Fallout 4
0 of 0

File information

Last updated

Original upload

Created by

chuckdm

Uploaded by

chuckdm

Virus scan

Safe to use

12 comments

  1. chuckdm
    chuckdm
    • supporter
    • 16 kudos
    Locked
    Sticky
    If anyone has any questions, feel free to ask. Basic FAQ:

    Yes, I will be adding the weapons to a crate somewhere in the world whenever I get bored enough to learn how to do so.

    Yes, I will be making the "Nuka Missiles" craftable at some point. That point will not be soon.

    Maybe, I may or may not fix the radiation damage on the Radium Rifle. I am 90% sure that's a weapon mod, and if it is, then "fixing" it would also alter the vanilla Radium Rifle damage. I do NOT want to do that. This means making a duplicate of the mod, and then making that duplicate craftable.

    No, these weapons are NOT in any leveled lists AND THEY NEVER WILL BE. I might, eventually, add them to Vendor lists, but I can guarantee you will never find them on enemies. I absolutely HATE IT with a VENGEANCE when my super-special, totally awesome gun winds up in the hands of some nameless raider that's shooting back at me with it.

    No, I will not provide any tech support of any kind for console users. I cannot understand, personally, why people still buy consoles in 2016. If you prefer your console to a PC, you're crazy, but you have every right to be crazy. Just don't expect me to be crazy along with you. ALL THAT SAID, if you want to console port my mod, feel free. It won't function since consoles, hilariously, don't have access to the in-game console to actually add the weapons, but port it all you want. Just know that all tech support for your console port becomes 100% YOUR responsibility.

    UPDATE: Yes, I am willing to update this file with other weapons. I am considering the .44 Revolver already. However, I will only be doing this to vanilla weapons. (DLC weapons are fine but I would rather not have to deal with the permissions of other authors.) If you have a vanilla weapon you'd like to see get this treatment, let me know below.

    Any other questions, let me know.
  2. vargen14
    vargen14
    • member
    • 13 kudos
    Nora's Arse-nal
  3. qarch
    qarch
    • member
    • 1 kudos
    Hi chuckdm, great mod. DLed a month after you uploaded and been using the various guns since then. Also endorsed soon after. However, been feeling the absence of some guns, mainly the .44 Revolver and the Combat Shotgun. I had hoped you would include them eventually since they are vanilla weapons. But I see - no request -> no update with other weapons.

    So this is my request - pl update the above two weapons - the .44 Revolver and the Combat Shotgun.

    Also, I would like to see/request a new pistol - all functions and enhancements like the 10mm Pistol, but nearly as powerful as the .44 Revolver. [Maybe of a different bore?]

    I do earnestly hope you are still active.
  4. WyattTheSans
    WyattTheSans
    • member
    • 0 kudos
    Where do I find it?
  5. User_12912980
    User_12912980
    • account closed
    • 1 kudos
    But Nora just a lawyer, and why would she have a vault suit and all the post war weapons?
    1. chuckdm
      chuckdm
      • supporter
      • 16 kudos
      Well, for starters, none of these (other than the Institute gun and the Laser Musket) are post-war weapons. That is to say that all of these weapons exist in the fallout universe before the Great War. Even the pipe weapons, since they are mentioned on the cover of one of the "Guns & Bullets" magazines in-game (which are also, more obviously, pre-war.)

      That said, the short description for this mod is just flavor text. I'm not saying it's total BS (I mean it's my own headcanon) but until I place them somewhere in-game, it's not a statement that's supported in the game itself.

      I am probably going to just stick all these weapons in a location with a Novice-level lock that, logically, Nate would've visited, since as a veteran it makes much more sense that he'd do this. If there's a novice-level safe somewhere in the Fraternal Post 115, that would make lore sense as a place Nate might stash some guns for Nora to use in a worst-case scenario.

      Time will tell
    2. Nas00
      Nas00
      • supporter
      • 113 kudos
      Nora is actually a patriotic, undercover agent. She graduated from Harvard 5 years before the fallout and then enlisted in the US Navy. Her outstanding results lead her to be chosen by the Elite Navy SEALs in the US. Two years after she was recruited by the NSA. Her task was to take contact and stay close to her "husband", who was under the conviction of sympathy to communism. True story.
    3. Soresu
      Soresu
      • member
      • 3 kudos
      @ Nas00 Impressive, better plot twist than the original's.
  6. txgamepro
    txgamepro
    • member
    • 0 kudos
    Just reporting a bug I found. When I spawn in Nora's Missile Launcher, for some reason it tells me I have no missiles despite, well, having missiles. The other weapons work fine, but it's just the Missile Launcher that's the problem.
    1. chuckdm
      chuckdm
      • supporter
      • 16 kudos
      I made special ammo for the missile launcher. You'll have to use those missiles instead of the default "missile" ammo.
  7. WaRi0
    WaRi0
    • premium
    • 12 kudos
    its very easy to do this. Open the CK and goto exterior cells, Vault 111 exit and zoom in until you can see the vault entrance/little building and simply drag a crate over somewhere nearby and edit the contents to include your stuff. I did this to add the QA crates to the area there for myself.
    1. chuckdm
      chuckdm
      • supporter
      • 16 kudos
      Minor problem: I don't have the CK. Unless you know a (legal) means to get the CK without a bethesda.net account, that won't be something I'll be doing.

      I know FO4Edit has this capability. Just haven't bothered to learn it yet. No worries, I will. Eventually.