Fallout 4
0 of 0

File information

Last updated

Original upload

Created by

ThaMan

Uploaded by

ThaMan

Virus scan

Safe to use

404 comments

  1. ThaMan
    ThaMan
    • premium
    • 60 kudos
    Locked
    Sticky

    Don't take me wrong but I will say this one more time:



    -> PLEASE READ THE MAIN PAGE, FORUM POSTS AND THE CHANGELOGS BEFORE ASKING THE SAME REPEATED QUESTIONS HERE, DON'T BE LAZY!
    -> IF THE PATCH IS UPDATED, CHECK THE PAGE AND THE CHANGELOGS TO SEE WHAT YOU'VE MISSED IN THE PREVIOUS VERSION.
    -> IF A WEAPON MOD GETS UPDATED, DO NOT UPDATE UNLESS YOU SEE IT ON THE CHANGELOGS AND/OR IN MY MOD PAGE.
    -> THE REQUIRED VERSIONS OF EACH MOD IS RIGHT AFTER THEIR RESPECTIVE LINKS AT MY MOD PAGE.
    -> BEFORE ASKING SOMETHING, ALWAYS CHECK THE STICKIED POSTS BELOW..
    -> DOWNLOAD LINKS WILL ALWAYS BE ON THE FRONT PAGE.
    -> REMEMBER TO DISABLE EVERY .ESP THAT COMES WITH THE ORIGINAL MOD, LEAVING ONLY MY .ESP ENABLED.
    -> DO NOT ASK ME IF I'M TAKING REQUESTS.
    -> DO NOT REPORT BUGS HERE ON THE POSTS SECTION, THE BUGS TAB IS THERE FOR A REASON.
    -> IF YOU'RE HAVING MISSING/PINK TEXTURES OR SOUNDS, IT'S A PROBLEM AT YOUR END.
    -> GO TO THE ORIGINAL WEAPON MOD PAGE AND TAKE A LOOK IF YOUR PROBLEM IS RELATED TO THE WEAPON MOD ITSELF BEFORE REPORTING BUGS HERE.



    Not only this clutters the forum posts with repeated questions, but also makes it harder for other users to search for information here. If you ignore anything that I've said above and post the same thing here again, your comment will be ignored or deleted, sorry. It's nothing personal but I'd rather keep the POSTs tab as clean as possible so people don't have to search between a lot of pages to find what toy're looking for.

    You are more than welcome to give your feedback and report bugs in the correct section, this REALLY helps me and other users alot.


  2. ThaMan
    ThaMan
    • premium
    • 60 kudos
    Locked
    Sticky
    >> Current supported Horizon version: v1.5.4
     
    >> Patch status: Merged version only. There are no plans on updating  and/or making new standalone patches. 
     
    >> All weapons have leveled lists integration, meaning that they'll show up on specific NPC's

    >> Crafting is available thruough Blueprints. You can buy them on the TECH LAB section named BLUEPRINTS, and then craft the desired weapon in the WEAPONS LAB. Blueprints can be found in the world too, by loot (Like Horizon's perk magazines)


     

    If you're lost or something, go to the LOGS page and open the changelogs. There are very detailed information about every update here, you will find your answer there and here on the POSTS section. The mainpage is kept as simple as possible with the basic information you'll need. 


    If a new weapon is added, you'll se on the main page, along with the version required/patched. DO NOT update a weapon mod unless it is stated to do so.

     

    IYou have basically all the information you need on the main page, on the changelogs and on my stickied posts here. So, for the love of god please (seriously, I mean it), take some time to read it before asking something that has been already discussed a million times already.
     

     

    I will delete / ignore comment's with redundant questions and/or comment's about something that have already been discussed.
     
     
     
     

    Frequently Asked Questions:

     
     
    Q: Why don't you update the standalone patches?
    A: For a lot of reasons: 1- some features are only possible with the merged .esp, like the blueprints and especially the leveled list integration and 2- Since there are a lot of weapons patched now, I wouldn't be able to maintain the merged and standalone versions because it's insanely time consuming.

    Q: But I don't like XYZ gun
    A: Sorry, there's nothing I can do for you, I can't make everyone happy. You could manually remove the entries of the gun you don't like in xEdit, but I would advise against it because every time this gets updated, you'll have to do it all over again (not to mention you could screw up your game).

