Fallout 4

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WarMachineX0

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WarMachinex0

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21 comments

  1. WarMachinex0
    WarMachinex0
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    Sorry guys, I don't maintain this mod anymore. I created it back before expansions, and only updated it to add some expansion weapons. I don't remember much of anything from this mod. If someone wants to take it over and rebuild it, you have my permission. All work was mine, so no other permissions needed.
  2. sw1138
    sw1138
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    How can I get the ballistic fist from Classic Unarmed Pack 
    to work with this mod?
    1. Sandshore
      Sandshore
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      Change the animation type ID of the weapon from HandtoHandMelee to OneHandSword. Don't worry, it won't f*#@ up the animations. You'll need FO4Edit to do this.
  3. Qrsr
    Qrsr
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    Hey WarMachinex0, is there a reason why you applied all keywords available for specific melee weapons to e.g. the power fist?

    I did some research lately and couldnt find anything why power armor is blocking power fists? Is it because of the animation which is missing? I know super mutants cant use flamers by default, if you change the animation to e.g. the minigun they can use a flamer. Now its doesnt work with the power fists and power armor though.

    Any guess, thought, research on your end Cheers for sharing.
  4. CopperBoltwire
    CopperBoltwire
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    The fact this mod adds an invisible variant of the various unarmed versions is just amazing!
    It always Bothered me that the Power armor has bonus to Unarmed, but no additional "weapon" could be equipped.

    Heck, even just taking a rebar, and wrapping it into a circle a few times, and using smaller wire and a bunch of railway spikes and now you got effectively an unarmed knuckles with spikes the size of a finger befitting of not just the powerarmor, but would even fit the theme of the whole homebrew nature of like pipe guns and the like...
    Ofcourse, should be limited to just the power armor if possible, since that would be beyond unwieldy to hold unto otherwise...

    "Come here Swan, i got something for you!"
  5. tayrock
    tayrock
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    pourquoi ca ne marche pas avec moi :c ?
    1. WarMachinex0
      WarMachinex0
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      That's pretty vague.
  6. Shasariden
    Shasariden
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    Not sure I understood the description in its entirety. This mod adds weapons that can be used while in power armour right? Both invisible and visible versions. But these do not work as modifications to power armour arms/fists themselves?
    1. WarMachinex0
      WarMachinex0
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      It adds craftable versions of the items ingame, that can be used while in power armor. I chose this method instead of editing the forms directly to be compatible with other mods. These are unarmed weapons, not mods for the power armor. For instance, if you wanted to use the meathook while in PA, the vanilla game wouldn't let you equip it, this mod lets you craft a meathook that can be used while in PA and unarmored with similar stats.
  7. NepatyresR
    NepatyresR
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    It would be nicer to make the power fist fully invisible.
    1. WarMachinex0
      WarMachinex0
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      That option is in there. Any Powerfist listed as "Installed" in invisible.
  8. Figgus
    Figgus
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    Does this work with WBO?
    1. WarMachinex0
      WarMachinex0
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      I'm not sure what that is. If its another power armor, or power armor overhaul it will work fine. Should work fine with all mods as the edits are new items, not modifying base files.
  9. LuciferX10
    LuciferX10
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    So, does this let you perform the finisher/kill/combat animations that the human mesh uses with the power-fist?
    1. WarMachinex0
      WarMachinex0
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      No, sorry, it uses the power armor's animations only.
  10. cokegoku420
    cokegoku420
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    Wow, finally! You fixed a core mechanic with unarmed that people didn't really care about being broken since the last patch, except for the five unarmed users here including myself who were frustrated to no end by that. I haven't used the mod yet, but I'm no doubt excited to. What kind of animation glitches should I expect using your mod? Also I'm curious, how did you figure out a fix for this PA + unarmed glitch in the first place?

    Edit: Oh, I see the clipping now with some of the weapons like the Powerfist in the screenshots. Wonder if that could be fixed by adjusting the x, y, z positions with GECK? Or I guess that would lead to the same animation issues for non-PA.
    1. WarMachinex0
      WarMachinex0
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      Hello,
      I have tried. The game gets wonky with the super mutants and 3rd person powerarmor. All game animations where made to use the standard player skelly. When I adjust their position the models flip and go in even weirder positions. Been trying to reply earlier but the ads and page scripts on nexus are killing my browsers.
  11. MasterVegito2012
    MasterVegito2012
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    You know, I always wondered what to give my companions for meelee weapons. Well, now I know. The pwoer fist with knock back is the best thing ever.