Fallout 4
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WarMocK

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WarMocK

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About this mod

One weapon, eight calibers - tons of carnage!
A DMR/silenced revolver rifle that completely fixes the issues of the standard pipe revolver rifle and allows it to go out and play with the really big boys out there.

Requirements
Permissions and credits
Translations
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Because every shot counts!


Current version: Release 1.1.0

Changelog: Version 1.1.0
- Improved the damage of the 50 cal receiver to 128 (was 120)
- Changed a few keywords to clearly associate the weapon to the rifle category. Hopefully this will clear up some issues with the stats displayed.

Changelog: Release 1.0.0
- IMPORTANT! This mod now requires "Eisenwolf's Legacy" in order to run, as you now can create this weapon at the new workbench that comes with that particular mod.
- 44 caliber now has a 40 percent chance to knock down enemies, and deals an additional 50 percent critical damage
- Both .308 and .50 cal deal an additional 25 percent critical damage
- Added a holotape that explains the origins of the 6-Shot rifle (it will be added the first time you load a savegame after completing the "Path of the Eisenwolf" quest from the required master file)

Changelog: Beta 3
- Reload speed increased by 40 % to cope with fights on closer ranges
- 5.56 mm ammo now deals 66 damage (was 71) and deals an additional 30 points of bleed damage (was 20)
- 5 mm ammo now deals 24 damage (was 30) and deals an additional 30 points of bleed damage (was 20)
- Both 5 mm and 5.56 mm ammo now deal 50 % additional critical damage
- Both .308 and .50 cal now ignore 15 % of the enemies ballistic resistance
- New meshes for both the "Bloody serrated bayonet" and the "Irradiated bayonet"
- cleaned up the file dependencies and the texture files to fix issues with missing or unproperly displayed textures.

IMPORTANT! This will be the last version without the dependency of the upcoming "Eisenwolf's Legacy" mod. No new features will be added at this point unless there's a really good reason for it, upcoming versions (starting with version 1.0.0) will only contain bugfixes and number tuning if required!

Changelog: Beta 2
- 44 cal now deals 96 damage (was 91) and knocks enemies down
- .308 now deals 100 damage (was 94)
- Added 5 mm and 5.56 mm ammunition, both of which ignore damage resistance altgether and deals both ballistic and bleed damage
- Added a recipe for the 6-Shot to be crafted at the chemistry station (will be removed as soon as my work on the Eisenwolf Almanach framework is completed)
- Added two new blade variants. The first one deals radiation damage, the second one causes targets to bleed for 20 points
- Fixed several info boxes about what the mods actually do (increased critical hit modifier, missing hints about the bash damage of the standard muzzle)

Beta1 Hotfix is out!
If you encountered a problem with the barrel not showing up, this is because my CK sreed up with packing the ba2 file properly. I added a fixed version as an optional file. Simply extract the file into your Data folder and overrride the old 6-Shot.ba2 file


About this mod


Alright, pretty much everybody knows that the standard pipe revolver sucks, no matter what version it comes in. But you get tons of them in every playthrough, so I decided to take one of them and redesign it completely to make something useful out of it. After a lot of tweaking, balancing the stats and adding some useful gadgets, the result is a lightweight and well-constructed yet cost-efficient (but not overly customizable) DMR/silenced rifle that can be mass-produced for people with a somewhat tight ammo and carry weight budget.
The 6-Shot revolver rifle is basically a heavily modified pipe revolver rifle that features a gas-sealed cylinder instead of a massive cylinder gap (which can be determined the actual cause of the pipe revolver's bad performance. I mean: what do you expect from a makeshift revolver anyway? ;-)). Additionally, the receiver features both the powerful and (at least for pistol ammo) the calibrated effect, providing extra damage on a critical hit. Unlike the original, this pipe revolver does not feature an exchangable receiver but rather an exchangable cylinder and barrel inlet, allowing it to pick one of six different ammo types, which all vary in damage, range, accuracy, rate of fire and recoil. And since iron sights and a standard muzzle are not the best friends of large-bore ammo, the 6-Shot can also be equipped with muzzle-brakes, suppressors, and different scopes to get more bang out of your buck (although it was not designed to use advanced stuff like recon scopes. Low budget weapon and stuff ... ). Lastly, a massive bayonet mounted under the muzzle acts as both a counter weight to reduce muzzle flip and add some massive bash damage in form of a 200 % increase (instead of the normal 100 %. Hey, the blade is really large, after all).

Installation

1. Install Eisenwolf's Legacy (see the link above) and do the small introduction quest if you haven't already. Once it's done simply create a new savegame and log out.
2. Install this mod using NMM and continue from the savegame you just created.

Translation

You can get a russian translation for this mod here.

Obtaining the weapon

Before 1.0.0: You can either spawn it using console commands (use "help 6-shot 4" to get the ID), or craft it at the chemistry station.

