Fallout 4
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KimHD22

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KimHD22

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About this mod

Over 25 ranged weapon and 40+ melee weapons carefully Fixed,changed and patched to work with Horizon all in a single ESP.

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                                                               Description :

Since Horizon changes a lot of stats and games play I found that a lot of weapons were not compatible with it so I decided to take matter in hand and started to patch weapons at first my goal was just few guns but then I realize there was a lot of awesome (lore friendly guns) that I couldn't over look so I made this huge patch it contains a lot of weapons so I might have missed something but nothing big because I've been extensively testing it for the past couple of weeks so I thought why not share it maybe somebody would have fun with too.

Note: PLEASE BEFORE REPORTING ANY BUG CHECK THE ORIGINAL MOD PAGE FIRST, THEN IF IT'S NOT IT PLEASE REPORT IN THE BUG SECTION OF THIS PAGE WITH THE EXACT DETAIL AND IN AN ORDERLY MANNER SO I COULD TRACK AND FIX AS MANY BUGS AS I CAN (IF THERE WAS ANY).


General Information
: Lets make some ground rules that were applied to my patch :
-All Schematics are purchasable at the TRADING CENTER
except the weapons that are not craftable or special exceptions where the schematics need to be found somewhere, thanks to Thaman for this idea you can go check his page HERE for more information about the crafting system.
-All weapons are ZX-1 lab compatible.
-Many weapons have their own specialized requirements depending on the type of weapons/damage that weapons deals for example fire weapons would usually need stuff related to it like Asbestos/Fuel Demolition perk...ect I tried to balance it as best as I could I might tweak some stuff in the future.
- All the weapons have been integrated to the LL according to the category it belongs to (Big melee weapons to big Muties..ect) and have some level requirement in order to show up not all of them but most with a chance of not appearing at all (15% to 70% to some weapons in order to keep them rare and flood them nicely into the game) and please notice don't be scare by the % chance because you could always have the gun you want by a mean or an other (Vendors-Crafting-spawning-Finding) note that gunner have the most advanced and sophisticated arsenal.
-I fixed a lot and I mean a LOT of bugs in those weapons so you might notice some guns actually works better than the original mod ^^.
-The weapons that spawns on NPCs will spawn in a random condition according to horizon's system, good condition weapons are extremely rare (Craftable weapons always come in good condition).


-Please notice that vanilla super mutants aren't opt to use all weapons (even some vanilla weapons) due to animations limitations, so I highly recommend that you download this mod it fixes the animations and super mutants will be able to use all weapons.

WEAPONS:
-Ok so lets get to it, it's a big list but you can skip it ,I made it just for specific information about each weapon:

Glowsticks:
-I made a better projectile gravity and speed for better immersion ,Integrated in the Leveled list (Ammo box/Toolboxes places where you would normally find these kind of things also some vendors) I Tweaked the Colors to be better and more pleasant craftable in the Weapons Lab under a special tab.

DRAGUNOV RIFLE :
- Originally this weapon is bugged af I included it for the sake of diversity but I eventually Fixed 98% of the bugs (I think I fixed all of them) ,I integrated it to the LL you'll find it in low level Sniper Raiders and Sniper RR.(starts showing at level 5) This weapon literally have a handful of mods most of them aesthetic so I added a bunch of Horizon Receivers to it should hold up pretty well now.


Chiappa Rhino Revolver :
-A very dangerous revolver ,high damage low accuracy ,starts showing at level 10 ,LLed into Gunner bosses and some Raider elite legends.

Glock P80 :
-A well balanced Pistol slightly more damage than the N99 ,starts to spawn at level 8 on gunners and Raiders.
 
 RPG-7V2:
-Deleted all the crafting of special ammo and left the standard one so the conversion would be more immersive for example you cant build a HE Rocket from scratch you'll need the standard one plus few components (All in a special tab in the weapons lab),Starts spawning at lvl20 Legendary Raiders/Mutants/Gunners ,Gunners always use HE Rockets while Mutants/Raiders uses the Standard Rockets You'll rarely find the ammo (rockets) in Ammo Boxes.


Sig Sauer P127:
-I made a custom Large Magazine ,note that its my first time doing this stuff so this magazine could be misplaced in the gun (happens to me sometimes) and I have no idea how to fix it starts to spawn at level 8-9 Raiders/Triggermen and strong ones (high lvl mods) to Gunners.

