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This page was last updated on 03 January 2018, 11:30PM
- Changelogs
-
-
Version 2.3
- 2.3
-Increased gravitational drop on most projectiles
-Reverted frags back to one radius, unfortunately the second radius causes damage through walls and there doesn't seem to be a way to fix it
-Fixed Minigun Mini-Vertibird Barrel not working right
-Removed fusion core conversion recipes
-Rebalanced the Plasma Bomb receiver to be in line with other receivers and reverted it to using regular non-custom plasma cartridges
-Reduced recoil for the 10mm pistol, the main benefit of 10mm over .45 will now be that 10mm is much easier to control
-The Flamer will no longer display incorrect impact damage
- 2.3
-
Version 2.2
- 2.2
-Added an upgraded version of the Pipe Revolver Shotgun receiver
-Fixed a 5.56 conversion not tagging correctly in VIS
-Moved the synth component conversion recipes to be part of the fusion core conversion recipes instead
-Some weapon balancing stuff, mostly some previously borderline OP weapons have been nerfed
-Reduced 10mm recoil some
-Added an upgraded version of the Pipe Revolver Shotgun receiver
-From now on, this module will be a bit different from the All-in-One due to some changes with how receivers work, which would break this individual mod for people using it without other unbogus modules
- 2.2
-
Version 2.1
- 2.1
-Added custom naming instances for custom attachments, which means if you attach a Microbomb reciever it will rename the weapon just like any vanilla receiver would, does not work on two custom caliber conversions, but close enough
-Changed the following .38 conversions:
* Pipe Revolver: Shotgun Receiver
* Pipe Bolt-Action: 5.56 Receiver
* Combat Rifle: .45 Automatic Receiver
-NPC's will now use up 'ammo' for all throwables like grenades and molotovs, no longer shall you suffer at the hands of infinite grenade spam!
-Made most guns "Very Loud" instead of "Normal or "Loud", should make NPC's notice gunshots a lot better and give you an even bigger incentive to use a silencer
-Added a Beam Splitter to the Gatling Laser, oh yes I did
-Added a third tier Throwing Knife, "Serrated"
-Added a new attachment to the Plasma gun, "Plasma Bomb Barrel", casts small plasma bombs which explodes on impact causing instant and DoT damage, uses custom ammo for balancing
-Added a new attachment to the .44 Revolver, ".50 Receiver", bring the hurt
-Made normal blue lasers use a much smaller mesh, looks less extreme now
-Each capacitor upgrade for the Laser Musket will add one additional point of energy damage, as such the final upgrade will deal vanilla damage
-Increased reach of Flamer's Vaporizer Nozzle a bit
-Double Barrel Shotgun's "Sawed-Off Barrel" increases reload speed
-All "Beam Splitter" attachments will now incur a minor rate of fire penalty
-Nerfed robot NPC railway spike weapons
-Added a chem station recipe to convert 25 Fusion Cells + 25 Plasma Cartridges to 50 Gamma Rounds
-Added chem station recipes to turn Synth Components into either Fusion Cells or Plasma Cartridges, gives that useless item at least one use
-Sniper Barrels on energy weapons reduce rate of fire some
-Tweaked recoil values some
-Updated VIS patch
- 2.1
-
Version 2.0
- 2.0
-All weapons will deal more damage when 'out of range', generally 75% instead of the vanilla 50%
-Nerfed Pulse Grenade damage, didn't realize it was 'that' strong, but it now works through walls
-Nerfed molotov damage some but made them burn longer, should be less deadly at lower levels and additionally help against enemies with health regen better
-Missile Launcher's "Quad Pod" spread will now not be negatively affected by movement, but it will also not be positively affected by aiming down sights as it's intended to be a medium range weapon
-Missile Launcher's "Energy Cannon" will now additionally ignite targets for DoT damage
-Double Barrel Shotgun's "Dragon Breath" receiver will now cause small fiery explosions on impact causing minor stagger, and the projectiles will be brighter with lens flare effects
-Buffed Plasma Grenades decently
-Reduced recoil of all Beam Splitters
-Reduced spread a bit of all Beam Splitters
-Removed the range penalty of all Beam Splitters, the spread is more than enough to offset the damage buff
-Gave a decent damage buff to all Beam Splitters
^now you might actually want to use beam splitters on your energy weapons for a change
-Added a new weapon, "Throwing Knife", a basic throwing knife that will benefit from sneak attack bonuses and apply some bleed on impact, can not be picked up due to the mesh it uses sadly
-Added a new weapon, "Sharpened Throwing Knife", bet you can never figure this one out!
