Fallout 4

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Helldesk

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  1. helldesk
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    NOTE - If you downloaded the non-DLC version 1.07 and are getting the DLC dependency errors, it has been corrected and download it again. Note to anyone using the creation kit, I recommend reloading the Creation Kit to switch between mods. For what ever reason, it carried over the radium rifle as a part of the mod and the dependencies that the weapon has on the DLC.
  2. Isgolo
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    ok, I know this is an old mod, but I´d love to get it working, right now I cannot get the chambering option in the modification menu. I'm using the vortex manager and this is the only mod installed. Any clue of what's happening?
  3. PhoenixExitium
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    I'm Playing on Xbox and not all the bits are working, im wondering about compatibilities and what if there is a list so i can check on what all is being effected in regards to which weapons are unable to be chambered versus what has modifications available
  4. Joporai124
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    For Some Reason The Chamber option isn't showing up for the .44 Pistol on my computer but it is on my xbox? and when I look at the requirements for this mod and click the link for the off site requirement it just gives me a blank page.

    also any chance of a VIS Patch?
  5. ZachCrimson
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    I can't figure out how to change the ammo type cause I get no option for chambering field in a weapons workbench so I dunno if i'm doing something wrong or not.
    1. ZachCrimson
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      nvm it's working now. I think a mod I had might have been affecting it.
  6. s3v3nv4p0rs
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    @helldesk, what affect does this mod have on plasma weapons..?
    1. helldesk
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      Sorry about the late reply. Real life gets in the way sometimes. 64 physical and 64 plasma damage. Recoil adjusted for weight of the projectile.
  7. Klangkerbang
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    I love the mod, it is just amazing. The only trouble with it is that it is not compatible with FROST Survival. I do not get the chamber option, which is understandable, FROST is in Alpha and the said it would not be compatible with many things. I have tried messing with the load order and I still can't seem to get the chamber option. Either way love the mod, keep up the good work.
  8. leo2link
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    Keep up the good work this is an awesome mod, thank you!
  9. Gillman82
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    Howdy! Awesome mod but im gonna have to uninstall cuz this mod is WAY WAY WAAAAY over powered IMO. In power armor that has over 1900 defence in getting killed by raiders in 2 shots. I have a combat rifle that i i modded using your mod and it does almost 2k damage. one hit kill on ANYTHING and that's with no bonuses from perks. Thanks for all your hard work though. Still endorsed. Cheers!
    1. helldesk
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      This mod is set to be as realistic on damage as possible. Most real life weapons could chew through Power Armor pretty quick. Some weapons when upgraded - IE the 50 BMG will seem OP. But you have to remember, the 50 BMG is an Anti-material weapon. It will disable light armored vehicles and punch holes through engine blocks. Power Armor only has about 1 inch of plate armor. This would not be a match to the 50 BMG rounds or even a lot of modern rounds.Power Armor protection is a per area, not total. Real armor value is going to be 420 to 270 per coverage area for X-01 Mark VI and is much less for other types. You also don't get your regular armor protection while in Power Armor (it doesn't stack). So if the raiders had AP weapons, 50's or explosives like missiles or (heaven help you) a Fat Man, it can take you out quickly. Best solution is to not get hit, just like in real life.

      Thanks for the endorsement!
  10. carnagefiend
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    I'm perplexed about the .50 cal ammo. I noticed in your charts it is called '.50 BMG', however, when I attempt to chamber my Radium Rifle for .50 it refers to a different sort of ammunition? .50 CF or something like that. The ammunition I'm looking for doesn't appear to be available from the vendor either, only '.50 BMG'.

    Am I missing something here?

    I like the idea of this mod quite a bit, but I noticed that in Survival mode my ammunition sometimes doesn't have a weight either (.44, EC, etc) and others do.
    1. helldesk
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      Heh. Oops. I had it down for the pistol ammo list, not the rifle ammo list. Correcting with the .38 caliber no sound issue.
    2. carnagefiend
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      I've upgraded my Radium Rifle to the .308 ammunition since you fixed the problem, and I see you added values to the weight for all ammo that I've seen so far.

      My only complaint, at this point, is that I'm finding the .50 BMG ammunition much more plentiful than the .308. I checked into Diamond City just now after doing some scavving and replenish my .308 and only found handfuls from each, 10 rounds from one and 8 from another. However, the .50 BMG ranges from 50-60 rounds.

      This is not something I'm sure your mod is responsible for, and may be linked to trader's randomized listings. .308 isn't even the most powerful round I can equip my rifle with, but some of the damage values for the rifles are so great it trivializes most encounters. Heck, even my .308 is potent, but at least most powerful enemies can survive more than one shot, while weaker ones are obliterated. Like I said, it may be coincidental, but in general supplies of EXTREMELY powerful rounds are as obtainable, if not more frequent through vendors or looting, than standard rounds.

      I'll give you an endorsement for your work so far, if that's any consolation.
    3. helldesk
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      It is a random thing in the game. If you set the ammo to always be there and then don't set an amount, the game just picks a number. As far as the ammo weight goes, it was place on each ammo entry. I'll double check to make sure I didn't miss any or if the Creation Kit just chose that moment not to save again.
    4. helldesk
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      I had the creation kit open and pulled up the complete ammo list. It conveniently shows all the ammo as 1 big chart with all the values. Highlighted all the zeros and they are all for companion ammo, beasts, bots and such. Maybe it's a conflict with another mod?
    5. carnagefiend
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      Oh, no, I was just saying you -did- fix the weight values!

      I have to say, there's something about this mod that has me hooked. Grenades and mines are extremely lethal, and looking at a few other things made me realize that the .50 BMG rounds not only weight a great deal, but the modification vastly increases the weight of the weapon itself.

