Fallout 4
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ElPolloAzul

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ElPolloAzul

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23 comments

  1. flooples101
    flooples101
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    OK UM THIS BROKE MY SAVE

    you might be asking "how?" well ill tell you, when i equiped it it made no sound and then i couldnt open my pip boy. so i HAD to go to an older save becuz even when i deleted the mod my pip boy wouldnt open. but it did work after i loaded a older save when i didnt have the gun.
  2. HungryZheFatwolf9134
    HungryZheFatwolf9134
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    hi hello! i have one but small problem. i cant find it i checked out the dugout inn and i cant find it....
    1. happyeggs01
      happyeggs01
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      same, I cant find the gun anywhere in the dugout inn, none of the people inside the dugout inn have the weapon either, and I can't find the id of it
    2. ElPolloAzul
      ElPolloAzul
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      The gun should be right on the bar near Bobrov, slightly more biased towards his left.
      It has physics and is a bit of an odd shape, so sometimes he knocks it off.
  3. Gunslammer
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    Wouldn't it make more sense to put it in Cabot House? Jack already sounds enough like Dr Kleiner.
    1. ElPolloAzul
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      For sure, but the constraint I imposed on myself with all of these weapons was putting them in Diamond City.
      (Several years later, every interior and also now the exterior in Diamond City has at least one weapon!)
      And I liked the weapon concept (the part that I could tractably implement -- since the kill things with impulse power part would not be efficient to make work), but I wasn't trying too hard for much rigorous reference to Half-Life (sacrilegiously, it took The Orange Box coming out for me to play HL2!).
  4. za9AZ0
    za9AZ0
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    does it need any other files? Because with me it simply says that it relies on files that aren't present.
  5. pyroach
    pyroach
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    Why does it just shoot plasma?
    1. blazedplayz
      blazedplayz
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      doesnt for me, it uses the bullet effect of lightning, i have automatron installed so i think thats a problem
  6. Demojen
    Demojen
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    I think this is a great concept and hope you expand it. I have a suggestion though that would change its basic functionality but make it easier for you to expand on it without presenting as many bugs. Grabbity Glove, instead of gun. You'd be able to grab NPC while living where as normally to grab them they have to be dead. Use the function that trips when their physics turns off "MotionType" and you got an instant mod where you can grab NPC silly willy nilly.
  7. SteveNorris
    SteveNorris
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    I just tried to move a skeleton in Jamaica Plain when my screen instantly went into a black loading screen, every few seconds hearing myself getting dosed with major rads before fading back to silence in the loading screen. I restart to find I have three new autosaves in Cambridge, with one being under the map and the other two somewhere in the city... Beta lol.

    EDIT: Now my game is crashing to desktop whenever I load any of my older saves.. probably should uninstall this mod.

    EDIT2: After two CTD's after uninstalling while trying to load pre-grabbitygun saves, it seems to have sorted itself out. Definitely use this mod at your own risk and be sure to make a backup or hard save once or twice beforehand if you do.
  8. chet
    chet
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    moving large enemies into my butcher machine
    1. Souflet
      Souflet
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      That's largely along the lines of what I was thinking. I figured out I could clean up Jamaica Plains of ghoul corpses and get some nuclear material thanks to Manufacturing Extended, but a mod like this could have made that process a whole lot faster.
    2. chet
      chet
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      every time I try to move foes they kinda go poof
  9. lasse1001
    lasse1001
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    Hi ElPolloAzul. I just love all your funny weapons, but the Grabbity gun makes me Ctd when I'm hovering over it in my inventory. Does it miss any meshes or have you perhaps hardcoded the scripts to the .esp? Because I have merged them into another .esp name, maybe that was a bad idea?
  10. lasse1001
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    Yay! Force grab is in Fallout4 now. This will be fun, thank you