FALLOUT 4
JMS Weapon Conversions by jsnider193
Fallout 4 » Weapons
Added: 21/09/2016 - 04:39AM
Updated: 25/05/2017 - 02:02AM

150 Endorsements

1.1.0BETA Latest version

1,988 Unique D/Ls

6,494 Total D/Ls

62,118 Total Views

Uploaded by jsnider193

Description

Last updated at 2:02, 25 May 2017 Uploaded at 4:39, 21 Sep 2016

BETA BETA BETA .. in otherwords will never be finished based on the goals of the operation.

ONE OFF MODS STATUS:  These will be individual mods that include only 1 or 2 weapons for those that wish to avoid or do not wish to have all of the weapons in the comprehensive work.

A.  Fridock Rand Signature Pistol: Completed using the original textures.  Readme with the mod gives the FID and location it can be found at.  This location is different then the one in the comprehensive mod as the 2 look diffeerent and have somewhat differnt mods available in the game.  Version 1.1.0 uses new textures and bgsm done by humannature66 to enhance the look plus a fix to one of the mods (comfort grip) that used the 10mm grip.

B.  Working redo of M41A:  EDIT 5/22/17 .. Uploaded a beta version for others to test (iramike even) what have done and find additional whoops that I am sure to have missed.  Still a couple things working on but this is the 95%+ version.  Please provide input if test.

**20 Apr 2017: Uploaded an UPDATE (still requirs main file) that includes the Rand Pistol and the Marine Rifle.  Added in the EE3 carbine in the misc section for those that wish to use it and make their own mod.

**17 Apr 2017: Raw files for the Rand Pistol and Marine Rifle added in misc section.

**2 Apr 2017: Cleanup mostly see ghange log.  Add in primnulls pipebomb as a constructable object at the chem station

**1 Apr 2017: (not a prank) see chaange log; adds in 2 more weapons and changes weapon and cases to hopefully resolve the missing weapon case issue.

**27 Mar 2017: Mod includes weapons from 18 Mar update plus the IWI2000 in 41 below.  This is a comprehensive mod and should be all you need.

**18 Mar 2017: Update file includes 2 more weapons from the star trek resource file (see 24 below) and one new ammo for th Klignon Disruptor.  This update requires the main file.  Uploaded the resource files also for those that just want the mesh/textures.

**21 Feb 2017: Latest update includes 2 more weapons (see # 36 and 38 below), restructrured upgrades, changes to ammo and projectiles, and a script to scatter the ammo into the wastes.

** 2 Jan 2017: Uploaded both the raw files for 2 more wepons and the esp version.  See numbers 15 and 37 below for details on these adds.

** 5 Dec 2016: Uploaded the raw files for the next 2 weapons .. the needler and the entrprise phase pistol .. will have the esp version up after test in the game.

**27 Nov 2016: Uploaded esp version with the 4 latest weapons.  All 4 have some grip issues that need to be tweaked but they work in the game at this point.  Will play around with animation/grip for next release and see if can be corrected using vanilla animations (not sure on this) or tweaks to the orientation in Nifskope.

**25 Nov 2016: Uploaded the meshes and textures for 4 converted weapons (Prensa's Lawgiver pistol and shotgun plus version of the RpbpCop pistol.  Also did a real simplified translation of the Star Trek Maco Pulse Rifle.  All from FO3 days.).  Will have the esp up this weekend with the 4 weapons scattered in the wilds to be found ... hopefully.

**14 Nov 2016: Uploaded new esp that includes the mesh and textures for the YK32 Pulse Pistol plus the upgrades for the PPK12 and M72.  see descriptions below for these.  Images will be posted later ...

**31 Oct 2016: Uploaded mesh and textures for the YK42B.  Uploaded new esp with both the RoboCop Pistols and the YK42B rifle in it.

** 29 Oct 2016: Uploaded Joe Camels RoboCop Pistol as mesh and texture, will update esp in a couple days to incorporate into the game.  As indicated had a problem with the back of the mesh displaying in the game after convert to nif so changed it for the esp.  The individual upload has both the original problem mesh and a new one that replaces the back aiming bracket.

