Fallout 4

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  1. Narrrz
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    Uploaded 1.31 with some minor changes/fixes:
    -The minigun could have its damage reduced by over 100%, causing the integer value to 'wrap around' to the highest possible damage value, resulting in every shot being an instant kill. Hilarious, but unintended and too OP :P
    -The Assault rifle firing .308 ammunition would encounter an issue where the ejected casing somehow blocked scoped shots nearly 100% of the time.
    -I included the wrong purified water form in the recipe for Nitroglycerin, making it uncreateable.
    -The plasmagun would lose its magazine model after being disassembled and reassembled. This had no effect on actual gameplay, it just looked weird.
    -Fixed removing the firing mechanism from a pipe gun requiring you to fit it as a syringer before it would let you put it back to being one of the other types.


    Changes:
    -The baseball grenade is now an impact explosive. It can be hurled further than a typical grenade.
    -Reduced the high end of the Assault rifle's damage, so that it's merely competitive with, not strictly superior to, Dedicated sniper rifles (Lever action/hunting)
    -Added in upgraded versions of the molotov & frag grenades, crafting using excess of the original bombs. You'll never find these, they can only be crafted.
    -Unique weapons like the cryolator, junk jet & alien blaster now are marked as legendary in the inventory interface (this seemed to be what bethesda wanted to do from the start; they just didn't do it right).They will always spawn as masterwork quality, with all the bonuses that confers.

    As always, if you encounter something game-breaking, buggy, seemingly unintentional or just have a suggestion, don't hesitate to post!



    1.3 changes:

    Changed the way spread/stability/scoped accuracy works. You'll now see shots noticeably deviated from the crosshair while aiming if you are using a weapon outside its effective range (trying to snipe with a reflex sight, or using a scope without a long barrel/rifle stock). Because of this, many weapon parts are no longer strictly upgrades over lower-requirement alternatives - an automatic weapon will most likely function better with a shorter barrel, and a recoil compensating stock will not help all that much on a sniper rifle.

    Rebalanced/reworked most of the damage-focused legendary mods. If it claimed to increase damage by a %, it now will actually multiply final damage by that % (a net upgrade to Mighty, Violent & Two-Shot Legendary weapons). Slightly reduced the damage on explosive legendaries, equally increased the damage on cryo & plasma infused. Fiery, Wounding and Poisoner's (now Poisonous) all have had their dots increased in potency.

    Changed how magazine dependencies work for most weapons that had them. You can now mostly swap firing mechanisms/ammo types without the need to equip a standard mag first. As a consequence, the Combat Shotgun no longer has its own, different magazines from the Combat Rifle. Any existing Combat Shotguns already generated may lose their existing magazine or appear to have spawned without one.

    Pipeguns can now be adapted into the syringer variant. Stocks & sights are now standardised between syringer & other pipe guns, meaning that syringers can now be pistols, but now require points in gun nut to build the higher-tier stocks & scopes. Syringer ammo has also been rebalanced (and some new ones added)

    The DLC weapons have been added to the quality system, as has the gamma gun (for what little it's worth). Commonwealth raiders can (rarely) be found carrying the Lever-Action Rifle, The Handmade Rifle (Now the Assault Rifle) & the Western Revolver (Now the Service Revolver). These guns will appear with leveled mods already fitted, same as vanilla weapons.
    The Radium Rifle is still only found in Far Harbour, but can now be converted to deal energy damage instead of radiation. The low level mod causes 10 direct damage and 15 burn damage over a couple of seconds, The higher-tier modification Changes its function to be more like a mass driver, adding 20 extra energy damage and bonus physical damage. It also changes the projectile so that it looks like a lightning gun. Neither of these mods can be found on randomly generated weapons - you'll have to craft them yourself.