     
    Q: Can I use just 1 weapon? I don't like the other ones
    A: You can. There's a remover .esp for each individual weapon patched here, and you can use them in whatever combination you want, just load it after my main plugin. (Keep in mind that this is still on BETA phase).
     
     
    Q: I wan't a specific weapon in the patch
    A: I am NOT taking requests. Don't flood my PM's with messages asking for a specific weapon. And besides, there are some weapon mods that are very difficult to achieve the propper ballance in Horizon.

    Q: I have a purple/invisible weapon/magazine / I have no sounds
    A: Sounds like you didn't follow the instructions about merging, start over and do it again.

    Q: Do I need to pack everything in a .ba2 archive?
    A: Not necessarily, but highly recomended. This is because of the way the game engine handles mip-maps and textures, when everything is packed into an .ba2 archive (like all Bethesda's assets for the game), it improves on how the game searches for the correct files, therefore reducing loading times, stutters and VRAM usage by some extent. My game is installed on my M.2 SSD and I've tested on a regular SATA SSD too, there are some slight differences with packed and loose files regarding performance (although packing the files in an .ba2 archive can save you ~1-2Gb of space if you have a low-capacity SSD). If your game is installed on an HDD, you could see some improvements on loading times. So if this is too overwhelming for you, just leave everything unpacked.

     
    Q: I'm friggin' confused by this damned archives packing and unpacking part!!
    A: There's some guides over the nexus and on YouTube too. I always try to be as detailed as possible in everything I write on this page, so take some time and read carefully the guide posted here, it's quite intimidating at first, but once you do it a couple of times, you'll notice how easy it is!
     
    Q: I simply don't have the time or patience to deal with these archives crap!
    A: Don't sweat, I've got you covered: There's an optional .ini on my main file that forces the game to load the original weapon mods archives for you, this way all you have to do is download the mods you want, install and activate them, delete the original .esp's and you're all set! (Note that this doesn't replace your game's .ini's files, it just add the correct entries automaticaly, like Grass or Flora mods that follows the same procedure).
     
    Q: But... But... Some weapons are unnimmersive!
    A: Boo-hoo... There's a whole world / life out there, you know? Joking aside, there are weapons that would feel out of place, I agree, but I try to keep a good weapon selection and variety. I've started patching weapons for Horizon to my personal use, and decided to release it here for you guys to enjoy it like I do, simple don't download it if it's too unnimmersive for you.

    Q: I have been experiencing oddities/bugs, what should I do?
    A: Report it on the BUGS section, it would help a lot!

    Q: Why you removed a feature (Quest, Ammo, Bonuses, Unique variants, etc) from the original XYZ weapon mod?
    A: Because some things simply cannot work with Horizon, I have to keep things as ballanced as possible, if it's removed there's a reason behind it.

  3. ThaMan
    ThaMan
    • premium
    • 60 kudos
    Locked
    Sticky

    Future Plans:

     

     

    Note: The red and yellow features are on hold for now.

     

     


     
    >> Add legendary versions of each weapon and distribute to legendary NPC's. - Implemented on the Merged Patch - v2.30
     
    >> Add the blueprints to the items rotation on the Black Market terminal.
     
    >> Add a chance for the weapons to spawn on vendors like Diamond City traders. - Implemented on the Merged Patch - v2.30
     
    >> Add the basic blueprints to Horizon's mail system. 
     
    >> Tweak and ballance weapon crafting requirements (including the perks and/or skills). - Implemented on the Merged Patch - v2.35
     
    >> Add the MakarovPM back to my Merged plugin. - Implemented on the Merged Patch - v2.55
     
    >> Patch and add the Handmade Revolver to the my Merged plugin.
     
    >> Patch and add the AN-94 Abakan with WarDaddy's Anim's to the my Merged plugin.
     
    >> Achieve a good ballance regarding leveled lists. - Implemented on the Merged Patch - v2.30
     
    >> Rework the recoil strenght of all the weapons present on this patch.
     
     
     
    *Red text means that i've not started working on this yet.
    *Yellow text means that a feature is in progress.
    *Green text means it's implemented on the patch.
     
