Fallout 4
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the1corrupted

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the1corrupted

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A small takeover

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GUNSMITH EXTENDED
Firearm Modification Overhaul
Mod by Undyne777 & cooleo now inherited by the1corrupted

Future Plans:

Hello, everyone reading this.  I do plan on updating Gunsmith Extended, but I will be taking it in a slightly new direction to include more balancing features, and I hope you like my tastes.  So far I have not finished my planned update as this is a large mod AND I am also actively working on another project.  However, gunsmith WILL get the attention/update it needs.  So far I have been able to change a few small things with excellent results, and I am very excited with the potential here.

Additionally, if I am lucky, I will be able to include some custom meshes for vanilla weapons!  I only want Gunsmith Extended to focus on Vanilla and DLC weapons ONLY.  That means I will not be making any compatibility patches or port in any new weapons.  That being said, I will endeavor to make this mod as compatible as possible with other mods.

Ever want an automatic .50 pistol that shoots plasma rounds?
5.56mm Hunting Rifle with cryo rounds?
5mm Submachine Gun with armor piercing rounds?
Well, this is the mod for you!

SOME BACKGROUND

I started out modding Fallout 4 with a little project called Caliber Conversion Kit that sought to add multiple receiver options to swap out ammo types.
Even after I completed that project and moved onto other things, I still
felt like there was more to do in terms of overhauling the existing
weapon mod framework. 

Thus, Gunsmith Extended was born. (NOT affiliated with the Weaponsmith Extended mod).

This mod does a deep dive series of changes to the existing modifications
for ballistic firearms as pertains to receivers, fire modes, ammo types,
and calibers. I drew on the things I learned working on my other mods
to hopefully help diversify the options available when using vanilla
weapons.

I hope you enjoy using it as much as I enjoyed making it! Cheers! :-)

MOD DETAILS

Adds three (3) new modification categories to supported weapons at the workbench: Fire Mode, Ammo Type, and Caliber

*Fir
e Mode: Switch supported firearms between automatic & semi-automatic. 'Nuff said.
Ammo Type: A cocktail of conventional and quirky ammo effects relevant to the Fallout universe
Caliber: Switch which type of ammunition your peacemaker uses! Stats will change relative to the type of bullet.

*Automatic Receiver changes: the existing "Automatic Receivers" have been converted to be "Light Bolt Receivers" that increase rate of fire values.

Lever Action Rifle changes: In addition to adding caliber swaps and ammo types, the lever action
rifle also now receives +3 ammo capacity when using the Long Barrel or
Long Ported Barrel options (they have longer tubes... why not use them?)

All vanilla and Far Harbor firearms are supported as of version 1! Note that not all categories are available for every gun (for example,
there is no automatic fire mode for the flare gun or double barrel
shotgun since it doesn't make sense).

New caliber / fire mode combinations will spawn from enemies and be sold by vendors!

If you encounter any issues or crashes, DO NOT post to the comments. Your issue will probably get lost.
Help me help you. Submit a Bug report with your exact weapon build (eg.
receiver, barrels, muzzles, etc.) and if you use any other mods that
might conflict.


DETAILED CHANGE LIST

10mm Pistol - Caliber Swaps | Ammo Types | Fire Modes |Naming convention changes for new calibers 
.44 Pistol - Caliber Swaps | Ammo Types |Naming convention changes for new calibers 
Assault Rifle - Caliber Swaps | Ammo Types | Fire Modes |Naming convention changes for calibers
Combat Rifle - Caliber Swaps | Ammo Types | Fire Modes |Naming convention changes for new calibers 
Combat Shotgun - Ammo Types | Fire Modes
Deliverer - Caliber Swaps | Ammo Types |Naming convention changes for new calibers
Double Barrel Shotgun -  Ammo Types
Hunting Rifle - Caliber Swaps | Ammo Types |Naming convention changes for new calibers
Minigun - Caliber Swaps | Ammo Types |Naming convention changes for new calibers
Pipe Gun - Caliber Swaps | Ammo Types | Fire Modes |Naming convention changes for new calibers
Pipe Bolt-Action Gun - Caliber Swaps | Ammo Types |Naming convention changes for new calibers
Pipe Revolver - Caliber Swaps | Ammo Types |Naming convention changes for new calibers
Flare Gun - Caliber Swaps | Ammo Types
Lever Action Rifle (Far Harbor) - Caliber Swaps | Ammo Types |Naming convention changes for new calibers
Radium Rifle (Far Harbor) - Caliber Swaps | Ammo Types | Firing Modes |Naming convention changes for new calibers

Only the weapon listings (e.g. 10mm Pistol, .44 Pistol, etc.) and receiver object modifications (e.g. Hunting Rifle .50 Receiver, Assault Rifle Automatic Receiver, etc.) are tweaked by this mod. No changes have been made to loot lists or NPCs.





INSTALLATION

Pick which version is relevant to you (DLC Edition or No DLC) and drop the ESP file into your Fallout 4 Data folder.

To uninstall, just delete the ESP. Easy!

WHAT'S NEXT?

Planned Elements: (Version 3)

* Additional Energy weapon modifications (like a copper-lined fusion receiver, for example)
* Additional missile types (Plasma missiles, pulse missiles, molotov missiles, etc.)
* Tuning weapon fire rates in the game (already started with the combat rifle) to suit the caliber and if it's Automatic or Semiautomatic.
* Damage balancing.  The same ammo will deal very similar damage in as many cases as possible.

* Removing Cryo/Plasma/Pulse/Irradiated rounds.  First of all, there's already legendary effects for these mods.  All "bullet type" mods may be redacted with the exception of armor piercing, hollow-point, and match-grade.  With this in mind, one of my personal favorite mods is Legendary Modifications.  However, I will see about keeping these round mods as optional files

Other Things: (Mostly optional stuff)

Optional cheat mod that allows you to increase/decrease the damage of a weapon from 50% to 200%, and reduce recoil up to 80%.  To be done to any player's taste, but if you think  that trusty .50 cal hunting rifle should murder a deathclaw, then do it.

Re-mesh for the Assault Rifle.  I hate the super-soaker and am actively looking for a replacement mesh/texture. Again, this will be an entirely optional entity.

MOD CONFLICTS

Any mod that tweaks the vanilla weapon receivers or weapon properties will
create a conflict. To solve for this, simply create a merged patch. If
you do not know how to do this, try Google or YouTube for a quick and
easy tutorial. I did a quick search and found this video here 
in less than 20 seconds.

If you make a compatibility patch, you are free to release it to the public if you so desire.

I do not create patches for other mods. It's simply too time-consuming because there are so many mods out there to account for. Sorry!