    What was the assault rifle in the base game is now the machine gun, a fully automatic weapon. Its stability/recoil has been substantially worsened, since previously it was pretty much perfectly accurate, with near-zero recoil, indefinitely. It's still a very powerful weapon, and can now be chambered for 10mm rounds instead of .308.

    The combat rifle now can be upchambered to 45-70 instead of .308, to better distinguish it from the new Assault rifle, which uses .308 & 5.56 as its alternate ammunition.

    The multi stage firing mode for the shotgun now changes it to function like the laser musket - you can load up to 4 ammunition at once, which will all be discharged in a single trigger press. This makes it even more powerful than the double-barrel firing mode, but you need to load it manually, which may be tricky in the heat of combat, limiting its utility enough that i don't think it's excessive.
    Increased the range on the short & Sawn-Off shotgun barrels, since it was actually so low that it could be impossible to deal full damage, even at point blank.

    The minigun now be rechambered to use copper slugs, for a severe damage loss (down to half the base damage of even the 5mm). To compensate for this it gets a 50% bonus to RoF and magazine capacity, making it truly beastly with any of the legendary mods that add flat damage (especially explosive). It will eat through your ammo faster than you'll believe, though.

    I've included the previously optional handgun file in the base mod, because it was getting annoying to keep it updated with the functionality changes i was making to the main mod. If you absolutely don't want it in your game, just use the 1.2-1.3 update version in the optional files - it has all the same functionality of the main 1.3 version, but no handgun.

    I've probably made other changes that i don't recall just at the moment. Have fun finding them out for yourself!
  2. Captain Radish
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    Would this work with mods that ADD parts rather than replace? I'm thinking specifically of Handmade Rifle Extension (www.nexusmods.com/fallout4/mods/31807) and Satojomov Armory (www.nexusmods.com/fallout4/mods/28388). So far in my testing everything SEEMS fine, but I'm curious if anyone else has tried this.
    1. Narrrz
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      as long as it conforms to the original keywords then i don't see how it would cause issues.

      If the author has added extra attach points to the gun, however (same as i did) then one mod would take priority over the other, and not everything would work exactly as intended.

      Edit: looking at the files, there are likely to be some issues/weirdness. Satajomov armory has minimal overlap in modded original files, and should largely work if put lower in your load order, HOWEVER the changes made in that mod won't reconcile very well with the changes made in mine balance-wise. I can't really predict what your experience will be like.

      The HRE mod makes some changes to the base mods & base form of the handmade rifle, and unfortunately does so in a way that means either mod won't work perfectly if if some of its assets are overridden by another.

      Edit2: part of the problem with the HRE mod is that it introduces additional ammo conversion - same as my mod does - but does it with receivers, in vanilla game style, rather than having a separate mod category for chambering. Even if i make a compatibility patch between the two mods, you could easily end up in a situation where you have two different mods on the weapon each trying to change the weapon's ammunition to something different. I just don't know what the game would do in a situation like that; worst case scenario, the game crashes as soon as such a weapon gets spawned, and potentially you lose your savegame entirely.
    2. Captain Radish
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      Eh, I wasn't that particularly attached to HRE. I'm very glad and appreciative you took a real look. That alone deserves an endorsement!
  3. AlphaWolf1235
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    What a pleasant surprise! I'll keep this in mind for my next play-through.
  4. AlphaWolf1235
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    Is this mod dead? I really enjoy it, but it still needs some fleshing out.
    1. Narrrz
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      Not dead, just - sleeping. I've been playing other games, but i'm totally open to requests.
  5. Vhearhok
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    When I switch weapons my clip is no longer automatically refilled, is that the doing of this mod or is that something from the latest patch?

    Also I'm curios, why did you put [Ammo] in front of some ammo names, but not others?
    1. Narrrz
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      i believe the clip changes are from the patch - i'm not totally sure either. it's certainly not something i've deliberately added, and i believe the version uploaded here is prior to the patch, which suggests it's not my mod causing it.

