Fallout 4
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Icymountain

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noobax

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About this mod

Rebalances the Minigun, allowing it to be modified into a viable end-game option alongside the Gatling Laser. Also available on XB1 and PS4

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Mirrors
V1.2 out! Another small fix, 5.56mm/50cal sounds tweaked, and 5mm leveled lists balanced a little. Also, 2 new unique miniguns! Check readme for details. Future plans include a couple more unique miniguns, keep an eye out!

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V1.1 available! A fix, several balance changes, and new ammo leveled lists to make minigun ammo more common. Also, AWKCR is no longer needed. Complete changelist under readme.

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Turns the Minigun into a viable lategame option by adding several receivers that gradually upgrades its damage, as well as modifying the existing barrel types to make all 3 equally desirable.

Base Changes:
  • Base damage increased to 10.
  • Accelerated Barrel no longer grants damage. Greatly boosts firerate in exchange for range, accuracy and recoil control. Now unlocks with Gun Nut 2, and has lowered crafting requirements.
  • Tri-Barrel no longer grants damage. Greatly boosts range, accuracy and recoil control in exchange for poorer firerate. Now unlocks with Gun Nut 3, and has lowered crafting requirements.

New Receivers:
  • 5mm Receivers - Four 5mm receivers, from Standard to Advanced, each gradually increasing in damage. All 4 receivers have slight armor penetration, and the Advanced Receiver also slightly increases firerate. Requires up to Gun Nut 3 to unlock. 
  • 5.56mm Receiver - Unlocks with Gun Nut 4. Greatly increased damage. Slightly decreased firerate and recoil control. 
  • .50 Cal Receiver - Unlocks with Gun Nut 4. Devastating damage. Decreased magazine size, greatly decreased firerate and recoil control.
  • Micro Missile Receiver - Unlocks with Gun Nut 4, Science 4. Fires special micro missiles, dealing heavy explosive damage on impact. Heavily decreased magazine size, and greatly decreased firerate and recoil control. Micro missiles can be converted from normal missiles at a chembench, and requires Demo Expert 4 to unlock.

Ammo Leveled Lists:
Minigun-wielding enemies now drop more ammo. You'll find anywhere between 50% to 80% of a magazine on enemies, with a small chance to find an additional full magazine depending on what caliber the minigun is chambered for. Vanilla 5mm spawns were also increased.

Showcase of .50cal/5.56mm/micro missile receivers
Skip to 0:31 for the 5.56mm receiver and 1:06 for the micro missile receiver. 1:41 shows .50 with an accelerated barrel.


Take note, any Miniguns you have on your current save file will not have a receiver, so you'll have to craft the receiver mod yourself. Other than that, all existing Miniguns should still work fine.

Unique Miniguns:
  • Fahrenheit 1800 - Meant to replace Ashmaker, but couldn't figure out how, so it's in a chest beside Fahrenheit's spot in the NH&M Freight Depot. Each shot does fire damage on hit, burns the target over 2 seconds, and sets the target alight for minor fire damage over 10 seconds. However, heat generated causes greater inaccuracy.
  • Fist of Fist - Fist's personal minigun is heavier than a standard minigun, but does more damage the higher your END/STR stat, up to 150% damage at 10/10 STR/END and 200% damage at 15/15 STR/END. SPECIAL boosts from chems or clothes affect it as well. 

Full details in Readme section.

Idea behind rebalances:
I know there are quite a few mods out there that rebalances the Minigun, but all of them either affected other guns as well, or did it in a way that I didn't like. Thus, I decided to do my own. 

The barrels were changed so that all 3 barrels are equally desirable depending on your preferred engagement style. The Accelerated Barrel turns the Minigun into a CQC weapon that easily fills an entire room with hot lead, while the Tri Barrel allows you to rain death upon enemies from further away. If you want something that can do both, the Standard Barrel does exactly that. 

Damage boosts were moved to 7 receivers, following the trend of most other guns. The first 4 receivers are 5mm, and a slight armor piercing effect helps with tougher early enemies. Once you get Gun Nut 4, you unlock the 5.56mm receiver that uses a less powerful but more plentiful round, as well as the .50cal receiver that uses the devastating but rarer .50cal, boosting the Minigun's damage to that of a Charging gatling laser. 

The last receiver is meant to be even more of a endgame modification than the other two receivers, and requires rank 4 in Science, Gun Nut, as well as Demolition Expert to utilise. Each micro missile does about half the damage of a standard missile, but can be rapid-fired, dealing heavy damage. Normal missiles can be converted at a chems workbench with a 2:5 ratio. 

Hope you enjoy my rebalance, and if you have any suggestions/thoughts, feel free to post a comment! 


TL;DR: Adds receivers to the Minigun that increase damage and rechamber.


Compatibilities:
Not compatible with anything that modifies the vanilla Minigun, its modifications, or 5mm leveled lists.

Installation:
Use NMM, or extract the Data folder to your steamapps/common/Fallout 4 folder. But seriously, use NMM. 

Un-installation:
Use NMM, or delete MinigunRebalance.esp from your steamapps/common/Fallout 4/data folder. Or use NMM.