      I'm not a modder myself, but I considered dabbling in it to perhaps make an ammunition manufacturing portion of the mod. I am imagining something like New Vegas where you can break down ammunition then construct new variations. Just something I thought I'd throw by you, would really bring this mod to life.
    6. helldesk
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      Thanks. Ammo construction might be a good thing to add. I don't know if I want this to be dependent upon other mods so I might go the chems bench route. It at least has some logic behind it as you would need to craft the gun powder at a chemistry table. Most likely acid fertilizer, Antiseptic, copper and lead seem to be the best choices. If you want to give it a go, I don't have an issue with it. Just let me know. Just keep in mind that this can become addictive.
    7. carnagefiend
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      Hey, I'm back.

      So, I've been having some issues with my converted Kiloton Radium Rifle. Sometimes I've found that my shots are exploding in my face, despite the fact there are no enemies in front of me. This doesn't appear to be happening with every shot, but my arms became so crippled so often that I renamed it 'Handbreaker'.

      I wasn't sure what was causing the problem, so I managed to scoop up a Deadeye Radium rifle, then proceeded to convert it over. One thing I immediately noticed after getting in a scuffle with a Legendary Deathskull Radscorpion on the border of the Glowing Sea was the fact that my shots were missing like -crazy-. The first shot always missed, in fact, I blew through a significant chunk of my clip trying to hit it at near point blank range even with PsychoJet.

      It was at this point I started to suspect Ammo For All may be the culprit. I disabled the mod then reloaded the weapon with its standard .45 and found my accuracy restored. I didn't test the Kiloton, but I thought you might want to know.
    8. helldesk
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      That is very odd. I'll look into it and see what is going on. I shouldn't think that the Aim Model could do that as it only does the aim cone and recoil models, but maybe it has something weird in the way it runs.
    9. helldesk
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      Well, this is what I have found. First off, due to the work I have been putting into the mod, I haven't played any of the DLCs. So, I went into the Creation kit, found out how they made the Kiloton Radium Rifle and checked all the file for it. I downloaded the most recent version I have posted to make sure that any changes I made would not be an issue and booted up a unmodded save file. I created the same rifle via command line and had no issues. I really don't know what is going on and I hate to just say it is a conflict, but at this point I can't find any other solution.

      I did find, however, that I didn't mod the radium rifle for .556 like I wanted and so the base rifle doesn't appear to have been changed. I do need to switch the ammo and damage type to what it should be for the mod.
    10. carnagefiend
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      I feel pretty certain it's a mod conflict. I did download a mod that allows for craftable ammo to be generated, so I loaded up and traveled from the Egret Tours to Sanctuary Hills to check on weapon behavior in the field.

      From what I can gather the mod http://www.nexusmods.com/fallout4/mods/9476/? seems to be conflicting with yours for some reason. When I removed the short scope and put on the iron sights or the reflex sights the weapon behavior appeared to be fine. What caused me to think that there would be an issue seemed to be tied to the fact that when I would change the chamber on the rifle the scope would disappear and I would have to re-enter the bench to be able to attach it.

      I'm not sure how they're conflicting, or why, but I thought I'd pass it along. I'd have to do some deeper testing obviously, but I think that's the source.

      EDIT: Found the mod was updated since the last installment. Going to enable both and see what happens.

      EDIT2: After changing the rifle to .308, and with the updated scope mod, I started having issues again. The shots seem to have a 0 range on them, with explosive rounds bursting in your face.

      Thing is, I disabled the scope mod (which, from what I understand, shouldn't be conflicting anyway), and when I loaded the game up (after having removed the scope from my rifle altogether) I found myself nuking my own face once again.

      If you want to make an attempt to replicate the problem, give yourself a radium rifle with the explosive legendary, then convert it to .308.

      Unfortunately I'm not going to be able to endorse the mod at the moment, but I will track it. If you find a solution, let me know. I went through my mods, one by one, and I don't have anything else that modifies weapons. Tons that modify armor and textures otherwise, but not my firearms.
    11. helldesk
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      Well, I loaded his mod up (beautiful piece of work) and the replacer files had these entries that could be causing the issue. I don't know if they are important or just a missed dirty edit (the rest of the most was spotless). I didn't check the addons ESPs.

      ma_LaserMusket_Muzzle [KYWD:001AE34C]- These 3 were on the offending weapon and a few others.
      dn_HasSilencer_OBSOLETE [KYWD:0002095E]
      ma_LaserMusket_Muzzle [KYWD:001AE34C]

      Internal Modification B Obsolete - Mount points available in game - don't conflict but could with another mod to help cause the issue.
      Internal Modification C Obsolete - See above.

      Now, I didn't take appart his mod to figure out how it works, it is a wonderful mod and I have no interest in trying to duplicate it. All I did was look for conflicts and where his mod changes Fallout ESM records. Those listed above are the ones that stuck out as odd. There were no direct conflicts shown by FO4Edit.

      It is very likely using FO4Edit to make a Merged Patch could solve the issue.

      Maybe you could take what I found and let his more experienced eye take a look.

      I know my mod has some dirty edits on the Companions where I tried (and failed) to get them to use the new ammo and various guns in an unlimited capacity. Standard weapon and ammo rates still apply with them. These will be removed on the next update.
  11. 0piuM
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    Sounds great, but if I'm going to use this over another damage balancing mod, the most important thing for me to see is the new damage values.
    1. helldesk
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      You are in luck. I just posted the image of that chart. It is also on the spreadsheet included.
    2. 0piuM
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      Thanks; endorsed. Also, is this compatible with Weapons of Fate? I only ask because similar mods require one.