-Added a new attachment for Flare Gun, "Volatile Flare", lobs a flare that explodes on impact and sends out a bunch of small projectiles that set the ground on fire for a duration
-Added.. something :)
-Updated VIS patch
- 2.0
-
Version 1.9
- 1.9
-Moved all perk related changes to the Perk module
-.50 and 2mm EC projectiles will now shoot right through obstacles, giving you an increased incentive to use these weapons and their expensive ammo
-Flamer ground hazard fire now burns targets for much shorter in a slightly bigger radius, which basically means that shortly after they leave the fire hazard they will stop burning
-Slightly reduced radius of Homing Beacon nukes
-Slightly nerfed damage of Missile Launcher explosions & related custom attachments
-Nerfed Codsworth's flamer, it will no longer cause DoT
-Slightly reduced Submachine Gun's max recoil
-Fixed a receiver of Submachine Gun being too fast
-Shotguns now deal more damage at a distance
- 1.9
-
Version 1.8
- -Reduced the speed of laser projectiles some
-Added a new attachment to Broadsider, "Blunder Barrel", basically the biggest bad-ass shotgun you'll ever wield
-Removed knockdown from broadsider balls and instead gave them very high stagger
-The Flamer now fires twice as fast and the projectiles move twice as fast
-The Flamer now has a small impact radius that sets targets on fire inside that radius, instead of requiring you to land a direct hit
-The Flamer now does less impact damage but the DoT is stronger and the ground burns for a bit, making it a tactical weapon instead of straight DPS dealer which makes it feel more unique
-Added a new attachment for Deliverer, "Snake Receiver", adds additional non-stacking DoT Poison damage with no downsides but requires good perks to create
-Buffed Eyebot weapons to fire faster, do higher damage, attack from longer and deal Energy instead of Physical damage
-Fixed Mr.Gutsy using .45's instead of 5.56's
-Codsworth now has severely reduced range and deals less damage with his flamer
-Added a recipe to the Chemistry Station to convert Fusion Cells to Cryo Cells, because cryo cells are too rare to be useful
-Added a recipe to the Chemistry Station to create "Homing Beacons", expensive and requires the best perks, but will pretty much guarantee complete annihilation to a huge area against any foes, stay well back
-"Homing Beacon" now spawns a much more powerful explosion, in vanilla it's just a regular mini nuke :|
-Slightly buffed "Pipe Bolt-Action" and made it a bit faster
-Frag Grenades explode in 3 radiuses instead of 2, reaching a bit further
-Modified Bowling Balls require 7 plastic instead of 1 untouched bowling ball
-Flare Gun's "Combat Flares" now fires multiple lesser projectiles
-VIS patch updated
-Fixed incorrect damage for broadsider mortars
-Other minor balancing stuff
- -Reduced the speed of laser projectiles some
-
Version 1.7
- 1.7
-Added a VIS patch
-Vertibirds now shoot projectiles instead of hitscan like intended, figured out what was wrong, bubble turrets remain hitscan
-Radium Rifle deals non-stacking DoT Poison damage instead of radiation damage, the radiation effect was completely useless
-Radium Rifle's upgrades now causes additional(instant) Poison damage
^Radium Rifle will be exceedingly effective against humans due to Poison damage not being affected by Physical or Energy resistance, monsters have some poison resistance usually
-Added a new weapon, "Bouncing Betty", spawns a few mini grenades which explode multiple times while bouncing on the ground repeatedly, causes chaos in open areas and devestates in close quarters, crafted you know where
-Buffed Missile Launcher's "Energy Cannon" some due to the energy damage not scaling with demo perks & such
-Altered the attack speeds of the Tesla Gun's attachments
-Fixed Fire Bomb applying the incorrect effects, oops
-Buffed caltrops a bit
-Added stronger versions of regular & poisoned caltrops
-Renamed "Machine Gun" to "Lewis Mark IV Machine Rifle", fairly certain the gun is based on this irl weapon
-Extended Fat Man's name to its full lore-accurate designation "M-42 Tactical Nuclear Catapult"
-Submachine Gun's recievers are a little bit stronger
-Submachine Gun's "Large Drum" upgrades are now "Medium Drum" with a capacity of 50 rounds
-Added a third tier of magazine upgrades for the Submachine Gun, giving you 100 rounds per drum
-Removed shadow effects from nukes and such as it kills too many frames in dense areas, too bad
-Reduced Pipe Rifle's magazine size a bit
-Reduced Railway Spike projectile speed some
-Added a new attachment for Railway Rifle, "Scatter Receiver" which turns the railway rifle into a powerful shotgun
-Added a new attachment for Minigun, "Mini-Vertibird Barrel" which is basically a lesser version of the explosive front cannons on a vertibird, pure bad-ass
-Added a new attachment for Tesla Rifle, "Sniper Scope" for if you wanna use the sniper barrel more effectively
-Missile Launcher's "Quad Barrel" is now "Quad Pod Barrel" which fires multiple lesser rockets in a wider spread
- 1.7
-
Version 1.6
- 1.6
-Ballistic Bubble Turrets now fire hitscan bullets as they are incapable of firing bullet projectiles unfortunately
-Tesla Rifle's upgrades require better perks
-Tesla Rifle's upgrades have been buffed in the following ways;
*Range is one third longer, different barrels never actually affected reach due to some bug bethesda never fixed
*Automatic barrel no longer decreases damage
