Fallout 4

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Stromberg

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Stromberg90

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19 comments

  1. Flameslinger
    Flameslinger
    • member
    • 0 kudos
    Absolutely love this mod and the added immersion and customization it brings! My survivors (and especially Alternate Starts) feel a lot more realistic when using pipe weapons Early-Mid game, but without this mod that was not just unfeasible, but completely senseless as I could've picked up a hunting rifle and 10mm by level 5. Now I still use these guns much longer.

    Also find it hilarious when I attach the Inconel RCS to an Automatic Pipe Rifle/SMG and it starts recoiling downwards. Not sure if that was intended but it's fun to play with.
  2. 13ducksonabox
    13ducksonabox
    • member
    • 2 kudos
    Hi, how did you make it so that when you craft a weapon only the basic version is crafted? Im trying to create a mod like this by myself, but whenever I craft the weapon it comes out with random mods attached to it...
  3. Pickysaurus
    Pickysaurus
    • Community Manager
    • 663 kudos
    Hello there!
     
    Thank you for sharing your excellent mod with the Nexus Mods Community!
     
    We like it so much we're going to promote your mod on our Social Media.
     
    Look out for your mod appearing on our Facebook or Twitter over the next few days!
     
    Keep up the awesome work!
     
    - Nexus Mods Staff
  4. HadToRegister
    HadToRegister
    • premium
    • 195 kudos
    This mod should get more attention, it makes pipe weapons usable for the entire game.
    I've got a pipe sniper rifle that out damages a hunting rifle equivalent.
  5. nolgroth
    nolgroth
    • supporter
    • 6 kudos
    Do you know if this is compatible with the Yona's Defense Gun replacer? If all it uses are standard .NIF files and adds more effects then it should be. If you use additional models, then it probably is not. Thanks. The idea is clever and if it does work with the Yona Defense Gun replacer, I will definitely endorse.
    1. Stromberg90
      Stromberg90
      • supporter
      • 35 kudos
      From what I remember, it does not use custom models :)
  6. KeltecRFB
    KeltecRFB
    • supporter
    • 36 kudos
    I am surprise this mod does not have more endorsements and downloads. Out of all the firearms, Pipes would be easiest to craft along with the Musket. But even the musket would probably be more difficult than a pipe gun to make.

    +1 Endorsement because Pipe guns are the only guns you should be able to make besides the Musket. All the other guns require fine machinery to make.
  7. maledwarfwarrior
    maledwarfwarrior
    • member
    • 0 kudos
    A dedicated pipe-weapons workbench and 23 new mods? Looks cool, I'm downloading now. Most people will want a list of what the various different mods do stat-wise to ensure the weapons aren't too over/under powered, but I'll check FO4 edit to see for myself.
    1. Stromberg90
      Stromberg90
      • supporter
      • 35 kudos
      Thank you
      I'll look into presenting what each mod do.
    2. maledwarfwarrior
      maledwarfwarrior
      • member
      • 0 kudos
      That's actually a really clever way of doing things I must say. Total compatibility and it is even realistic/lore-friendly. By using a variant crafted at your new workbench take the new pipe-pistol mods you allow other mods to edit the original weapon while still allowing large changes to your personal weapon. I myself would distinguish the crafted variant with the loot variant with a prefix like "personalized" to I know which weapon to re-name at a weapon's workbench, but great work there. If you want improve the mod further, here are my recommendations:
      First, let people know that the new weapon mods are for your personalized pipe pistol. It should ease any fear people have about changing their current game in a bad way, and informs them that raiders won't be hitting their characters with pipe-pistols as powerful as a fat-man.
      Second, find the best way people have tweaked weapons on nexus and put a spin on it. Modding is an art, and art relies on people taking other's ideas and putting a new spin on them. Your current set-up allows you to mix different ideas without incompatibilities or over-powered enemies. I would make full use of that.
      To be honest, I like what you did so much I'm tempted to try to learn how to make FO4 mods to make a mod similar to this for more weapons...
      How hard could it possibly be
      (if my attempts at modding NV with he geck are accurate, very)
      EDIT 1: So the browser refreshed as I posted the comment, and I saw you had already commented and are already updating the description. I've edited this comment respectivly.
    3. Stromberg90
      Stromberg90
      • supporter
      • 35 kudos
      This is my first mod, apart from texture replacements
      I used this video to figure it out https://www.youtube.com/watch?v=Vhd97JJkBJ4

      I'm don't want to distinguish them from the vanilla pipe weapons, since I want it to feel like it could be a part of the real game.
      But you make a good point, that it could mess up things if you modify a weapon then remove the mod.
  8. elgoes
    elgoes
    • member
    • 35 kudos
    Sounds cool. I'm going to download it to see if it has compatibility with my pipe shotgun mod. If it doesn't have that then i'll make sure that it will have compatibility in the future or maybe i have to ask you for compatibility Anyway, awesome mod!
    1. Stromberg90
      Stromberg90
      • supporter
      • 35 kudos
      Do that, I actually thought of doing a pipe shotgun myself, but since you have done one I'll move over to other things
      Keep me updated on the compatibility.
  9. kesnit
    kesnit
    • member
    • 0 kudos
    I'm downloading. However, might I recommend you change the perk requirement to, say Gun Nut 2? It doesn't make a lot of sense to require someone to have Charisma in order to make weapons. (Yes, I use a mod that changes the vanilla workbenches to require Gun Nut and Blacksmith.)
    1. Stromberg90
      Stromberg90
      • supporter
      • 35 kudos
      I'll look at it, It does require Local Leader 1, the vanilla ones require Local Leader 2 I think.
      Could be that my mod is incompatible with the one you mentioned, maybe I have to do a patch for it.
    2. maledwarfwarrior
      maledwarfwarrior
      • member
      • 0 kudos
      I don't think there is any chance of a incompatibility myself, just a set of different requirements for the weapon-modification workbench to be made in an settlement. One thing you could do is have 2 spots on the settlement building menu, one with local leader as the requirement, the other having gun-nut.
    3. Stromberg90
      Stromberg90
      • supporter
      • 35 kudos
      If I get the name of that mod, I could do a patch for mine with changes the requirement so that it matches with that mod.
      So that if you have that other mod you download the patch, if not then it's how it was before
  10. ThoraldGM
    ThoraldGM
    • premium
    • 43 kudos
    Crafted a bolt-action pipe gun on your bench, then modified it on the weapons bench. Not sure if people understand that, should have more endorsements.
    1. Stromberg90
      Stromberg90
      • supporter
      • 35 kudos
      Thanks
      Yeah, I need to do a more detailed description.