt-action is not gas-operated, etc). These make small modifications to the weapon which improve performance in ways other than amping up damage.

The player will focus more on restoring Pre-War guns to their proper condition, and making small improvements on Post-War weapons.

Several categories of mods are cross-functional/ interchangeable. For example, barrels of identical bore are interchangeable. Scopes are cross-functional units which can be made ONCE and transferred BETWEEN weapons as the player chooses, instead of making a new scope per each gun.

RECHAMBERING
Changing the calibre of a gun is a complex process requiring changes to the magazine, feed and extraction, chamber, and barrel. Some are simply not possible (i.e. .308 to .50 conversion).
To reflect this complexity, the calibre of guns is determined by the receiver and barrel. As a rule of thumb, the bore of the barrel determines which ammunition type is used.

AMMUNITION

Each bullet has been assigned an unscaled damage value. This means the "damage" of a firearm is determined by its caliber, as it should be. A .45 round will do the SAME amount of damage PER ROUND as it would in a pipe revolver AND submachine gun.

Guns from other plug-ins which use vanilla bullets will be on-par with this guns in this plug-in.

5mm -> 7.62x51mm
7.62  -> 7.62x39mm
.50    -> .300 CGM



COMPATIBILITY
This will conflict anything that modifies vanilla guns or upgrades. Be extremely careful, please
. Super not-compatible with mods such as Extended Weapon Mods or Any Mod Any Weapon.
That said, I have tested it with Weapons of Fate, Visual Reload, Better Locational Damage, and Rain of Brass, and it works rather well.

Standalone guns: Any standalone gun that uses vanilla bullets will inherit the upped damage values. Standalone guns will not have the reworked upgrades, though.

Mods which work with this one, and I recommend to use with this one:

http://www.nexusmods.com/fallout4/mods/10189/?
http://www.nexusmods.com/fallout4/mods/12986/?
http://www.nexusmods.com/fallout4/mods/15118/?
http://www.nexusmods.com/fallout4/mods/1097/?
http://www.nexusmods.com/fallout4/mods/130/?

This plug-in knocks out a large amount of vanilla mods, mostly receivers. I have loaded this onto an existing save and it was OK, but it will probably bung up  your guns.
Please load this last in your load order for best results.

TO_DO LIST


-Cross-functional scopes, See-Thru Scopes integration
-Proper categorization of barrels: Smoothbore only for combat shotgun, Rifled only for rifles.
-Mod chains (Cleaning first required for lubrication, Rechambered barrels required for Rechambered receivers, etc).
-Apply specific .NIF transforms to loose mods, no more generic wood boxes.
-Totally remove clunky, meaningless prefixes such as "hardened, tuned, calibrated, etc."
-Retexture plasma cartridge, and redo plasma damage type.
-Vanilla damage values version



-I accept and take feedback into consideration.
-To quickly test this mod, enter in console: "coc gntest"



See-Through Scopes: http://www.nexusmods.com/fallout4/mods/9476/?

Tl;DR, Some of the Cheeki, all of the Breeki.