*Charging barrel is now Charging Sniper Barrel, very long reach due to being a projectile but much longer delay between shots and can't arc between targets but explodes on impact instead
*Shotgun barrel now deals the best damage per shot
*Lobber barrel now launches projectiles much further and deals a lot more hazard damage wherever it lands in a slightly bigger radius and for longer
^Tesla Rifle is now a top-notch weapon, highly ammo efficient and very capable
-Molotovs no longer inflict fear, this effect is now exclusive to the Fire Bomb as seen below
-Added a new weapon, "Fire Bomb" crafted at a chem station found under Grenades, timed bomb with a big radius, intense fire DoT, fear effect and penetrates cover
-Volatile Molotov has been changed to Napalm Molotov, same damage as a regular molotov but a bit bigger radius and slightly over twice the duration
-Added a new attachment for Missile Launcher, "Energy Cannon", converts damage dealt to Energy Damage with slightly increased damage and radius, uses default missile ammo
-Quantum Bottle Grenade is now a timed explosive instead of impact
-Acid soaker now unloads very rapidly to soak your target in acid and causes small splashes upon impact and deals much increased damage
-Acid soaker ammo is much cheaper to craft, obviously someone at bethesda made an oopsie with this one, they forgot to give you 20 ammo instead of just 1 from a recipe that requires 20 Acid
-Reduced the radius for molotovs some
-Pipe Gun's .45 upgrade is slightly stronger
-Increased explosion radius of Large vehicle bombs some
-Increased the light radiuses for various explosion to match their bigger size and applied a shadow effect to some of them
-Standard and Lighter recievers for most ballistic guns are cheaper to craft
-Made the tracer omnidirectional light the same color as the tracer itself
-Reduced Assault Rifle's(now named Machine Gun) minimum recoil
-Increased Handmade Rifle's minimum recoil
-Increased Laser & Institute Laser ammo capacity
-Added a new recipe to the chem station to convert a Fusion Core to 150 Fusion Cells, useful for players that don't use power armor much
-Altered how far away you can hear missiles to compensate for their increased speed
-Altered a few weapon names, nothing major just for fun
-Altered a few crafting recipes
-Other balancingses
1.5b
-Squished some bugs
-Reduced perk damage bonuses from 10% per level to 5%
-Rifleman perk now ignores 5% less armor per rank, as in it caps out at 25% instead of 30%
-Slightly reduced Commando's stagger chance
-Demolition Expert rank 2 no longer gives you a grenade trajectory, rank 3 gives you 20% bigger radius instead of 25% and rank 4 gives you 25% VATS explosion bonus damage instead of 100%
-Minigun's "Tri Barrel" buffs accuracy a bit more
-Minigun's "Tri Barrel" sounds like a Sentry Bot's minigun
-The "M4 Carbine" legendary effect has been altered
-Thrist Zapper's Quantum projectile is now heavier
-A few balance changes
1.5
-Bullets are all now real projectiles! Bullets will travel with velocities somewhat based on real life stats with gravity and lasers will also travel but extremely fast, gnarly.
^vertibirds are excluded, unfortunately they are incapable of firing real projectiles it would seem, all the projectiles hit the vertibird as soon as it fires :(
-Fat Man explosion radius has been cut by one third, not as crazy as before but be cautious!
-Some explosion damages have been nerfed
-Pulse Grenades now only work on non-organic targets, it will still cause knockdown to organics
-Pulse Grenades have increased radius & massively inreased damage
^Pulse Grenades will now be devestating anti-robot weapons, like they should've been!
-Added some Unofficial Patch changes to a few things
-Added the following new attachments for Lever Action;
*".308 Receiver" exactly____you______they_____:)
*".50 Receiver" ________what___think______are
-Increased Lever Action reload speed
-Lever Action upgraded receivers now requires better perks to unlock
-Lever Action upgraded receievers now do more damage
^Lever Action should now be a viable rifle capable of competing with other high-end weapons
-Removed the junk from the Radium Rifle's upgraded barrels, it looked bad and hindered your vision quite a lot
-Removed hip fire penalties from Radium Rifle's upgraded barrels as they are the same length anyways
-.50 Caliber receivers do slightly more damage in general
-All .308 & .50 recievers now sound like they should
-Added a new weapon "Volatile Cocktail", twice the damage of a regular molotov, larger radius and a stronger fear effect, can be crafted at a chem station under Grenades
-Minigun Accelerated Barrel no longer shortens the barrels nor inflicts any penalties
-Added a new attachment for Missile Launcher, "EMP Missile", all the robotic devestation of a Pulse grenade with all the range and speed of a rocket launcher!
-Nerfed lightning strike flares some
1.4
-Added the following new attachments for Railway Rifle;
*"Rapid Automatic Reciever"
*"Improved Standard Reciever"
-Increased Railway Rifle's rate of fire
-Increased Railway Rifle projectile speed
-Railway Rifle's "Microbombs" now require a direct hit
-Added the following new attachments for Alien Blaster;
*"Space Laser"
*"Space Laser Energized"
^These attachments fire fast automatic laser projectiles and uses Fusion Cells, very viable weapon for all purpose combat
-Added the following new attachments for Flare Gun;
*"Shotgun Conversion", Shoots a shotgun shell, surprise!