** 23 Oct 2016: New esp with all the lose weapons incorporated into it (#s 21/23/26 below).  Changed the sound KYWD for the laser and plasma weapons to be the alien blaster, now you hear something when fire the weapon.

** 20 Oct 2016: uploaded materials/mesh/textures for the PPK12 and M72 guass weapons from FO3 days.  Using textures from those days but redid the normal and specular maps.  Glow maps on the base weapon not implemented yet but is in effect for the ammo cartridge.  Additionally replaced the green bars with the glowing numerials from FO4 .. if want the reen blocks back no problem and can do that.  Will add into the esp after finish a few more tests with the weapons.
** 15 Oct 2016: uploaded mesh and textures for quad barrel shotgun.  Textures being used are updated ones for the weapon, original textures included if want to go back to them.
** 2 Oct 2016: uploaded version 0.7.0 with a shotgun from FO3 and the unique laser pistol.  Redid the textures for both of these weapons to look a little different.
** 30 Sep 2016: Added in some images of next adds, i.e. The City Killer Shotgun from FO3 and the unique W1K Laser Pistol.  Posted the shotgun as a file for those the want the meshes and textures.  Will have new update out this weekend with both of these in it. **

NOTE:  The point of this mod/resource is to convert prior weapons and items for use in FO4.  I look for those items that the prior author has indicated can be used for conversion and try to do that.  Below are some that I have found, if the author has changed the permissions let me know and will remove for the plan.

This is basic work onky with the esp to bring them into the game.  I have no problem if someone takes my conversions and expands on them as this is just a hint of what is out there if folks will just go check the past efforts of a lot of talented modders.

FUTURE PLANS: Once have the conversions done will expand on them with new textures and if possible will try to redo some of the meshes to make more detailed.  Will then look at adding mods to the weapons other then the basic ones provided in the esp plus add in the ability to build the weapons from parts.

New Features:

Added a script to place ammo with caravans, fallon and various creatures in the wild.
Provided new ammo looks and some new projectiles for the unique ammo available from JMSFoundry.

JMS Foundary

**DONE 1. Wattz Laser Weapons by joefoxx: **Feel free to add this mod (or parts of it) to your mod, no permission required. However, credit for the use of this mod will be greatly appreciated. Thanks.**

Status: Converted.  Pistol ID = xx018C6C .. Pistol Unique = xx01AADE .. Rifle old ID = xx018C6D .. Rifle older ID = xx018C6E
Location Pistol: SuperDupperMart
Location Pistol Unique: WaldenPound01
Location Rifle old: SuffolkCountyCharterSchool01
Location Rifle older: UniversityPoint01

**Unique laser Pistol converted and just have to add into the mix.

**DONE (-) 2. Peacekeeper Pulse Pistol by dan: Feel free to do whatever you want with this mod, as long as you give proper credits.

Status: Base weapon converted uses special ammo.. ammo cap results in CTD to desktop when added (still working this).  Will look at later.  ID: xx01312E
Location: FensParkViewApartments02

NOTE: Uses special ammo (Plasma Injector), ID is xx013133

**DONE 3. Plasma Pistol Redesign by svartberg: You can use this freely for non commercial purposes - as part of your mod and/or modify it as you see fit. If you use it, I only ask you credit me as "Chai", thanks.

Status: Weapon converted but glow dds results in entire pistol turning green, no idea why.  ID: xx13130
Location: Charlestown Drug Den.

**DONE 4. Plasma Rifle Redesign by Svartberg: You can use this freely for non commercial purposes - as part of your mod and/or modify it as you see fit. If you use it, I only ask you credit me as "Chai", thanks.

Status:  Converted. ID = xx018C6F
Location: ParsonsState03

**Done 5. Aliens M41A Pulse Rifle by JB: Don't ask me if you want to improve, edit, release, or package and sell your own version of this mod. Just do it. Make it awesome. Good luck.

