Fallout 4
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WolfmanMODS

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About this mod

Restores weapons not working 100% perfectly, after 200 years of wear & tear, to Fallout.

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Mirrors
-Are you constantly dumbfounded by how every 200 year old weapon you find in the wasteland, even at the bottom of a lake, works perfectly on every trigger pull?

-Surprised that a haphazard pile of bolts and pipe parts held together with duct tape never has any problems cycling rounds on full auto?


-Uncertain if lack of uncertainty about automatic weapons reliability is causing you to make terrible tactical choices, compared
to how you used to play Fallout games?



If any of these sound like reactions you’ve had to the revamped weapons system in Fallout 4, or you just want to restore the weapon
jamming chances Bethesda completely retconned out of the game, then Weapon Jams is the mod you have been looking for!



Not only restoring the chance for a weapon to jam based on weapon level, player luck, and a few other factors, Weapon Jams also adds further depth to gameplay by making certain weapons, such as revolvers and double barrel shotguns, immune to jamming.

Tough fear not, while the chance for certain weapons to jam has been restored, the fun-killing weapon conditioning system has not! Instead the chance for a weapon to jam goes down the more the weapon’s receiver/capacitor is upgraded and stays that way. Furthermore, players will have a reduced chance of jams the higher their GunNut/Science perks are; in fact players with rank 4 of the corresponding perk can upgrade weapons to become jam-free when they install the highest level receiver/capacitor mods for a particular weapon. Similarly, very lucky players who find a fully upgraded weapon will also not have it not jam on them, regardless if they have the corresponding GunNut/Science perks.

Also unlike previous fallout games some weapons are immune to jamming, regardless of player or weapon level, as to create a "trusty" nitch for weapons that are otherwise less useful than their automatic counter parts, and because for some weapons, such as the Broadsider, it really doesn't make sense that they would ever jam.

For weapons with both semi & fully automatic receivers, semiautomatic weapons have a jam-clearing bonus chance that makes them jam less often than their fully automatic counterparts. Furthermore, Pipe weapons have a higher chance to jam, but in turn have a higher jam-clearing bonus.
 
While this mod has been optimized to work with all vanilla, and thus far DLC weapons, it should work with any ranged weapon, from other mods, so long as they consume some type of ammo, though results might be less than optimal as I have only just started working with weapon mod authors to standardize the keywords controlling jamming chances.



Recommended Companion Mods
-Shavkacagarikia's Toggle Revolver Fanning makes jam-free revolvers an even more effective weapon.
-My Separate Grenade Keys prevents gun bashing from causing grenade suicides.

Trouble Shooting ;)
-Game crashed while weapon was jammed and now some of my ammo is missing --> go to Abernathy farm and look for an ammo box on the top floor, any missing ammo will be there.
-Some semi automatic laser weapons act weird when firing --> This is due to how Beth sloppily coded how ammo works on laser weapons, I have a fix coming in a later mod, but for now firing one shot, and reloading once or twice in a row seems to keep it from happening again.
-Help! my gun just jammed, and I'm about to die! --> First don't practice bad strategy of engaging enemies without a range or cover advantage, but if you are in the thick of it, charge your target, clearing the jam involves bashing the gun, and if you time it correctly you can stagger your advisory.

FAQ
Q-How can a laser weapon jam?
A-Well Laser Bolter to be exact, and one could easily jam when the primary EMS coil condensing the laser emitters’ output into the pooled
sublight amplification array, fails to properly sync with the secondary re-acceleration EMS coil thus causing a harmonic interfere with the
wavelength tuner an in turn dissipating the accumulated photos as harmless IR radiation thus causing the focusing actuator to become stuck.

While something that should be taken to a qualified science expert to properly fix by syncing the alignment of the primary and secondary EMS
coils, field grunts have long known that a giving the weapon a smart thwackingwill cause the focusing actuator to become unstuck and allow
the weapon to then be reset by momentarily removing the power cell ;)

Future goals
-If possible, create full failure states for weapons that get damaged in combat, that apply to both player & NPCs.
-Create unique jam animations for each weapon type, so please drop a line if you can help me with FO4 animations.
-Customize compatibility with custom weapons from other mod authors, as to ensure appropriate jam chances & bonuses.
-In general eliminate the magically based weapons balancing of F04 and replace it with some Mad Science!


Update 1.1
-Removed the magical "Reduced Damage" &"Reduced Range" attributes from vanilla automatic weapon mods, as they now balance with science
by having a higher jamming chance, similarly Bayonets no longer magically reduce weapon range!
-Made chance to jam based on difficulty level with Very-Easy being jam free, survival having no way to eliminate jams, on weapons that jam; video shows jamming probability with low level weapons on Hard difficulty FYI.
-Added "Advanced Automatic Receivers" to the mod lists to allow automatic weapons to become fully upgraded.
-Added "Reduced jamming Chance" attributes to several weapons such as the mini-gun tri-barrel.
-Properly set DLC dependencies on DLC optimized main mod version.
-Bolt action and lever guns now jam, but very rarely, and have a high clearing bonus.
-Made skills more important than luck in reducing the chance to jam.

Updates 1.2-1.5
-Added Nuka World Weapons to DLC version.
-Added Vertibird Minigun to immune list to prevent it from jamming since it can’t be unjammed.
-Implemented standardized quality keywords for weapon quality so that mod weapons will work with this, and other weapon quality mods without issues.
-Added V1.0 of NPC weapons jamming too! V1.0 only applies to NPCs in combat with the player and factors in the players luck as well as the NPC’s intelligence. NPCs don’t have as much of a jam penalty which is balanced by the fact that they only have 1 or two weapons.
-Fixed issue with throwing grenades/mines occasionally triggering weapon jams.
-Fixed weapon switching bug that would make ammo disappear if weapon was switched before a jam was clear and subsequently made weapons of the same type that switched before a jam is clear, have a 1 in 13 chance of jamming on the first shot fired the next time they are equipped.
-Made the Assaultron Head a useable weapon by making it the only actual laser weapon in the game, as apposed to a bolter, with a reduced radiation damage penalty and no recoil!
-Made compatible with Separate Grenade Keys
-Made the Aeternus only violate 3 laws of physics rather than all of them.
-Fixed issue with cross caliber weapon upgrades not working, however mods not using vanilla keywords for cross calibers will not work