*"Combat Flares", Fires a projectile that explodes on impact in a medium radius for moderate damage
*"Grenade Flares", Fires a projectile that explodes on impact as a Frag Grenade(as in literally the same explosion) in a wide radius and high damage
*"Lightning Flares", Calls down lightning on the projectile after a duration, damages enemies through obstacles with DoT damage, as powerful as it is awesome
-Flare Gun now counts as a Pistol and will get buffed by the appropriate perks
-Added a new recipe to the chem station to craft Flares, found under Ammo
-Added multiple new recipes to craft the new flare types, found under Ammo
-Frag grenades/mines now explode in two seperate radiuses, one small with high damage and one large with small damage, this will make them less annoying to deal with but also slightly deadlier if you're near the center, displayed in-game damage will be incorrect
-Decreased various Radiation hazard durations back to 30s but increased rad damage
-Decreased the Not-AK47™ ammo capacity back to vanilla
-Western Revolver now reloads quite a lot faster than the regular .44 Revolver
-Western Revolver now does slightly more base damage compared to a .44 Revolver
-Western Revolver upgraded recivers do more damage compared to a .44 Revolver
-Throwable Cans can now be picked up
-Baseball Grenades now explode on impact
-Baseball Grenades can be thrown further and faster than other grenades
-Slightly nerfed Baseball Grenade explosion radius due to other major buffs
-Fixed a vanilla bug where molotov cocktails shot in mid-air would explode as a Frag Grenade, now it will simply explode as a molotov cocktail like it should,
no more molotovs exploding in your face and instakilling you, it will look weird as it burns in mid-air though but it's better than before
-Slightly increased plasma grenade radius
-Buffed mirv grenades slightly
-Harpoons now inflict bleed by default and Barbed Harpoons inflict stronger bleed
-Harpoon "Flechette" attachment now increases damage some at the cost of no bleed
-Harpoon projectiles all travel equally fast, in vanilla the standard harpoon traveled very fast while the others traveled much slower for some reason
-Increased Harpoon Gun reload speed
-Added a recipe to the chem station to craft Harpoons, found under Ammo
^Harpoon Gun is still mostly a novelty weapon, but you'll have basically infinite ammo to take care of lesser enemies with zero cost
-Reverted pipe revolver back to .45, turns out some low level enemies will really wreck your day with it as a .44 revolver
-Fixed incorrect cap value for Throwing Cans
-Nuka Nuke deals even more damage than a Mini Nuke and deals extreme rad damage
-Nuka Quantum Grenades are now superior versions of Nuka Grenades with higher damage, radius & rad damage
-Distraction Grenade now plays a random sound clip upon explosion
-Made the distraction grenade audio louder
-Added a new weapon called "Quantum Bottle Grenade", a lesser version of a proper quantum grenade but can be accessed earlier
-Thrist Zapper now fires slower & has weaker explosions, but;
-Thirst Zapper holds more ammo
-Thirst Zapper ammo is a lot cheaper to craft
-Thrist Zapper explosions have wider radius
-Thirst Zapper explosions cause brief radiation damage
^the result makes it a pretty powerful unique weapon instead of a novelty
-Laser, Ins Laser & Plasma automatic barrels inflict a much smaller damage penalty
-Increased Junk Jet fire rate
-Increased Junk Jet attachments bonus damages
-Decreased Junk Jet weight
-Increased .44 Revolver reload speed a bit
-Reduced radius for Broadsider Mortar explosion
-Combat Shotgun deals more damage at a distance
-Buffed Plasma Gun Flamethrower attachment
-The following Legendary effects have been altered;
*Cryo freeze duration changed from 10s to 2s & targets take extra damage for 4s upon crit (this effect is in vanilla but never mentioned), should be not completely gamebreaking now
*Bleed damage changed from 25 to 5 & duration from 5s to 10s, this was completely broken in vanilla as it stacks and ignores resistances
*Explosive damaged changed from 15 to 12, now incurs a -10% speed penalty
-Moved NPC damage perks to this mod from 'Health Ranges & More', this will reduce the bonus damage various enemies get, for instance legendary enemies
-Various other tweaks & balancing changes
1.3
-.44 Revolver and Western Revolver now have additional craftable recievers which fire much faster and use the cut 'Fan the Hammer' animations! Hold to fire rapidly
^as this has no third person animations, it will only be useable in first person and only available to the player via crafting, do not use in third person as it glitches out and fires extremely fast
-Added new category to chem station, "Ammo"
-Added a recipe to the chem station to craft Throwable Bottles, found under Grenades (causes moderate distraction on impact)
-Added a recipe to the chem station to craft Distraction Grenades, found under Grenades (causes loud distraction on explosion)
-Added a recipe to the chem station to craft Railway Spikes, found under Ammo
-Added a recipe to the chem station to craft Cannonballs, found under Ammo
-Moved craftable Flamer Fuel to the Ammo category
-Reduced all revolver recoil some
-Made it so any weapon capable of dismember or limb explode is now capable of both, individual types didn't work so well when you tried to shoot limbs off certain foes, now it will work fine