Version 1.0.0 and later: This mod now requires Eisenwolf's Legacy, where you need to install and load that particular mod first and complete the small introduction quest first. Once the quest is completed, you can install this mod and create the 6-Shot at either the chemistry station, spawn it via console commands or create the weapon at the Eisenwolf workbench under the "Upgrades" category.

Calibers

There's a total of eight calibers avaiable for the 6-Shot, each one with its pros and cons against certain types of enemies.

.38 cal (Damage 42)
It's cheap, it's plentiful, it's pretty weak - and the smallest caliber you can get for this weapon. The .38 works well against unramored targets and for pest control on normal difficulty mode (as well as against lightly armored raiders early on in the game). On higher difficulties, it still "kinda works" even against somewhat tougher enemies. However, you REALLY might choose a bigger caliber if you want to kill something that can actually shoot back. ;-)
The biggest pro of the .38 round is its potential in V.A.T.S.. Because of its high accuracy and low recoil, a skilled shooter will quickly find a weak spot in the protection of an enemy, unleashing quite a huge kick with a critical attack. 38 cal. rounds have the highest damage bonus for critical strikes in V.A.T.S. which adds 125 % to the standard critical damage.

5 mm (Damage 24, targets bleed for an additional 30 damage)
Yes, the initial damage is a joke, but just give those little bees some time to do their job. With basically no recoil, extremely high accuracy, a high range and the higher rate of fire you can troll many foes even at long ranges. Being high-velocity ammunition, the 5 mm bullets do not care that much about whether the target they hit is armored - they simply bypass the entire basllistic armor, before they tumble into whatever was behind it and leave some pretty nasty holes. One shot might not kill a target, but dump a load of the lightest ammo type available into them and they will die because of countless little cuts.

10 mm (Base Damage 54)
More suited as the entry caliber on (very) hard difficulty mode, the 10 mm works well against both unarmored and lightly armored targets even later on in the game. Not the perfect solution in every situation, but it will help you keep the bad guys at bay if you really need to. If you go into V.A.T.S. though, the 10 mm ammo will begin to shine. Not only because it provides a damage bonus of 110 % to critical strikes, but it also fills the critical meter up a notable faster (25 % to be precise). If you love to use the Deliverer, the 10 mm receiver will make you smile even more, as the longer range will help out quite a lot if you have enemies that need to be dispatched discretely but are too far away for the pistol.

45 (Base Damage 69)
This is the standard caliber of the 6-Shot, as it also is the standard caliber for the pipe revolver itself. Because of it's notibly higher damage output, the 45 will stay a lot longer on your 6-Shot, as it is very effective against many targets in normal difficulty mode, and still can put a third nostrill into the skull of lesser enemies on very hard difficulty mode.

5.56 mm (Damage 66, targets bleed for an additional 30 damage)

More less the bigger brother od the 5 mm ammo, this high-velocity ammo type also ignores a target's resisance altogether, dealing more direct damage at the expense of bleed damage. This ammo type is more suitable for larger armored enemies, as it does less damage than conventional ammo, and it also lacks the high critical hit modifier from the non-AP ammo types (just like the 5 mm).

44 Magnum (Base Damage 96)
Now we're getting to the caliber for the big boys! The mighty Magnum round will slam a hole into pretty much anything on normal difficulty mode, and even on very hard mode it'll put a smile on your face when you play Dirty Harry and pump some lead into the thick skull of a super mutant. And if it doesn't knock out the target right away, it might still knock it down for a moment, taking it out of the equation so you can deal with whatever was standing around it. Feeling lucky, punk?

.308 caliber (Base Damage 100)
Rifle ammo + sniper rifle = lots of fun and lots of big gaping holes (preferably in something that was about to have you for breakfast). This heavy hitter will show pretty much every enemy where they belong, but be careful: it's got quite a hot load, and your shouler will probably be pretty mad at you if you keep on shooting with this caliber but without something to compensate for the increased recoil.

.50 cal (Base Damage 120)
I ... am ... BIG!
This monster will just wipe the floor with deathclaws and bi-pedal tin cans, on normal difficulty and against anything smaller than a human in power armor this caliber is just total overkill. The recoil is massive so better be prepared when you have a bunch of bad guys coming your way - the .50 cal has the slowest firing rate of all variants, which doesn't bode well for you if the enemy is so close that you just might as well stab them in the chest.


Version Beta1.0.0 (aka: Initial test version!)
This is the first iteration that can only be spawed via console commands ("help 6-shot 4")

TODO:
- Add a lore-friendly spawn point within the game world (so the survival players can have some fun with it, too)

As with every beta version, feedback is always very apprechiated. It helps me to iron out any flaws and balancing issues and make this puppy a true force to be reckoned with. Have fun and good hunting! :)

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