Status: Converted.  Added 2 versions into the game with their own ammo.  Issue with 1st person and how the weapon blocks the players view.  Using Assault rifle and have tried others which make the blocking wordt, any input here  welcome .. and yes I know tool available to make my own animations but outside of the scope of what trying to do here.
ID: xx01312F and xx014804
Location:  Both weapons have been placed in the game ... Boston Airport Ruins01 and HalluciGen01.

5A.  Conversion of these to use Rykter_X resource mod in the game with updated textures and look.  Will replace the above as get done.
Status: Both models are complete and implemented in latest release, same ID as above.  Round changes to M309 vice the Thor round, will be able to update to use same as a mod.

6. 600 Caliber Pistols- Defenders by EssGeeDee: You can do whatever you want with this mod, but all I ask in return is that you give me credit and inform me if you distribute any part of this mod.

Status: Working

7. MaksStarwarsWeapons by Mak10z: You can do whatever you want with this mod but all I ask in return is that you give me credit if you distribute any part of this mod.

Status: Working

8. AR20 FAR - Modder Resource by Blindshooter-bunsaki

Status:  Looking at to see if can do.

9. Modding Resource by Cloak174

Status:  Looking at to see if can do.

10. Tweaked Supersledge Modders Resource by Lord Inquisitor

Status: Working

*11. Classic Fallout Weapons Beta by War1982: "as for all the emails etc. i've recieved regarding permissions to use this mod in other mods/translate it/etc. if you haven't already done so, by all means please do! this mod is FREE to be used in any way you see fit, except for profit, and as long as you give appropriate credit."

Status: Conversion List Follows.

A. Needler Converted.  Base Model ID = xx028F28; May be upgraded to a better model (ID = xx028F2D) which can again be upgraded to a custom model (ID = xx028F2E).  Location for the base model is SaugusIronworks02.  The base uses the original textures from FO3 days whereas the other 2 use my textures.

B. YK32: Converted.  Had to make new textures as the original would not map to the model.  Two versions added .. base and an enhanced.  ID = xx023B64 and xx023B65.  Location of the base weapon is inside the MassPikeTunnel01.  The enhanced version is obttained by upgrading the base weapon.

12. SVD Dragunov by Zealotlee:  

Licensing/Legal:
****************
Feel free to use this mod however you wish. Be sure to give me credit where credit is due, and do not upload this mod to any other sites. These files are not intended for commercial use and should not be used as such.

**DONE 13. Classic Combat Shotgun by Lexx:  "PS: All my mods and the stuff I have created can be used, modified and includet into other mods / packs, as long as correct credits are given"

Status: Converted. ID = xx01A344
Location: EastBostonPrep01

14. Sig Sauer 14mm Auto Pistol by joefoxx: **Feel free to add this mod (or parts of it) to your mod, no permission required. However, credit for the use of this mod will be greatly appreciated. Thanks.**

*15: Cool Lasers HD 1_07 by Moraelin: Most of the weapon, with the exceptions noted below, is my own work, and I release it in the public domain. You can do whatever you wish with it. Port it to another game, include it in your own mod, retexture it, give it to custom companions, whatever.

I would, of course, be thankful if you gave credit, but if not, I can live with that too. I'm not going to start hounding people because their blaster looks like mine, or anyhthing.

The exceptions are the sounds and the battery, which are Bethesda's. In practical terms this means that it's ok to use it for Fallout 3 or New Vegas (both of which include the laser pistol they were taken from), but if you want to port it to another game, you'll have to replace them with something else. Then again, most other games won't have this particular reloading animation anyway, so you'll probably have to add some sort of magazine of your own instead. Shouldn't be too hard.