-Broadsider "Mortar" now requires special Mortar Cannonballs crafted at the chemstation found under Ammo, this will make it harder to spam mortars since you can craft cannonballs now
-Caltrops now deal decreased impact damage but inflict stacking bleed damage over time, and poison caltrops inflict poison damage for much longer but does not stack, increased crafting requirements some
-Reduced amount of caltrops thrown per attack due to increased power, poison variety throws less than bleeding variety
-Pulse Grenades now deal 225 damage instead of 150
-Pulse Grenades now deal their damage over 3 seconds instead of 1 second
-Slightly nerfed the speed of the Deliverer
-Slightly nerfed vertibirb front cannons, still very deadly
1.2
-Silencers have been adjusted to give large caliber weapons -20% damage(like .308), medium caliber -15%(like 5.56), and low caliber -10%(like .38), before it was -20% for everything
do note that the silencer damage debuff is calculated among the rest of the damage modifiers normally, so -20% on a Standard reciever and -20% on an Advanced reciever are quite different
-Automatic receivers now increase damage the same amount the non-automatic equivalent would
-Minimum recoil for most guns has been made lower while max recoil remains the same, this means it will be easier to fire short bursts but if you go full rambo you will have a harder time controlling your gun
-Companion weapons have had their damage cut roughly in half to make companions not carry you as much, they also have invisible damage buffs by default so they will still deal more than just 50% damage
-Switched out the attachment "Fusion Missile" for "Fragmentation Missile", this missile will not create an initial damaging explosion but instead spawn forth a few 'grenades' that explode after a duration, covering a much larger area than a regular rocket
-Added a new attachment for Hunting Rifle, ".50 Explosive" which fires .50 cal bullets that explodes, surprise
-Added a new attachment for Broadsider, "Mortar" which fires a fast projectile with very heavy drop that will slam down and explode in a wide radius, less damage than a frag grenade but wider radius & rarer ammo
-Added a recipe to the chem station to craft flamer fuel, found under Utility
-Added a recipe to the chem station to craft MIRV Frag Grenades, found under Grenades, it has higher damage potential than a regular frag but is unpredictable and can cover a wider area, keep your distance
-Gave default broadsider projectile knockdown on impact, it should be at least decently powerful for all that massive weight you're lugging around, not to mention fairly rare ammo
-Buffed the accuracy bonus from aiming with the Double Barrel Shotgun's Hunting Scope, I know it doesn't make logical sense but sue me
-Buffed range on double barrel shotgun barrels, except sawed-off
-Reduced molotov fear effect from 4 seconds to 3 seconds
-Vertibirds front cannons now shoot explosive bullets, keep an eye on the sky
-Increased combat rifle ammo capacity
-Reverted Deliverer to vanilla ammo capacity
-Fixed 2 guns having wrong NPC ammo lists
-Changed Pipe Revolver from .45 to .44, there needed to be a lower-end weapon that used .44
-Fixed a few reciever errors
-Somewhat reduced explosion sizes of small & large vehicles
-Gave Fat Man a fitting radiation radius & high intensity (it had none at all before, strange)
-Gave Nuka Nade a fitting radiation radius, doubled duration & increased intensity
-Doubled radiation hazard intensity, radius & duration for car explosions
-Alien Blaster now converts into using Plasma ammo instead of Fusion, you simply get too much bang for your buck with Fusion
1.1
-Added a new attachment for Missile Launcher, "Fusion Missile" which does slightly decreased damage but has a massively increased radius and knocks targets down, good for multiple targets
-Added a new attachment for Railway Rifle, "Microbombs" which deals increased explosive damage in a small radius
-Added a new attachment for Double Barrel Shotgun, "Hunting Scope", just a basic ol' scope
-Added a new attachment for Double Barrel Shotgun, "Flechette" which is a Gun Nut 3 attachment with armor penetration
-Added a new attachment for Double Barrel Shotgun, "Dragon's Breath" which is a Gun Nut 4 attachment with additional energy & DoT damage
-Added a new attachment for Alien Blaster, "Fusion Mag Improved", same as the fusion mag conversion but also grants additional damage, this will help it compete with other higher-end weapons
-Changed Alien Blaster to have slow moving seeking projectiles that explode on impact in order to make it a unique gun
(to use target seeking ability, simply aim down sights on the enemy and blast away)
-Slightly tweaked flamer flames and gave it a way better DoT effect
-Some Flamer attachment now have requirements
-Caltrops are now thrown at a distance, deal mediocre damage, and the poison variety poisons targets for 60 seconds, caltrops serve 'some' purpose now
-Poisoned caltrops now require Blacksmith 2 instead of Chemist 1
-Gave railway spikes a small amount of gravity
-Changed some Mr Handy flamers to deal energy damage instead of physical (not sure why that was there in vanilla)
-Intensified the molotov DoT, it will now do twice the damage but half the duration, same damage on paper but it will result in better damage due to how Damage Resistance works
-Made Assault Rifle a bit faster, both semi-auto and full auto
-Reduced Assault Rifle's first armor piercer reciever damage penalty some
-Massively increased Fat Man's explosion radius, use with extreme caution!
