General Changes

  • Removed damage modifiers and lowered critical bonus.
  • Unified stats on certain attachments like fore grips and lasers.
  • Adjusted reload speeds to match different animations.
  • Tried my best not to copy-paste vanilla guns if I can help it.
  • v1.88 - (New) Laser Bolter ammo set : Fusion Cell/FC MX/Heavy FC/Heavy FC MX

Caravan Shotgun
  • Shotgun ammo menu, 50 base damage.
  • Polished barrels provide 70% ~ 40% reload speed.
  • Increased range and lowered out of range penalty.

Riot Shotgun
  • Combat Shotgun ammo menu, 45 base damage.
  • Increased big drum capacity to 18.
  • Changed auto fire sound to semi to fix looping bug.
  • Slight reduction to out of range penalty.

The Pipe Shotgun Collection
  • Shotgun ammo menu, 45 base damage.
  • Name changes with different chambers.
  • Increased range with barrels and lowered penalty.

MTs-255 Revolver Shotgun
  • Shotgun ammo menu, 50 base damage.
  • Replaced quest with Horizon's, disabled unique weapons and NPCs.
  • Increased range and lowered out of range penalty.
  • v1.88 - incorporated Austindudeman's animation

Chiappa Triple Threat
  • Shotgun ammo menu, 50 base damage.
  • Increased range and lowered out of range penalty.
  • It's like the double-barrel...but triple. wow

Stevens M-520 Shotgun
  • Shotgun ammo menu, 50 base damage.
  • Increased range and lowered out of range penalty.
  • Due to animation limitations, Slam Fire has to be enabled in workbench.
  • Merged all paint schemes.
  • Added some 4x and 6x scopes.
  • v1.88 - increased base damage 48->50, removed automatic fire.

Makeshift Shotgun and Improvised Grenade Launcher
  • Shotgun ammo menu, 55 base damage.
  • Improved pellet spread and range. Removed DLC dependencies.
  • Energy Shotgun now a standalone weapon with Laser Bolter ammo menu, 30 base damage.
  • Improvised Grenade Launcher is also a standalone weapon, has modified 40mm GL ammo menu that changes mesh & name based on ammo type.

Remington Model 11
  • Shotgun ammo menu, 48 base damage.
  • Changed attachment colors to material swap.
  • Swapped aim model and increased effective range.

Energy Weapons

LAER
  • Modified Laser Gun ammo menu, 21 base damage.
  • Reworked barrels to match Laser guns.
  • Lowered damage bonus from 30/60 to 25/50 and moved to coil bodies. 
  • Overwrote quest with Horizon's, disabled the overpowered unique for now.
  • Integrated Tesla Baton, FO4 bug : the particle effect might be a bit glitchy.
  • Integrated LAER turret based on Heavy Laser turret.
  • Horizon-fied Raoul Duke's clothings because why not.
  • Readjusted recoil values on stocks.
  • Moved Visible Weapon apparels to Tech Lab > Equipment, I don't use that mod so I'm not sure if they need to be patched.
  • Attempted to restore broken PreCombines.
  • v1.88 - added custom ammo set to match energy capacity, removed Improved Mag and moved reload speed% to Auto Reloader. Disabled Tesla Arc Barrel.

YK42B
  • Laser Bolter ammo menu, 24 base damage.
  • Barrel upgrades add electrical damage and damage over time shock effect.
  • Added medium and short scopes.
  • v1.88 - no longer a musket beam type weapon, changed to Laser Bolter ammo menu, fires projectiles.

Wattz Laser Gun
  • Laser Gun ammo menu, 26 base damage.
  • -12% speed modifier.
  • Restored two barrel models I accidentally removed.
  • Some uniques spawn deteriorated.
  • Updated legendary effects to be in line with Horizon.
  • Disintegrator reworked to match Custom Plasma.
  • v1.88 - swapped most world placed legendary weapons with regular wattz rifle. Lowered base damage 28 to 26, speed penalty -15% to -12%.

COBRA Revolver
  • 60 base damage.
  • Added plasma condensers.

Glock 86
  • 48 base damage.
  • Added plasma condensers.
  • Changed magazine capacities, 16/36/52 to 18/24/30.
  • Added multiple receivers.
  • Reworked muzzle devices. 
  • Changed ammo to plasma, recolored fusion cell magazine to green. (looks kinda ugly, if anyone wants to help me out...)