Status:

A. M-Class Pistol: Complete. Standard and an enhanced version added into the game.
ID standard version: xx029E75
ID enhanced version: xx029E76 (available as an upgrade from standard version)

Location of standard version: BeaconHillBostonBugle (on top of file cabinet)

16. Warhammer 40K Tau Pulse carbine by DaiShi: "Have Fun! And use the mod as u like (give me Credit plz)"

Converted in 40K Bolters and Bolt Pistols mod (also by me)
ID =
Location:

17.Warhammer 40K Tau Rail Rifle by DaiShi: "Have Fun! And use the mod as u like (give me Credit plz)"

Converted in 40K Bolters and Bolt Pistols mod (also by me)
ID =
Location:

18. Human Designed Blaster Guns by Phoynix: "For use by anyone who likes it in anyway they wish, Blaster weapons ment to be a area effect accurate percision energy weapons, they do decent damage compared to plasma but overall less per target, but splash makes them useful agasint mutiple foes."

19. ADF-X Tactical Flamer Gen2 by Emeutier: "Anyone is free to use any assets created by me without needing to ask for permission as long as credit is given AND notice of its use is sent to me. If anyone wishes to use any assets that were NOT created by me, you will need to ask permission of the original author."

20. IR-Laser Sniper Hybrid by Bobblebrad: "It's on the house. Do whatever you want to it. If you want to change it to make your game more fun, well that's why I made it anyway. Of course, the Bozar mesh isn't mine. Be careful with that. Credit is always appreciated but not needed if you fiddle with it."

**Done 21. Classic M72 Gauss Rifle by DaiShi: "Have Fun! And use the mod as u like (give me Credit plz)"

Status:Converted Base Model.  xx020620
Location: ArcjetSystems02

Added in the ability to upgrade with the other looks for the weapon.

Barrel Augmentation: xx024AA1 (minor increase in damage plus adds in electrical attack)
Side Augmentation: xx024AA2 (splits round so have 2 projectiles)
Combined: xx024AA3 and 4 (depends on how get there from prior 2)

Random cases added to the game at RelayTower01 and 06 plus at BostonPublicLibrary02.  What get in the case is random and will either be a PPK12 or M72 with 1 of the attachments.

Note: Had to use a simpler mesh to overlay this weapon as when used the Gauss Rifle Reciever it would not map the textures correctly.

22. Classic MEC Gauss Minigun by DaiShi: "Have Fun! And use the mod as u like (give me Credit plz)"

Converted.  Original version only redo of textures will be done later.
ID: xx03A99F
Location: DanversHideout (in cell)

**23. Classic Quad Barrel Riot Shotgun by DaiShi: "Have Fun! And use the mod as u like (give me Credit plz)"

Status: Converted. ID = xx01C1B1
Location: WestonWaterTreatment01

NOTE: May upgrade to an enhanced version (ID = xx01C1B7) that uses special Oblivion Shells (ID = xx01C1B2).

24. Classic HK L30 Gattling Laser by DaiShi: "Have Fun! And use the mod as u like (give me Credit plz)"

Converted.  Placed with new look over original, if original wanted in game please let me know and will add into the mix.  Raw files in misc include both versions for those tht wish to integrate into their own versions.

ID: xx03A99D
Location: FensStreetSewer01

**Done 25. Classic Yuma Flats YK24B Pulse Rifle by DaiShi: "Have Fun! And use the mod as u like (give me Credit plz)"

Status: Converted.  ID = xx0233C2
Location: MaldenDrainage01

Note: No special effects or glow patterns 'yet'.  Will do an enhanced version later.

**26. Classic PPK12 Gauss Pistol by DaiShi: "Have Fun! And use the mod as u like (give me Credit plz)"

Status: Converted.  ID = xx01FE84
Location: FaneuilHall01

Added in the ability to upgrade with the other looks for the weapon.

Barrel Augmentation: xx024AA5 (minor increase in damage plus adds in electrical attack)
Side Augmentation: xx024AA6 (splits round so have 2 projectiles)
Combined: xx024AA7 and 8 (depends on how get there from prior 2)

Random cases added to the game at RelayTower01 and 06 plus at BostonPublicLibrary02.  What get in the case is random and will either be a PPK12 or M72 with 1 of the attachments.