-Fat Man MIRV attachment is now capable of covering a very wide area if you aim it right, don't aim straight up
-Increased Nuka Grenade radius decently
-Increased vehicle explosion radius decently
-Slightly buffed Minigun Tri Barrel damage
-Changed dismemberment/explode parameters, high caliber bullets can explode, lasers can dismember and low caliber do neither
-Fixed Heavy Gunner 3 wrong description
-Fixed vanilla bug of missile launcher scopes adding x10 as much weight as intended
- 1.6
-
Version 1.5b
- 1.5b
-Squished some bugs
-Reduced perk damage bonuses from 10% per level to 5%
-Rifleman perk now ignores 5% less armor per rank, as in it caps out at 25% instead of 30%
-Slightly reduced Commando's stagger chance
-Demolition Expert rank 2 no longer gives you a grenade trajectory, rank 3 gives you 20% bigger radius instead of 25% and rank 4 gives you 25% VATS explosion bonus damage instead of 100%
-Minigun's "Tri Barrel" buffs accuracy a bit more
-Minigun's "Tri Barrel" sounds like a Sentry Bot's minigun
-The "M4 Carbine" legendary effect has been altered
-Thrist Zapper's Quantum projectile is now heavier
-A few balance changes
- 1.5b
-
Version 1.5
- 1.5
-Bullets are all now real projectiles! Bullets will travel with velocities somewhat based on real life stats with gravity and lasers will also travel but extremely fast, gnarly.
^vertibirds are excluded, unfortunately they are incapable of firing real projectiles it would seem, all the projectiles hit the vertibird as soon as it fires :(
-Fat Man explosion radius has been cut by one third, not as crazy as before but be cautious!
-Some explosion damages have been nerfed
-Pulse Grenades now only work on non-organic targets, it will still cause knockdown to organics
-Pulse Grenades have increased radius & massively inreased damage
^Pulse Grenades will now be devestating anti-robot weapons, like they should've been!
-Added some Unofficial Patch changes to a few things
-Added the following new attachments for Lever Action;
*".308 Receiver" exactly____you______they_____:)
*".50 Receiver" ________what___think______are
-Increased Lever Action reload speed
-Lever Action upgraded receivers now requires better perks to unlock
-Lever Action upgraded receievers now do more damage
^Lever Action should now be a viable rifle capable of competing with other high-end weapons
-Removed the junk from the Radium Rifle's upgraded barrels, it looked bad and hindered your vision quite a lot
-Removed hip fire penalties from Radium Rifle's upgraded barrels as they are the same length anyways
-.50 Caliber receivers do slightly more damage in general
-All .308 & .50 recievers now sound like they should
-Added a new weapon "Volatile Cocktail", twice the damage of a regular molotov, larger radius and a stronger fear effect, can be crafted at a chem station under Grenades
-Minigun Accelerated Barrel no longer shortens the barrels nor inflicts any penalties
-Added a new attachment for Missile Launcher, "EMP Missile", all the robotic devestation of a Pulse grenade with all the range and speed of a rocket launcher!
-Nerfed lightning strike flares some
- 1.5
-
Version 1.4
- 1.4
-Added the following new attachments for Railway Rifle;
*"Rapid Automatic Reciever"
*"Improved Standard Reciever"
-Increased Railway Rifle's rate of fire
-Increased Railway Rifle projectile speed
-Railway Rifle's "Microbombs" now require a direct hit
-Added the following new attachments for Alien Blaster;
*"Space Laser"
*"Space Laser Energized"
^These attachments fire fast automatic laser projectiles and uses Fusion Cells, very viable weapon for all purpose combat
-Added the following new attachments for Flare Gun;
*"Shotgun Conversion", Shoots a shotgun shell, surprise!