10mm SMG:-I deleted all the receivers as they were many ,and left 8 custom one to meet horizon's balance + the master crafted receiver.
-Integrated into the Leveled list ,it start showing at LVL7 in some Gunners and raiders/Triggermen +all vault security has either 10mm SMG or 10mm pistols.




Laser RCW:
-Integrated into Gunner's energy weapon pool,Mutants and raiders,and changed the ammo to Electron Cells,nothing really to say about this gun except how awesome it is I also changed the visuals of the fusion cell and replaced it with Electron cell.


MAC-11 Machine Pistol:
-Fairly weaker than N99 (early game gun) spawns in raiders/gunners LVL3-5 ,gunners have an exclusive material (paint) for the gun and raiders have many more(excluding the gunner's paint).


Militia Gun:
-A new Pipegun for the the collection ,pretty simple and neat ,i included it for the sake for variety of the Pipe Weaponery ,Spawns at level 1 (Raiders/Mutants) a little bit powerful than the regular PipeGun but also a bit more rare.


Vault-Tec MPL: Also download  WarDaddy's Animations (Override anything that Wardaddy's animations asks you to)
-Fixed a lot of issues (bullet impacts with flames,Flames not behaving properly, a lot of stuff) this gun has Two variants (3 if you count the flamer) the normal one is integrated into the Vault security Security and some Triggermen (as they took over a vault "logic") the second variant is exclusive to raiders, and the flamer one to high level raiders. (the reason i gave it low dmg '10' is because it shoots too damn fast no matter how much I nerf it but it got a descent stability so its balanced),note that when you first craft the flamer receiver the gun would look weird until you craft its barrel it comes from the original mod like this so don't worry.

Flamer Pistol:

-Small nice extra Fire pistol added to the Forged/BoS/Gunners Sidearms Pool,I made it not craftable for several reasons it doesn't make any sense to make everything craftable some guns will lose some kind of 'unique-ness?'.



The Assault Flamer:
-Changed the condition perk to build each type of receiver Poison/Chemist Cryo/Science Flame/Demolisher, Due to the unique kind of this gun I want to make it kind of unique to get the schematics you'll find it somewhere quite obvious for a fire lovers (Forged HQ).


Jaguar MSX 200 LMG:
-So first off I deleted all the custom ammo ,and I made all the material swaps (paints) not craftable to give each gun you find kind of a personality,the gunners have their own military paints and raiders their own custom one although it will rarely drops on raiders.


IF-54 Battle Rifle:
-A pain in the ass to patch but finally did it ! a really nice weapon with 2 variants, the normal version starts spawning at level 15 to gunners/raiders each with their respective Paints and a sniper version at lvl18 to gunners/RailRoad snipers each with their respective paints too, the normal version's schematics are purchasable at the trading center but the Sniper one's schematic you need to find it (Spoilers:Gunners Plaza).


WM-Heavy Machine Gun:
-This monster is op, I made so that it appears only on Mutants because look at the size of that thing you'd imagine a mutant tear it off an ARMY SUV,for the time being this weapon is quite rare. PS:it doesn't have a Reload animation the original author didn't make one ,but considering it has a whole ammo box attached to it you could imagine you'd put all your ammo on it at once ,and it uses .50Cal so its nearly impossible to have 1000 .50cals on horizon anyways,and also there is an AP penalty for every shot from this gun unless you're on a power Armor so be careful going nuts with it you might find yourself in a difficult situation.


M3D - OTs 02 Kiparis:

-A simple gun I mostly Added it for the sake of variation Slightly better than the normal pipegun, spawn early game to some gunner and raiders.

LC-1 Laser Carbine:
-A nice laser gun added to the Institute's synth leveled list.


IF-88 Tactical Shotgun:

-A strong Shotgun starts spawning at lvl15 to Elite raiders/Gunners each with their respective materials.

Light Support Weapon: PLEASE DELETE THE 2 .223AMMO BA2s YOU DON'T NEED THEM.
-This weapons is gorgeous, originally there were 2 weapons but i deleted one because it was just for the sake of ammo and horizon don't deal very well with new ammo,Starts spawning at lvl13 to gunner and some rare raiders also at lvl15 the sniper variant to gunners each with their respective materials as usual.