Note: Had to use a simpler mesh to overlay this weapon as when used the Gauss Rifle Reciever it would not map the textures correctly.

27. Firefly_guns v1_2 wuth new model for Frontier B pistol by Eprdox: "If you want to use them for you personal use, fine. If you want to distribute them, use for commercial purposes etc., please ask me first. Thank you."

28. Bobs Armory NV Resource by MrDave: The only rules for usage are:

1: Original textures cannot be edited. Complete retextures are fine. UVW maps for each item can be found in the V# UVW folder. Example: V1 UVW. The one exclusion for this is of course, the lenses for the glasses. If anyone wants to make 20 different colored lenses based on the original textures, that is fine too.

2: Hierarchy must remain as constructed to avoid mass duplicates:

meshes\dam\
textures\dam\

3: Credits, as follows, are kept intact.

Credits:
Original meshes and textures - Mr. Dave

29. AEVegas Vol5 Gatling Alice by eomanv:   sorry, everything stop, may not start again...everything stop when my son born, now he is a 3 years old badass.sorry for every one whom download my mod, and if some one wish to using my models or some others, NO need my permission, and don't tell me, just feel free.

30. VT-191 Murdelixer by AnOneTwo Weijiesen: Will have to strip out some items in mod but base weapon should be convertable.

Modification permission
You are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
Asset use permission
You are allowed to use the assets in this file without permission as long as you credit me

31. TAR-3 Tesla Assault Rifle by Ruadhan2300: Feel free to use this in your own mods, just credit me and provide a link to my mod in yours if you upload it. I shall be very honored if anyone uses my work.

32. Arkarian Weaponry - E-88 Plasma Rifle by Gwyvern:

Upload Permissions
You can upload this file to other sites but you must credit me as the creator of the file
Conversion permission
You can convert this file to work with other games as long as you credit me as the creator of the file
Modification permission
You are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator.

**Done 33.  Robocop - Sin City Beretta M93R Auto-9 by Joe Camel:
Author notes
You're free to use the mod for whatever purpose as long as you give credit to the people listed in the credit section of the long description.
File credits
ZombieUK:
For providing the resource of the mesh to the Nexus community as OBJ format and making us aware of it.
http://www.newvegasnexus.com/modules/members/index.php?id=1048324
Robocop Auto-9 Modders Resource.
http://www.newvegasnexus.com/downloads/file.php?id=37903

TRIKI:
For Creating the mesh.
http://sketchup.google.com/3dwarehouse/search?uq=0539316388467642203615080&scoring=
The Original Model is found here:
http://sketchup.google.com/3dwarehouse/details?mid=9546b07ac2cad705937c310f2c4f8c68

Status: Converted.  ID = xx02248B
Location: BackStreetApparel01

Base weapon can be converted to an enhanced version (xx02248C) that uses special Vulcan rounds (constructed at the chem station), ID = xx013128.

NOTE: Had to redo the mesh for the weapon as the rear aiming bracket had a mesh issue was not able to correct (some of the tris would not display the textures and resulted in a look through when should be solid). Replaced the brackets with others and will include both meshes in the individual package for those that want to see if can fix.

**6 Done (2 more to do) 34. Star Trek Enterprise Weapons Modders Resorce by MorBius - conversions by Zombie

Status: Working.

A. Maco Pulse Rifle: Converted.  Had to join all the parts in Blender to get down to something OS would not choke on.
ID = xx02524B.
Location = Financial24/Joe's Spuckies

B. Enterprise Phase Pistol: Converted.  All parts joined into 1 mesh then decimated to get to point OS would load it.
ID = xx028F30
Location = FourLeafFishpacking01

C. Andorian Phase Pistol: Converted. Uses AmmoAndorianPhase rounds, ID = xx0296D1
ID = xx0296D3
Location = NationalGuarfTrainingYard03

D. Andorian Phase Carbine: Converted.  Uses AmmoAndorianPhase rounds, ID = xx0296D1
ID = xx0296D5
Location = TheaterMassBayMedicalCenter02

