Fallout 4
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freakX

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freakX

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About this mod

..add unique ammo properties, re-chamber some weapons for better damage and critical, and Ammo Crafting like FNV yet more simple..

Permissions and credits
 features
- complete Ammo crafting vanilla with (simpler) FNV-style; including Syringe and Stimpak!
- PipeGun .44Pistol can be re-chamber to .45-70 Govn't
- 10mm Pistol can be re-chamber to .41 Magnum (2levels)
- 10mm Pistol can be re-chamber to .45Auto
- HuntingRifle can be re-chamber to .50 Inc (still using 50Cal)
- Double-Barrel Shotgun can have Electric/Cryo Effects (still using default shells)
- Armor Piercing Magazine for 10mmPistol Combat/HuntingRifle (no ammo restriction)
- additional component to: Paint* - c_Lead, *Tin - c_Tin
- Caravan Lunch, Cooked Dog Food
- Super Stimpak (50% more heal, fast-heal, no animation, no withdrawal)
- Breakdown/Scrap all Grenades/Mines except NukaGrenade (somehow only gain half of components, must be dropped in WorkshopArea to Scrap)
- Prototype E | a GaussPistol with 10mmPistol mesh/texture | can be construct in WorkshopChem UTILITY | no upgrade

NOT COMPATiBLE
any mods that alter SyringeAmmo Stimpak Paint* *Tin all-Grenades/Mines also LL_Ammo LL_MiscMod ModCollection of 10mm 44 PipeGun Combat/Hunting ShotgunDB.. if you still want to use it put this mod in the last order!

HiSTORY
 1.5    21 April 2016
- add Prototype E, ShotgunDB Cryo, .45ACP and 1 more rank in 41Mag upgrade for 10mm Pistol
- SuperStimpak and breakdown Grenade/Mine are now works
- all new-component are now in junk
- new-ammo-type now show properly in weapons
- change .41Magnum sound to HuntingRifle (should fix the silencer bug)
- should be compatible with Survival-Difficulty (not-tested)
- rebuilt from scrath and re-adjust almost everything; OLD-USER please remove any mods from GNCrafting then save WiTHOUT iT before using this version (sorry)
 1.4a    29 December 2015
- fix crafting Projectile with .Tin issue (previously cannot craft Projectile from 'scrapped' .Tin; now properly flag it as a Junk)
 1.4    22 December 2015    - ..still itching! -
- re-chamber PipeGun to 45-70 Govn't; was going to use .223FMJ (a classic FO2) but i decide to  use ammo that i already created since they can't display AmmoType properly
- add .50 Incendiary for HuntingRifle (still using .50Cal) and Electric Slug for DoubleBarrelShotgun (still using default shells)
- tweak ammo crafting a little bit; i mess a bit in v1.3
- add new ammo/weapon_mods to LeveledList so u may get'em from loot, vendor or maybe some enemies use'em; who knows?
 1.3    20 December 2015    - REBUILD fROM SCRATCH -
- rebuild! no more replacer.. OLD USER: please remove .45Receiver & APMag mods on your weapon then SAVE without this mod before use this version so every replacer went back to normal
- rework ammo recipes! including Syringe; laser/plasma still remain the same
- add Hunting Revolver; 44 Pistol with .45-70 Govn't ammo
- add/change Desert Eagle; 10mmPistol with .41 Magnum ammo
- add a little recoil and less fire-rate for .41 Magnum Receiver
- re-adjust AP-Magazine damage to +60% from CurrentDamage (was +80%)
- add Projectile Propeller Primer Brass and Tin
- add Tin to TinCan-Unrusted/CoffeeTin-Clean
- add Lead to PaintCan/Blue/Yellow; should i remove it from Pencil?
- add some lunch :P
 1.2    15 December 2015
- add AP Magazine for 10mmPistol/HuntingRifle/CombatRifle; no ammo restriction; replacing Large/Medium Mag
 1.1a    13 December 2015
- fix Lead crafting
 1.1    10 December 2015
- Lead is quite rare so i create a recipe for it in UTILITY menu; otherwise the ammo recipes will be quite useless
 1.0a    09 December 2015
- change sound effect to Pistol44; originally .50cal but seems broken
 1.0    09 December 2015
- initial relase

WHAT iS.. (hope i'm right)
.Projectile   a bullet; usually made from Lead, i also add Tin
.Propellant   smokeless gunpowder, the one that make a bullet fly; there's supposed to be Pistol/Rifle powder; make it simple!
.Primer        ignition; there's supposed to be Small/Large Pistol/Rifle; make it simple!
.Brass         casing/cartridge; supposed to be a blend of Copper and Zinc; make it simple! and i really don't want to create every freakin' caliber in FO4 since there r no chance for retrieving the casing back

ABOUt/fAQ
- once upon a time i create GunNutCrafting for FNV (evolved to Courier RestStop) now for FO4
- i'm not a gunsmith so any features here may not be realistic; the whole idea is to bring 'FNV touch' to FO4
- should be compatible with Legendary Modification mod
- created using FO4Edit and all those 'known issues' above probably because it can't get more info/data on KYWD signatures
- have fun!

my other MODs
- Invisible Armor Addon (no visibility of Chest/Arms/Legs Addon)
- Debris Removal (BLiND)

THANKs: Bethesda & FO4Edit Team