      I added [ammo] to the forms i changed/added to make it consistent with the most common sorting mod which i use - i figured most people will also be using it too, but i'll see if i can create a compatibility patch when i release the next version.
    2. Yukihhirou
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      Yes, it's the patch's work, it add realism and I welcome that.
      Might I add what sorting mod you use, I'm hesitating picking between Better Item Sorting and Valdacil's
      Thank in advance
    3. Narrrz
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      I believe it's better item sorting. it's whatever one is on the top 100 mods list, anyway.
  6. DrIvanRadenkovic
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    Question: Would you add an Automatic series of mods to the Laser Musket? While it is already in game, I think it would be rather fun to have the option?

    Keep up the good work. And thank you for the good stuff.
    1. Narrrz
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      Hmm, how would it work? The laser musket's whole shtick is its manual reload. I can't see that working with an automatic fire mode, so all you'd end up with is an automatic laser gun that looked like the musket.

      Or is that all you want? That wouldn't be expecially difficult...
    2. xxspartan092xx
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      I think what he's talking about is the Legendary Laser Musket that works like an old-school gatling gun. The gun fires automatically with each rotation of the crank.

      https://www.youtube.com/watch?v=qdmEl18Xq9w
    3. DrIvanRadenkovic
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      Yes I am talking about that. I think it would be rather neat to have an Sniper Option(the whole 2 to 6 crank capacitor) and to have an Automatic version as well, mostly for an early game Automatic Laser Gun. You know the Automatic capacitor might be a good mod on the Laser Musket actually.
    4. Narrrz
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      I don't actually know how that manual-crank automatic laser musket works, mechanically - i can't find any direct references to it in FO4edit - so anything i try to make is likely to wind up not working in exactly the way you envision.

      That said, if all you're looking for is a laser gun in the early game, i can tell you that there's a gunner camp atop the collapsed freeway just a little ways north of the big crashed aircraft, right next to the first settlement preston sends you to. Even the lowest level gunners always have energy weapons.

      Though if you're running this mod, the guns you find will probably be pretty poor quality =)

      Edit: figured it out, so i can certainly add it, now. Question is, is it unique enough in and of itself? where would it fit compared to automatic laser and ion weapons?
  7. Narrrz
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    New version is live! I've made extensive changes over 1.05. see changelog for details.

    re: the optional files - Locational damage is a just-for-fun standalone file i made to make combat a bit more lethal. headshots are now a 5x modifier on humanoid enemies, and bodyshots are typically 1.5x base damage. Arm shots are significantly less effective.

    The handgun will have some compatibility issues with saves using version 1.05, hence why it's an optional file. The issues aren't game breaking - any Pipe revolvers you have found will no longer display their model, and attempting to modify them will only allow you to turn them into a handgun. This goes too for weapons that dropped as a pipe revolver but which you have since converted to semi auto, full auto, or bolt-action.
    The weapons will continue to function just fine despite being invisible when held. Any new pipe revolvers that drop will function correctly.
  8. NinjaCowboy48
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    Any Way possible to make this mod 100% compatible with extended weapon mods?
    1. Narrrz
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      Depending on exactly what he has changed, it might be possible to get at least partial compatibility. My mod is highly dependent on a complicated set of custom keywords which are added to the base forms, but unless he has added in custom keyword requirements to his mod (i don't see any reason he would have - he doesn't look like he's attempted to add any additional mod categories, just greatly expanded upon the vanilla selection of mods for each category) then his added mods would probably still function.

      I'll try running his mod with mine, and tell you the results!

      Edit: looking at his mod in FOedit, there are actually very few conflicts - i can't make my mod 100% compatible, but i could certainly get it 95% compatible with very little work.

      the main incompatibility is that he's added keywords to the base forms which are usually added by specific mod parts, and the main issue that will cause is that a weapon might have a strange default name. Other than that i think the mods will work fine together.
    2. Narrrz
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      a lot of his changes appear to be purely visual, ie, there's no actual advantage to using an assault rifle barrel over a long ported barrel/Assault stock in place of a marksman's stock on a hunting rifle.

