Fallout 4

File information

Last updated

Original upload

Created by

Moraelin

Uploaded by

Moraelin

Virus scan

Safe to use

About this mod

Relatively low speed miniguns using shotgun shells, for you and your Automatron robots. Now also in Combat Shotgun version.

Requirements
Permissions and credits
WHAT IT DOES

It provides a non-replacer object modification for your minigun, as well as for your Automatron robots, that makes the minigun shoot shotgun shells, albeit at a MUCH lower rate of fire. It reduces the magazine capacity to half, due to the shotgun shells' being bigger.

It just uses models already in the game. Namely, the accelerated short barrels for the playable minigun, and the usual sentry minigun for the robots.

If it sounds overpowered, well, it is up close and against soft targets. It shreds ghouls real good. However at a distance it does have the same spread as a combat shotgun, and each individual pellet has low damage and thus penetration. It won't do a whole lot against Colter's power armour.

Also note that, just like for all multi-projectile weapons, the damage shown in the inventory or workshop is the total damage for ALL pellets. It's not per pellet. So you only actually get all that damage per shot IF it's point blank and all hit. Also the damage shown in the screenshot is on normal difficulty, with a character with all ranks of Heavy Weapons AND with the damage bonus from Lone Wanderer. For a character with no such bonuses it should be more like 72 total per shot.

Also, just like all shotgun pellets, and unlike bullets, it does not penetrate geometry. Basically even if you get the perk to shoot through cover, shotguns can't actually shoot through cover. You can of course shoot through chainlink fences or such, but any board or piece of sheet metal stops shotgun pellets. Unless you use a mod that changes that, I guess.

Furthermore, it's balanced by having high and rather unpredictable recoil, and by the cost of shotgun ammo. (Although NPCs don't seem to mind the recoil, so you can still give it to Strong or Danse and have them clean house for you. And robots, of course, don't use ammo either.)

As of 1.03, it also includes a "Shotgun Fully Automatic Receiver" for combat shotguns, for those of you who'd rather go Commando than Heavy Weapons. It has lower rate of fire and worse recoil than the minigun version, but much better than the bad joke that is the "rapid automatic receiver" in the vanilla game. It also does less damage than the minigun version. However, for this version you can mitigate almost all of the recoil with the better stocks and muzzle brakes.


REQUIREMENTS

Since it includes an Automatron robot modification, it NEEDS the Automatron DLC to be installed and active. Your game WILL crash if you try to use this without Automatron. You have been warned.


HOW TO GET IT

Just manufacture it at a weapons workbench. Select your favourite minigun and just pick the shotgun minigun barrel.

The requirement for the playable minigun is level 4 gun nut, so you can only get it very late. Wouldn't want to be too overpowered in Concord, is all I'm saying.

The requirements for the robot minigun are level 4 science and level 1 gun nut, plus, I think, you need to be able to create robot miniguns at all. I think it means it needs you to have found a sentry arm. Taking Ada's arm off counts.

Or if you want to get them early or don't want to invest in Gun Nut, just type "help "shotgun minigun" 0 misc" or "help "shotgun fully automatic" 0 misc" in the console, which will show you the item codes, and give yourself whichever you want with the usual "player.additem". Then just go to a weapons or robot workbench and install them.


KNOWN ISSUES

Don't bother reporting these, I KNOW about them. And honestly, I can't do anything about it. Plus, I don't consider them to be much of a problem.

1. The accuracy shown in the workshop when you install it is MUCH lower than what you'll actually get and see later in the inventory. Since that's a game engine bug -- it calculates the number differently at the workbench -- I don't think I can fix that. Sorry.

2. If you install it on a minigun with the Rapid legendary effect, Rapid will actually double the rate of fire. Exact same effect and reason as Maxson's gatling laser, basically. However, it will also more than double your muzzle climb per second from recoil, so it OVER-balances itself out pretty nicely. I don't really consider it an exploit, since it makes the weapon a lot less usable.

You can still try, but you have been warned.

3. Just like for all shotguns, Two Shot actually only adds one pellet. It also has a lot less effect on the minigun, since it only adds +100% of the base Minigun damage, which isn't all that much. Basically it really adds just one standard pellet. On the whole, the only notable effect is to reduce the accuracy even more, so I'd avoid that one.

The combat shotgun version, however gains a LOT of extra damage per pellet, and thus penetration, from Two Shot. Though still at the expense of making it horribly inaccurate past point-blank range.

4. Just like for all shotguns, effects like Incendiary, Wounding, Poisoner's, Staggering, Explosive, and so on, are applied for each individual pellet, not divided among the pellets. Explosive for example makes EACH pellet explode for 15 points of AOE damage, so basically you can carpet-bomb the place. And Wounding can really make someone bleed-out fast if enough pellets hit. I consider this fairly unbalanced, but, again, that's how Bethesda's game works. I'm not doing anything special there.


COMPATIBILITY

Since it doesn't overwrite anything from the base game, it should be compatible with just about anything else imaginable.

In particular it IS compatible with the Legendary Modifications mod, including the 2 Legendary Modifications miniguns or combat shotguns. If you want to make it even more unbalanced by putting it on one of those, I'm not stopping you. Knock yourself out.

It's also compatible with mods that change the base damage of miniguns, but they'll also raise the damage of the shotgun minigun version proportionally.


MADE WITH

Made with the Creation Kit and FO4Edit, if you care about that kind of thing. The ESP was checked to be clean (no stray references to stuff it doesn't change) with FO4Edit, to prevent conflicts.