E. Andorian Pulse Pistol: Converted.  Uses AmmoAndorianPhase rounds, ID = xx0296D1
ID = xx02E36D
Location = Glowing Sea Wilderness Area (-18, -27  .. Super Mart at top of elevator hub)

F. Klignon Disruptor: Converted.  Uses ruptor rounds (xx02E36F).
ID = xx02E36E
Location = Back Bay Crater Area (0, -9 .. near shack in the crater)

**3 Done 35. Weapons by Prensa from FO3.  Recieved permission for Judge Dedd weapons plus her version of the Robocop pistol.

Version of RoboCop Pistol: Converted. ID = xx025249.  Location = RelayTowerInt17/Storage.
Version of Judge Dredd Pistol: Converted. ID = xx0259EA. Location = TrinityChurch01. (needs 1st person iron sight alignment work)
Version of Judge Dredd Shotgun: Converted. ID = xx027FF2.  Location = SlocumJoeHQOffice. (needs 1st person iron sight alignment work)

**Done 36. Maverick by d7 aka id2301
Fallout 3 » Modders Resources and Tutorials.  Till now, this is a modders resource only. All works that can be in some possibly future(including reworks of some exsisting content), will come to nexus as a new uploads.

Status: Converted as 1 consolidated mesh, standard version only.
ID standard version: xx02ADD8
Location: LaytonTower01
Ammo: MiniMi Rocket Rounds; ID = xx02ADD4

**Done 37. Thundersmacker Steam Shotgun.

FNV: Thundersmacker has replied to a personal conversation entitled "Conversion to FO4".

Thundersmacker said:
======================================================================
Yes, that's okay with me. I would like to to let me know when you get it uploaded, as I would like to have the outfit in FO4 for myself.
======================================================================

Status: Complete.  Added in both a standard and enhanced version.
ID standard version: xx029E73
ID enhanced version: xx029E74 (available as an upgrade from standard version.  Uses Oblivion rounds.)

Location of standard version: MassStateHouse01 (where raider boss/trunk located)

**Done 38.  Classic Glock86PP by DaiShi.  From FNV, "Have Fun! And use the mod as u like (give Credit plz)".

Status: Converted basic weapon.  Redid in Blender and remap'd a new set of textures to the weapon.  Uses special ammo cartridge.
Location: DBTechHighSchool01 (where raider boss hangs out)
ID:  xx02B57D
ID Enhanced Version: xx02BD1D (can upgrade to this model at chem station .. fires 4 plasma bursts)
Ammo: Sturm-P Cartridge; ID = xx02B579

39. M39 Enhanced Marskman Rifle - Lore Friendly by Dog_day_sunrise.  


    Author notes
    Do what you want with my creation, but it contains the resources of other modders so you must seek permission from them first.
    File credits
    Credits:

    Millenia- Weapon Retexture Project: All textures and many of the meshes (complete with decent normal maps) are drawn from WRP, two textures of which have been edited (Hunting Rifle Scope and This Machine). The rest are as Millenia intended them. His WRP has been a stalwart of this site and anyone who has a PC copy of NV and doesn't use it is missing out, not only from his amazing work but also from the array of other mods that require it to work properly.

    ApocalypticGirl- The recoil-reducing stock rails are drawn direct from "AG Supplementary Uniques", specifically from Sandcat. This is the only piece of the weapon not directly derived from a Bethesda/Obsidian-made (Millenia improved) mesh. AGSU has been the inspiration for my relatively successful "Fenrir and Vanir" mod, and is probably one of the best things on this site for the firearms aficionado.

    Additional thanks go to Camon and Micalov, who have been doing something similar to what I've been aspiring to (albeit with somewhat more success and a vast number more published mods)

40. The M56 Smartgun by Meteros

Other user's assets
All the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permission
You can upload this file to other sites but you must credit me as the creator of the file
Conversion permission
You can convert this file to work with other games as long as you credit me as the creator of the file

ID: xx03DEDD
Location: IrishPrideShipyard01 (on the ship)
AMMO: Uses M309 rounds, ID = xx03DED8

Can be upgraded to use Thor rounds or the M309S round (seeker based .. I hope)

*41. primnull weapons ... FO4 modders resources.