M2045 Magnum Revolver Rifle:
-The new ammo .300AP is craftable at the WeaponsLab and also integrated into the LL list,Nerfed the API receivers and removed the armor pen from the standard one,Starts to spawn at Level 20 to BoS Soldiers and Boss Gunners.


WH-77 LSW:
-A good looking LSW starts spawning around lvl12-15 to raiders and gunners and as usual each with their own materials.

MCAM:
-Fixed some bugs, every type of damage is corresponding to the right damage (for example all electrical mods were dealing energy damage now they deal electric damage),I tried to balance it as much as I can (40weapons lol) it should be OK but I need more
Feedback on this one,Leveled list distributed To all melee lists each according to its category.




Merged Plugin Installation Instructions:
-The installation process is the same as thaman's patch so it should be easy to those who already done it YOU JUST NEED TO DOWNLOAD MY FILES AND OVERRIDER ANYTHING THAT TELLS YOU TO OVERRIDE BEFORE RE-PACKING.(FOLLOW THE STEPS BELLOW)


For
those who are new to it follow these steps carefully please ,the concept is really simple its all about de-packing and re-packing everything on the same BA2 file, to demonstrate to you this imagine every mod as an egg ,you need to break (un-zipping/extracting) every egg and mix them together in a bowlthen magically put all those eggs 'guts?' into a single one big Egg.

Step 1: Download the Creation Kit if you don't have it , then you should find the Archive tool in the following directory: Fallout 4\Tools\Archive2 and open Archive2.exe.

Step2: Create an empty folder anywhere you want and name it WEAPONS (just an example) and lets put it in the Desktop
where its easy to find.


Step3: Extract every mod that you downloaded above in that folder using Zip or WinRar ,Delete everything on that extracted folder except these 5 files (Materials/Meshes/Scripts/Sounds/Textures) and BA2 files (BA2 files always come in 2 and they look like this:
YOU DELETE THE .ESP like the one in the image below

You'll need to extract those BA2 files with the archive.exe that we downloaded previously ,
you open Archive.exe go to "File" tab and then select Open:
open each file at a time let's say we open "WattzLaserGun - Main.BA2" we extract it
then we open "WattzLaserGun - Textures.BA2
" and extract it too.
We extract by clicking Archive tab, and select "Extract All to"

and point to the WEAPONS folder that you've created
where all the undeleted (Materials/Meshes/Scripts/Sounds/Textures) files are, keep doing this to all BA2 files that you find in WEAPONS file.

Step4:
Once you extracted all the BA2 files Download my FIXED FILES and copy its content in your weapons files and press yes if it asks you to override anything (please remember this is crucial all the bug fixes are there) 


Step5: Once you're ready to proceed, open Archive2.exe and select File, then select New. When the next window pops up, choose the following:

Format: General
Compression: Default


Leave the rest untouched and hit OK.
-In this step we will create our own "- Main.Ba2" files ,you need to Select the Archive tab, and then select Add Folder. Select 'Materials' in your Weapons folder and hit OK,Then do the same for 'Meshes' and 'Scripts'
(You can also drag and drop the folders into the Archive2.exe window too, it's way simpler) when you finish adding those 3 you need to save, Select the File tab and then select Save As, type the following  name:

Z_Kim_Horizon_Weapons_Patch - Main


It is VERY IMPORTANT that you type EXACTLY like this. Once it is done packing the archive, go to the WEAPONS folder and check the name to see if it's the same as the above.


Step6: In this step, go to Archive2.exe and select File, and then New. once the window pops up, choose the following:

Format: DDS
Compression: Default




you will do the same thing you've did in the previous step, but you will select ONLY the 'Textures' folder. Once you're done adding, give the archive the following name:


Z_Kim_Horizon_Weapons_Patch - Textures

Check the WEAPONS folder again and see if the names of the archives are correct. Exactly like this :

Copy these two files in your DATA folder.


Step7: Note that only the 'Sounds' folder remained outside the packed archives, that is on purpose because like the Weaponsmith Extended mod, there's a bug preventing sounds from playing when you pack them in the Archive2.exe program. The correct way would be packing everything under the Creation Kit, but it's far more complicated to do it, this method is much more simple. So, you will have to manually move the Sounds folder into your Data folder. If you're using Mod Organizer 2 like me, just create a new empty mod and move the newly created archives and the Sounds folder into it.

Step8: Now just download my Patch (and LL patch for Thaman's weapons) with NMM or MO2 and you should be good to go ^^.