*"Combat Flares", Fires a projectile that explodes on impact in a medium radius for moderate damage
*"Grenade Flares", Fires a projectile that explodes on impact as a Frag Grenade(as in literally the same explosion) in a wide radius and high damage
*"Lightning Flares", Calls down lightning on the projectile after a duration, damages enemies through obstacles with DoT damage, as powerful as it is awesome
-Flare Gun now counts as a Pistol and will get buffed by the appropriate perks
-Added a new recipe to the chem station to craft Flares, found under Ammo
-Added multiple new recipes to craft the new flare types, found under Ammo
-Frag grenades/mines now explode in two seperate radiuses, one small with high damage and one large with small damage, this will make them less annoying to deal with but also slightly deadlier if you're near the center, displayed in-game damage will be incorrect
-Decreased various Radiation hazard durations back to 30s but increased rad damage
-Decreased the Not-AK47™ ammo capacity back to vanilla
-Western Revolver now reloads quite a lot faster than the regular .44 Revolver
-Western Revolver now does slightly more base damage compared to a .44 Revolver
-Western Revolver upgraded recivers do more damage compared to a .44 Revolver
-Throwable Cans can now be picked up
-Baseball Grenades now explode on impact
-Baseball Grenades can be thrown further and faster than other grenades
-Slightly nerfed Baseball Grenade explosion radius due to other major buffs
-Fixed a vanilla bug where molotov cocktails shot in mid-air would explode as a Frag Grenade, now it will simply explode as a molotov cocktail like it should,
no more molotovs exploding in your face and instakilling you, it will look weird as it burns in mid-air though but it's better than before
-Slightly increased plasma grenade radius
-Buffed mirv grenades slightly
-Harpoons now inflict bleed by default and Barbed Harpoons inflict stronger bleed
-Harpoon "Flechette" attachment now increases damage some at the cost of no bleed
-Harpoon projectiles all travel equally fast, in vanilla the standard harpoon traveled very fast while the others traveled much slower for some reason
-Increased Harpoon Gun reload speed
-Added a recipe to the chem station to craft Harpoons, found under Ammo
^Harpoon Gun is still mostly a novelty weapon, but you'll have basically infinite ammo to take care of lesser enemies with zero cost
-Reverted pipe revolver back to .45, turns out some low level enemies will really wreck your day with it as a .44 revolver
-Fixed incorrect cap value for Throwing Cans
-Nuka Nuke deals even more damage than a Mini Nuke and deals extreme rad damage
-Nuka Quantum Grenades are now superior versions of Nuka Grenades with higher damage, radius & rad damage
-Distraction Grenade now plays a random sound clip upon explosion
-Made the distraction grenade audio louder
-Added a new weapon called "Quantum Bottle Grenade", a lesser version of a proper quantum grenade but can be accessed earlier
-Thrist Zapper now fires slower & has weaker explosions, but;
-Thirst Zapper holds more ammo
-Thirst Zapper ammo is a lot cheaper to craft
-Thrist Zapper explosions have wider radius
-Thirst Zapper explosions cause brief radiation damage
^the result makes it a pretty powerful unique weapon instead of a novelty
-Laser, Ins Laser & Plasma automatic barrels inflict a much smaller damage penalty
-Increased Junk Jet fire rate
-Increased Junk Jet attachments bonus damages
-Decreased Junk Jet weight
-Increased .44 Revolver reload speed a bit
-Reduced radius for Broadsider Mortar explosion
-Combat Shotgun deals more damage at a distance
-Buffed Plasma Gun Flamethrower attachment
-The following Legendary effects have been altered;
*Cryo freeze duration changed from 10s to 2s & targets take extra damage for 4s upon crit (this effect is in vanilla but never mentioned), should be not completely gamebreaking now
*Bleed damage changed from 25 to 5 & duration from 5s to 10s, this was completely broken in vanilla as it stacks and ignores resistances
*Explosive damaged changed from 15 to 12, now incurs a -10% speed penalty
-Moved NPC damage perks to this mod from 'Health Ranges & More', this will reduce the bonus damage various enemies get, for instance legendary enemies
-Various other tweaks & balancing changes
- 1.4
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Version 1.3
- 1.3
-.44 Revolver and Western Revolver now have additional craftable recievers which fire much faster and use the cut 'Fan the Hammer' animations! Hold to fire rapidly
^as this has no third person animations, it will only be useable in first person and only available to the player via crafting, do not use in third person as it glitches out and fires extremely fast
-Added new category to chem station, "Ammo"
-Added a recipe to the chem station to craft Throwable Bottles, found under Grenades (causes moderate distraction on impact)
-Added a recipe to the chem station to craft Distraction Grenades, found under Grenades (causes loud distraction on explosion)
-Added a recipe to the chem station to craft Railway Spikes, found under Ammo
-Added a recipe to the chem station to craft Cannonballs, found under Ammo
-Moved craftable Flamer Fuel to the Ammo category
-Reduced all revolver recoil some
-Made it so any weapon capable of dismember or limb explode is now capable of both, individual types didn't work so well when you tried to shoot limbs off certain foes, now it will work fine
-Broadsider "Mortar" now requires special Mortar Cannonballs crafted at the chemstation found under Ammo, this will make it harder to spam mortars since you can craft cannonballs now
-Caltrops now deal decreased impact damage but inflict stacking bleed damage over time, and poison caltrops inflict poison damage for much longer but does not stack, increased crafting requirements some