     
    *This does not mean that any of this will ever be implemented into future versions.*

  4. ThaMan
    ThaMan
    • premium
    • 60 kudos
    Locked
    Sticky
    I'm working on a system that gives you the ability to choose what weapons you wanna have removed from the merge, so it means that you wont need to download all the weapons you don't like.

    The downside is that it's going to be an .esp plugin (one for each weapon that is present in the pack), meaning that if you don't like, let's say, 7 or 8 weapons from the merge, then you're gonna have 7 or 8 more plugins on your load order.

    This is currently a WIP and I'm gonna test it a little bit further before releasing. The system isn't perfect, but so far it works. There's currently some insights that I'm going to describe here:

    -> NPC's may spawn with no weapons at all aside from their melee stuff (I may have a workaround to fix this).
    -> If you happen to be a curious person and try to spawn the weapon via console even though using the remover AND not having the weapons assets (files), the game will probably crash.
    -> The .esp's will need to be loaded AFTER the main plugin.
    -> You wont see anything related to the removed weapon in workbenches, worldspace, etc.
    -> It can be used on your current savegame.
    -> I cannot make specific versions with all possible weapon removal combinations, so the only way to do this is by having one .esp for each weapon you wanna remove from the game, sorry.
    -> You will be able to use the remover .esp plugins on future merged updates.

    Edit: I'm delaying this for the moment. I've had some issues with my PC today, and I'm taking a break from modding (See the post below).

    Edit2: I've managed to release the feature, but keep in mind that it's still in early Beta. I cannot provide much support until I fix my PC. You will find all the information on the changelog as of version 2.45Beta.
  5. ThaMan
    ThaMan
    • premium
    • 60 kudos
    Locked
    Sticky


    Some info for those with packed .ba2 archives:

    - I've finally found a fix for the weapon sounds being mute if packed directly into the Z_Horizon_WeaponsPatchAIO - Main.ba2 and/or Z_Horizon_WeaponsPatchAddon - Main.ba2 archives.
    - Open up Archive2.exe, go to File -> New. Select General and Compression: None.
    - Now you can add all the folders into the Main archive (except for the Textures folder ofcourse).
    - Save the new archive with the same name as the old one, and replace the old archive.
    - If you want to make sure it worked, the new Main.ba2 archive will be a couple of hundreds of MB larger than the old one.

    The guide on the front page and in the Articles tab will be updated too.

    1. Marco Ralith
      Marco Ralith
      • premium
      • 11 kudos
      Could it possibly be actually better to make the Sounds into a separate .bsa file of their own like vanilla Fallout 4 assets, or is there no drawback to changing the compression in the Main file?
    2. ThaMan
      ThaMan
      • premium
      • 60 kudos
      I think it's not possible to make a separate sound.ba2 (although I've never tested it, feel free to try it and report back here if it works). Vanilla .ba2 archives are hard-coded to load multiple archives, while regular .esp's can only load one Main/Meshes archive and one Texture archive.
      And there's no drawback on changing the compression, because by the assets being loaded into an archive, you'll already see the benefits regardless of the compression method
    3. Marco Ralith
      Marco Ralith
      • premium
      • 11 kudos
      Unfortunately you were right, it doesn't work. Great to know there's still a way to pack the sounds into bsas, though. :D
    4. ThaMan
      ThaMan
      • premium
      • 60 kudos
      Shame... The original FO4 archives and .esm's are hard-coded to load specific types of archives, that's why the structure is different
      Thanks for reporting back mate
  6. ThaMan
    ThaMan
    • premium
    • 60 kudos
    Locked
    Sticky
    Just a little heads up: I'm currently taking a little break on patching stuff as I've got so many things to deal with in real life, so don't expect new updates to come out in a while.
    I've also don't have time to look out for bugs and correct the current issues at this point, but it'll be done when I get back to this. Thanks everyone for their constant support, you guys are awesome!