A. Institute Heavy Rifle_IWI2000 by primnull: (converted) Has Scope (Recon version) and already automatic.
ID = xx02F2C5
Location: POIMilitaryBB05 (-1,-24) near your settlement in the swamp at crashed Vertibird.

B. PHASR Energy Weapon by primnull: Converted.
ID = xx02FA73
Location: MassPikeTunnelEastExt (-2,-9) on small roof near tunnel entrance where raider guard post is before go down.

C. Institute Hydra Pistol by primnull: Converted.
ID = xx0318FC
Location: CambridgeCraterExt (-1,1). Weapon is at center in window next to Army trunk, case with ammo only nearby (it is set to respawn).

D. PipeBomb: Converted.  May be constructed at the chem station if find the required note that tells you how.
Mine ID: xx034E3A
Note Needed to Build ID: xx034E3F
Location:  The 1st note can be found on a table near the chem station in TheCastle01.  Have also added the possibility of the note being found in any of the ammo cases distributed in the game.  The note is used up during the making of the mines and sends a signal somewhere in the Commonwealth (to be continued ....).

E. Fusion SMG: Converted.
ID: xx036514
Location: ShamrockTaphouse01 (near Robot in the basement).

42.  MikeMoore Items:  Looking at adding in some of these to the mix.

Go ahead, pretty much all of my stuff is open source now since I've quit modding.

43. Marine Rifle - Modders Resources by DL:  The original version uses 45 cal ammo.  Added a 2nd version The Marine Pulsor that uses Thor Rounds
Pulsor ID: xx03744B
Location: POIMilitaryBB01 (7,-17) on the military barge the the Atom Cats garage.
Original ID: xx037BF4
Location: POISC03 (5,-24) in a ruined metal building, has a bunch of ghouls inside, in the swamp east of players sttlement in the swamp.
Power ID: xx03B13C (blade removed per request)
Location: SpectacleIslandExt04 (barges look at the ones up top)
Carbine ID:  xx03B8D8 (As requested this weapon has no blade)
Location: FourLeafFishpacking02 (Marowski's Chem Lab)

44. Rand's Signature Pistol Model by Fridock.  Uses 44 cal ammo .. ammo box near where the weapon is.
ID: xx03744E
Location: HestersRoboticsExt (5,-8) inside the locked cabin on the waterfront.

NOTE: Standalone mod for the original look is available also for those that want only this.

45.  EE-3 carbine rifle 3d model (boba fett gun) by youssefnexus.  Raw files complete and uploaded in misc section.  All the parts have been assembled into 1 nif that should allow you to remix as you want.
ID: xx03A99B
Location: TBD .. still trying to fix rifle stock issue .. will be in next update to find, if want now use player.additem ID

===================================================================
There are other mods out there that have similar statements to the community and if what one converted let me know the mod and will see if it can be done with the tools available.

Building:  Have not included ways to build the weapons in the game.  If players want this will add it into the esp.  Intent was just to convert the weapons for use and for others to use and add onto.

Ammo: Can be made at the chem station under JMSFoundry.  Have placed 2 cases with ammo at the root cellar in sanctuary and at Fraternal Post 11501.  Will place more as add items to this resource.

Tools Used:

Blender
Noesis
MindTex 2
Nifskope
GIMP
Body Slide/Outfit Studio
paint.net
3D Builder (used to fix mesh issues that sometimes occur when convert in OS)

Assist: iramike for testing weapons and providing gret feedback on same.
    Thanks to humannature66 for work on rand pistol and info on nifskope tweaks.

Permissions:  See above, if expand on these weapons just credit the original creators and have funn as they indicated.
a_blind_man for the mod Level List Injection Toolbox .. a great help to adding your items to the game.