-Reduced amount of caltrops thrown per attack due to increased power, poison variety throws less than bleeding variety
-Pulse Grenades now deal 225 damage instead of 150
-Pulse Grenades now deal their damage over 3 seconds instead of 1 second
-Slightly nerfed the speed of the Deliverer
-Slightly nerfed vertibirb front cannons, still very deadly
- 1.3
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Version 1.2
- 1.2
-Silencers have been adjusted to give large caliber weapons -20% damage(like .308), medium caliber -15%(like 5.56), and low caliber -10%(like .38), before it was -20% for everything
do note that the silencer damage debuff is calculated among the rest of the damage modifiers normally, so -20% on a Standard reciever and -20% on an Advanced reciever are quite different
-Automatic receivers now increase damage the same amount the non-automatic equivalent would
-Minimum recoil for most guns has been made lower while max recoil remains the same, this means it will be easier to fire short bursts but if you go full rambo you will have a harder time controlling your gun
-Companion weapons have had their damage cut roughly in half to make companions not carry you as much, they also have invisible damage buffs by default so they will still deal more than just 50% damage
-Switched out the attachment "Fusion Missle" for "Fragmentation Missile", this missile will not create an initial damaging explosion but instead spawn forth a few 'grenades' that explode after a duration, covering a much larger area than a regular rocket
-Added a new attachment for Hunting Rifle, ".50 Explosive" which fires .50 cal bullets that explodes, surprise
-Added a new attachment for Broadsider, "Mortar" which fires a fast projectile with very heavy drop that will slam down and explode in a wide radius, less damage than a frag grenade but wider radius & rarer ammo
-Added a recipe to the chem station to craft flamer fuel, found under Utility
-Added a recipe to the chem station to craft MIRV Frag Grenades, found under Grenades, it has higher damage potential than a regular frag but is unpredictable and can cover a wider area, keep your distance
-Gave default broadsider projectile knockdown on impact, it should be at least decently powerful for all that massive weight you're lugging around, not to mention fairly rare ammo
-Buffed the accuracy bonus from aiming with the Double Barrel Shotgun's Hunting Scope, I know it doesn't make logical sense but sue me
-Buffed range on double barrel shotgun barrels, except sawed-off
-Reduced molotov fear effect from 4 seconds to 3 seconds
-Vertibirds front cannons now shoot explosive bullets, keep an eye on the sky
-Increased combat rifle ammo capacity
-Reverted Deliverer to vanilla ammo capacity
-Fixed 2 guns having wrong NPC ammo lists
-Changed Pipe Revolver from .45 to .44, there needed to be a lower-end weapon that used .44
-Fixed a few reciever errors
-Somewhat reduced explosion sizes of small & large vehicles
-Gave Fat Man a fitting radiation radius & high intensity (it had none at all before, strange)
-Gave Nuka Nade a fitting radiation radius, doubled duration & increased intensity
-Doubled radiation hazard intensity, radius & duration for car explosions
-Alien Blaster now converts into using Plasma ammo instead of Fusion, you simply get too much bang for your buck with Fusion
- 1.2
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Version 1.1
- 1.1
-Added a new attachment for Missile Launcher, "Fusion Missile" which does slightly decreased damage but has a massively increased radius and knocks targets down, good for multiple targets
-Added a new attachment for Railway Rifle, "Microbombs" which deals increased explosive damage in a small radius
-Added a new attachment for Double Barrel Shotgun, "Hunting Scope", just a basic ol' scope
-Added a new attachment for Double Barrel Shotgun, "Flechette" which is a Gun Nut 3 attachment with armor penetration
-Added a new attachment for Double Barrel Shotgun, "Dragon's Breath" which is a Gun Nut 4 attachment with additional energy & DoT damage
-Added a new attachment for Alien Blaster, "Fusion Mag Improved", same as the fusion mag conversion but also grants additional damage, this will help it compete with other higher-end weapons
-Changed Alien Blaster to have slow moving seeking projectiles that explode on impact in order to make it a unique gun
(to use target seeking ability, simply aim down sights on the enemy and blast away)
-Slightly tweaked flamer flames and gave it a way better DoT effect
-Some Flamer attachment now have requirements
-Caltrops are now thrown at a distance, deal mediocre damage, and the poison variety poisons targets for 60 seconds, caltrops serve 'some' purpose now
-Poisoned caltrops now require Blacksmith 2 instead of Chemist 1
-Gave railway spikes a small amount of gravity
-Changed some Mr Handy flamers to deal energy damage instead of physical (not sure why that was there in vanilla)
-Intensified the molotov DoT, it will now do twice the damage but half the duration, same damage on paper but it will result in better damage due to how Damage Resistance works
-Made Assault Rifle a bit faster, both semi-auto and full auto
-Reduced Assault Rifle's first armor piercer reciever damage penalty some
-Massively increased Fat Man's explosion radius, use with extreme caution!
-Fat Man MIRV attachment is now capable of covering a very wide area if you aim it right, don't aim straight up
-Increased Nuka Grenade radius decently
-Increased vehicle explosion radius decently
-Slightly buffed Minigun Tri Barrel damage
-Changed dismemberment/explode parameters, high caliber bullets can explode, lasers can dismember and low caliber do neither
-Fixed Heavy Gunner 3 wrong description
-Fixed vanilla bug of missile launcher scopes adding x10 as much weight as intended
- 1.1
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