Fallout 4
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Roadhouse699

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  1. Roadhouse699
    Roadhouse699
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    Nuka World patched released! ...Finally.
  2. Brightwing2112
    Brightwing2112
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    I was reading the mod page here and got to the part where it says 'Energy weapons are for pussies.' I just laughed and laughed,man. Thing is,I end up making a laser of some kind,usually automatic or whatever. It occupies like slot 8 on my hotkeys,while the rest of my weapons are things like
    an HK pistol,pump shotgun,Smg's,etc. The laser just sits there. I never use it. Don't know why I bother,as in the moment,I always reach for a gun.
    Anyway,thanks for the humor. I mean the other stuff you wrote. Lasers are still for pussies.
  3. Shadowbane1990
    Shadowbane1990
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    Bit late but for those like me who downloaded this without reading the description thinking that "Vanilla Weapons Calibrated" Actually meant all vanilla weapons here's a link to a mod that actually does that: Weapon Damage Upgrade

    4 years late now but this one really should have been named "Ballistic Vanilla Weapons Calibrated" instead.
    1. makemelogin
      makemelogin
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      It helped me !  thanks!
  4. bogdankl
    bogdankl
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    unfortunately this breaks vis-g, if you put it before vi-g in the load order it doesn't change the damage, if you put it after vis-g it removes the nametag at the beginning of the weapons so they don't have icons
    1. Shadowbane1990
      Shadowbane1990
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      Install it anyway and open up Xedit and merge it yourself, it's literally as easy as drag and drop, or you can download Pra's Scripts for xedit, which have an AWKCRifier, VISifier, VISGifier, FallUIifier and they will literally patch it for you in most cases.

      Edit: It's late at night, been busing all week modding and I just realized this comment was back in 2020, my bad for the necro post lol
  5. dood123
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    does this work with MF's damage scaling?
    like, you can tweak it in the MCM so you arent' getting one-shot by .22s early-game, or if you're running mods that get rid of health scaling
    1. Roadhouse699
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      No, but the weapons do scale as the receivers change. They only match their MF counterparts with an advanced receiver.
  6. lachlannator
    lachlannator
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    Hey are there any known conflicts with this mod? when I'm using it the weight of the vanilla guns is 50-70 lbs.
    1. Roadhouse699
      Roadhouse699
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      Anything that changes the vanilla weapons will conflict with this. I'm not sure why the weight would increase, though.
  7. stg58fal
    stg58fal
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    Just downloaded this a little bit ago. Thank you so much. It's nice not having to shoot the flies and molerats at the beginning a half dozen times each.
  8. onnoashee
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    We'd better not have voice-acted protagonists. The shouts/getting hurt VA is plenty and doesn't shatter immersion nearly as bad.

    Yes I did post in this thread just to shout an opinion. But you make good mods, and if you didn't I wouldn't care nearly enough to even do that.
    1. Roadhouse699
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      I'd argue that it does feel more immersive because your character is actually a person and not just a floating pair of arms with a rifle and eyes. Fallout 4 might not have a story better than previous Fallout and TES entries, but I think the story presentation is much more captivating. One thing they can do to fix the roleplay troubles of this is add a pitch slider. Those actually work really well to make the character's voice sound different if they also have speed correction.

      I will say this, though: A voiced protagonist makes quest modding MUCH more of a pain. And the four-dialogue options menu never made any sense; there are some dialogues where you need more options, and some where you need less. Honestly, if they had a normal scrolling menu, they could have balanced that out and had similar role-playing quality to previous BGS entries for the same cost of having Brian T. Delaney and Courtenay Taylor voice 4 lines for everything.
  9. SephMacLeod
    SephMacLeod
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    Really the only thing I want to see changed about that mod is the fact that some how, fricken super mutaints have a rifle that I'd have to throw down 5000 or so to get my hands on, it's stupid, they should be using the pipe weapons still. Let the high end raiders and actual factions have the good weapons.
  10. mhlindsey
    mhlindsey
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    Does this work with the new calibers mod?
    1. Roadhouse699
      Roadhouse699
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      Does the new calibers mod change any weapons in the base game, or just the names of ammo (eg, "5.56" to "5.56x45 NATO", ".45" to ".45 ACP")? I've personally never used that mod and don't know what it changes. My personal hypothesis is that it will.
  11. nervod1138
    nervod1138
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    Will this work with the 2.5 beta?
    1. Roadhouse699
      Roadhouse699
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      2.5 Beta of what? Modern Firearms? It doesn't change anything with that mod, it's completely standalone.
      If there's been some update of Fallout 4 I had no idea about... I would assume so. This mod changes very little.
    2. HeyYou
      HeyYou
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      He is referring to version 2.5 of Modern Firearms.

      Since you are only changing vanilla weapons here..... I would hazard a guess that it should work just fine?
    3. Roadhouse699
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      Yeah. This doesn't affect MF in any way.