      I can quite easily make a compatibility patch, but what are you hoping to get from it? Because if i start trying to rebalance every addition made by other peoples mods then i don't think i'd ever be finished =)
  9. VCrakeV
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    Charging barrels nerf? Gatiling lasers can have insane ammo efficiency, backed up buy high DPS and magazine size. I know this isn't a balance mod, but you modified the weapon mods anyway. With the changes you made to Institute lasers, I figured you'd do something with gatling lasers... just an idea.
    1. Narrrz
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      I'm sort of working my way through. Heavy weapons are one of the last things i've looked at, and as of my beta version i'm editing right now, the gatling laser is the only thing i haven't yet touched.

      In general, i've made heavy weapons more rather than less powerful, though, because there's typically some major drawback to using them (unusual/expensive ammo, extreme weight, ability to gib yourself with your own missiles... that sort of thing). Then again, the minigun and gatling laser are pretty much the only two heavy weapons in direct contention, so i'll probably try to do something with it.

      Edit: you're quite right, charging barrels are quite obviously far too good. They now only increase damage by 100%, and reduce RoF by 25%, but also cut your number of shots per core in half.

      So now, instead of quadrupling ammo efficiency and substantially increasing accuracy, they just slightly increase damage and accuracy.
      Charging barrels will also cut down your max range by quite a bit.

      Overall the weapon will do a little bit more damage but will eat through fusion cores significantly faster.
  10. xxspartan092xx
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    I can't wait to use this mod (between playthroughs right now). It takes the best of both weapon rebalance mods, as well as weapon mod overhauls. I have a question, as well as a suggestion. I'll start with the question... what damage multipliers were these weapons balanced for? What mults would provide a more realistic (glass cannon, if you will) style of gunplay? On to my suggestion, I think it would be really great if you made a version that doesn't have the energy ammo conversion mods. I only saw this for the Combat Rifle in the picture so I don't know how extensive this option is, but this is almost a deal-breaker for me. The way that plasma weapons are supposed to work is essentially the same as a rail gun. It uses a series of electromagnets to accelerate the plasma ions. So basically a completely different mechanism from a conventional firearm. The Institute Laser -> Ion Blaster change is barely within my suspension of disbelief, but it would still be a plus to change that in my opinion. After all, we are talking about a game where lasers have recoil. Either way I'm going to download before I'm ready to install so I can endorse. I see great potential in this mod, and it already seems like a solid base you've started on.

    EDIT:
    To clarify on the Ion Blasters. I'm more than willing to accept that they could be ion-accelerators like plasma weapons, so long as they are using material ammunition, as opposed to energy ammunition. Ions are mass, and energy cells don't put mass into the gun to be shot. I mean, electrons have mass, but the electrons aren't what's being shot out of a laser, nor are they ions.
    1. Narrrz
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      I see your point. I was originally going to call it the positron beam instead, but a friend suggested ion and I went with it.

      As to the energy ammo conversion, the shotgun is the only one (though don't look too closely at the double shotgun if you want to maintain suspension of disbelief. ..) the only reason I put that in was because I replaced the shotgun barrel of the plasma gun so that it had a short barrel which actually extended forward from the acceleration apparatus.

      Also, if you want a quasi-scientific explanation for the ion beam, let's say it transfers the storage medium from the energy cell and fires that

      I'm afraid I don't really understand the question you asked, though. If you could elaborate/clarify?
    2. xxspartan092xx
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      So if you're using a "choose your own survival difficulty" mod you're essentially choosing the damage multipliers for both your character and NPCs independently. This is because the vanilla survival mode makes you deal 50% damage (not +50%, 50%), and enemies deal 200% damage. This basically results in your character being a sheet of glass (not unreasonable in itself), but makes all the enemies bullet sponges. Basically what I'm asking is if you took these multipliers into account which ones did you use to balance them?