Winchester P94
  • 54 base damage.
  • Added multiple receivers.
  • Standard barrel -> Plasma Caster, no longer automatic.
  • Heavy Plasma Torch : slight range increase, lower speed and physical damage.
  • Railgun Barrel : superior physical but lower energy damage, reduced max range and rate of fire.
  • Howler Scorch Drill : converted to a short range beam gun/bayonet thing, uses Fiery plasma cartridges, low physical and energy damage but has bonus fire damage. Limited to Mk II only.
  • Turboplasma Barrel -> Rotary Stabilizer Barrel, automatic with good hip-fire accuracy. Limited to Mk II only.
  • Added Gunner Sight from the Minigun. Not very practical but it's something.
  • Power plant covers -> Turbochargers that improve range, rate of fire, and lower VATS Cost.
  • Made new projectiles and effects, but I'm no sfx artist so please excuse the quality.
  • Swapped firing sounds from Railway Rifle to XanKrieg0r's Energy Weapons sounds.
  • Mk II can be upgraded from a regular P94.
  • FO4 bug : Super mutants can't use non-automatic minigun animations for some reason, so no Plasma Caster or Railgun for them.

Reaper of Pantheon
  • Laser Bolter ammo menu, 30 base damage.
  • Completely reworked weapon to an energy revolver.
  • Added more Greek Pantheon themed mods.
  • Restored modules' textures.

Melee Weapons

Viking Battle Axe
  • 24 base damage.
  • Recipe unlocked with Grognak magazines.
  • Swapped burning effect for flat fire damage on Powered Heads.
  • Hatchet handle's bonus speed doesn't really work because there's no "fast chop" animation, it'll reduce weight and VATS cost instead.

Slaughtering Buzz Axe
  • 21 base damage. Always inflict extra limb damage.
  • Recipe unlocked with Grognak magazines.
  • Swapped fire mod's energy damage to actual fire damage.

Murdering Chainsaw
  • 5 base damage.
  • Pyrotechnic attachment deals fire damage instead of energy.
  • Still unsure about balance because damage on the last two chains are really hard to adjust since everything rounds up.
  • Only craftable in ZX-1, appears on Raiders, Forged, and Gunners at lvl18+

CROSS Blades
  • Crucible Blade : 18 base damage, 6 bonus damage on hilts, and burning effect with upgraded blades. Two-handed hilt has stagger bonus.
  • Laser Sword : 14 base damage, no longer ignites but can be upgraded with extra electric damage and stun effect.
  • Plasma Katana : 18 base damage, minor reduction to scaling, final blade upgrade causes bleeding.
  • Disabled strength scaling perk because Horizon already has that.
  • Crucible Blade recipe unlocked with Grognak magazines, Plasma Katana with Tesla Science.
  • Plasma Throwing Knives will work with Commando perks and Demolitionist(Powered).

Classic Super Sledge

  • 40 base damage. Stagger set to medium.
  • Removed AP refill on crit except for Bottlecaps Mod.
  • Added extra limb damage to Tenderizer.
  • Moved EMP explosion from Discharger to Mjolnir. Changed to affect all races instead of robots only, haven't tested it enough though.
  • Recipe to upgrade from regular Super Sledge can be unlocked via Grognak magazines.

Vaker
  • 16 base damage.
  • Removed craftable legendary mod and damage modifiers.
  • Specific skins assigned to Gunners, BoS, and Synths.

Vertibird Sword
  • 39 base damage.
  • Added Horizon melee upgrade mods.
  • Not craftable except in ZX-1 Lab.

Retired

Standalone Pipe Shotgun
  • Shotgun ammo menu, 55 base damage.
  • Changed name to Crude Shotgun to avoid confusion.
  • Increased range with barrels and lowered penalty.

Alien Assault Rifle
  • 24 base damage. Uses Electron Cells, Fusion Cells/MX Cells, and Alien Power Cells.
  • Changed NukaCola ammo(because it's overpowered) to higher capacity Alien cell.
  • Greatly reduced speed on some mods.
  • It's an one of a kind weapon, would like more opinions on how it should be balanced.

M2 Flamethrower Redux
  • 4 base damage, 75% firing speed. 
  • Rebalanced barrels, lowered range and damage but still way better than vanilla Flamer.
  • Added a new tier receiver, changed unique tanks to regular craftable ones: Raider -> 60 capacity & Vault-tec -> 140 capacity.
  • Added receipe to Weapons Lab but does not work with ZX-1.
  • Spawns very rarely on Gunner Officers.

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