      Like I said, I can deal with the Ion Blasters using Energy Cells. It's not a huge deal, but if you ever go the route of making your own ammo types, it'd probably be best if you changed the Ion Blasters to something other than Energy Cells. I really do like the idea of them being Ion Blasters because it further differentiates them from Laser weapons. It's really just me being a pedantic nitpick that doesn't like that minor detail.

      Keep up the good work though. This seems like a really great mod, and I should be working on getting my mod setup down tonight.
    3. Narrrz
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      ah, i haven't taken that into consideration at all, though one of the mods i'm using does make enemies soak up a lot more damage than i'd like - i was thinking about making/adding in a mod to change the multipliers on locational damage.

      I did start out with a semi-firm set of numbers for each gun/ammunition combination but that's been pretty much thrown out at this point. The main things i'm balancing around:
      -a general lowering of the damage range (mostly by raising the low end)
      -Every weapon being useful as soon as you find it/so long as you have the ammo for it
      -All weapons being (roughly) comparable to others in their class (pistol, rifle, energy, automatic) at 'endgame'
      -rough increasing damage trend between low & high level weapons & ammunition
      -
      I also tried to distinguish weapon/ammunition combinations from other weapons using that ammunition by default. The submachinegun (as of my beta patch) can be rechambered to fire 5mm rounds, at *not quite* the rate of the minigun, and with a fraction of its ammo capacity - but it's a great deal lighter weight, and requires fewer perk ranks to extensively modify (though almost every weapon requires either gun nut or science 4 to realise its full potential)
  11. Narrrz
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    I'm planning to add a new weapon in the next version of this mod, the Handgun, based on the model of the unique weapon Deliverer. It will be about as powerful as the 10mm but use .38 rounds by default, rechambering to 10mm will make it more powerful. It also has the option to be rechambered to use 5mm rounds.

    The only drawback is that in order to implement it without modifying leveled lists (which i don't want to do - it would make this mod incompatible with ammo reductions/mods which implement other new weapons) have to overwrite an existing weapon. I've chosen to put it in in place of the pipe revolver.

    This causes a minor (well, i think it's minor) incompatibility between versions: pipe revolvers from the previous version will become completely invisible, and will only be able to be modded to become the new handgun weapon. The guns will function as normal, they just will display no model. Pipe revolvers will continue to drop and any you find as of the new version will function fine, allowing modding as normal & switching between the three pipe weapon types.

    Now, it's not too late for me to abandon the idea of implementing the handgun, and i'm still trying to think of ways i can implement it without causing either conflict with additional mods or with older versions. That said, does anyone have any input? Would you like to see this new weapon in game? Should i just scrap the idea completely?
    1. xxspartan092xx
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      I would like to see the Deliverer model implemented in non-unique weapons, but I think that would be an inelegant solution. I don't have any experience modding Fallout 4 (or much at all in other games) so I don't have any other suggestions, but I don't like it when mods remove content, even if it's to make way for new content.
    2. Narrrz
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      Oh, don't worry, the pipe revolver is still there. Right now the three pipe weapons are interchangeable through an extra mod slot I've added, with the basic forms only used to determine which form it appears as on an npc.

      What I've done with the handgun is overwritten the pipe revolver form, so that any time you would have found a pipe revolver you'll instead find a handgun. To keep the pipe revolver ingame I changed tje bolt-action form so that approx half the time it will appear as a revolver instead.
    3. xxspartan092xx
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      Oh cool. That would be perfect. Although, will this make the Deliverer obsolete, or is there some way in which it's better?
    4. Narrrz
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      I raised the deliverer's damage just slightly. It will do slightly extra damage per shot, making it a little bit better than a .44-rechambered 10mm. The downside being its smaller clip size and lack of any sophisticated sights.