  7. cxx2002
    cxx2002
    • member
    • 0 kudos
    when i use the pip boy to cheak the item and open the perk .my game will just quit,i don't know what's going on .
  8. coldev
    coldev
    • member
    • 12 kudos
    nvm
  9. Acridpunkpistol
    Acridpunkpistol
    • supporter
    • 0 kudos
    Anyone know if we are able to use the F4NV Service Rifle Redux mod instead of the original Service Rifle by Deadpool2099? I would think not but I'd like to know if anybody else has at least tried it first.
  10. NewVegasJoker
    NewVegasJoker
    • premium
    • 27 kudos
    Any chance of supporting the amazing Service Rifle by DeadPool2099 v0.96?
  11. Chaosoldier1986
    Chaosoldier1986
    • premium
    • 0 kudos
    Do I update the esp's if I already have it installed or do I need to start over from square one and remerge everything?
    1. ThaMan
      ThaMan
      • premium
      • 60 kudos
      Just overwrite the old .esp's with the ones provided here and you're all set, no need to remerge anything mate. (though you might want to remove the RU566 assets from the archives).
  12. razorkfan
    razorkfan
    • supporter
    • 0 kudos


    Is it possible to manually remove weapon .esps from your LL scripts so that (presumably) the weapon remover .esps are no longer needed?


    From my knowledge of xEdit, there's no reason you couldn't just make the changes in the original .esp instead of using an override. To do what you're saying, for every form entry under Ingestible, Book, Constructible Object, et cetera, you would go and look for every single yellow-row value overriding the original WeaponsPatchAIO with a blank value, then replicate that change in the original .esp by deleting it.
     
    https://imgur.com/a/If7zeMC
     
    I personally would not want to do this for two reasons:

    1. Overrides are a clean way of removing things that lets you easily undo the change or reference it later in case you change your mind or something.
    2. It's going to be a massive pain in the ass. You're looking at an entire evening, if not more, of just clicking through values and hitting delete.

    But hey, if you really need to free up some .esp's, then you gotta do what you gotta do I suppose.
     
    There's definitely some way to make a script in FO4edit with Pascal that would make it much easier to edit the .esp to get rid of the weapons. I'm interested in learning this myself since it seems like you can massively simplify many kinds of common work in xEdit with Pascal scripts. I wonder if ThaMan used a script to make the weapon remover .esps- that seems pretty likely and convenient. I would ask to see the script so that it would be easy to tweak it to just delete the records from the original .esp instead of creating a new .esp. That's probably a better solution than doing it by hand.
     
    If someone experienced realizes anything I said here was wrong\misinformed then please let me know. I would like any opportunity to expand my knowledge, thanks.
     
    EDIT: I'm an idiot. You could probably just easily merge the remover .esp's into a single remover .esp using conventional tools. That would have the effect of reducing your .esp footprint and also be pretty simple to do. If you were really really bothered by the one lost .esp, then you could do what I said above. Otherwise, to me, merging the removers makes the most sense to me (unless I'm missing something, which is totally plausible).
  13. razorkfan
    razorkfan
    • supporter
    • 0 kudos


     
    In response to post #65659641.


    Spoiler:  
    Show

    razorkfan wrote:
    I'm about ten hours of work into exploring the mod in FO4edit and playing around with the guns ingame and changing recoil values. I've barely touched only a few of the pistols so far.
    Stuff that I've noticed:
     
    - The P220 is bugged on full-auto (you implemented this by having any pistol that's been rechambered to 5mm be fully-automatic). It abruptly switches to using deliverer animations while firing, the sound is broken and out of sync, and it also zooms in while looking down ironsights (only during fullauto). I'll try to have a bugfix for this in my patch once I figure out the system you used to make 5mm pistols fullauto, shouldn't be hard.
     
    - It would be good to fix the weapons so that they use horizon's system for firing modes instead of being tied to caliber. That also frees up the option later on of fixing some weapons that have calibers that don't make sense. An example of this is the Fiveseven. The magazine size it has, twenty rounds, is a bit too big for balance purposes, and would be smaller if the Five Seven was chambered for a bigger round (a google search told me the Five Seven can't be chambered in 9mm anyway). It would be cool if it was patched so that it only has 5mm available to chamber it in, and specific upgrades that allow it to pierce DR (not realistic xd but for gameplay purposes acceptable enough). I'll work on this as well.
     
    - Sound values are all over the place since most of these custom weapons have sounds of varying loudness. Hopefully this can be fixed with a quick edit in Audacity to their sound files. Also tweaking the weapons with Loud keywords to be Normal just for standardization across the board. I'm gonna be working on this.
     
    - The 6520's grenade animation is broken. Hands clip through the gun and the hammer clips through your hands. Not sure if this is on haru's end or just something that broke.
     
    More to come as I tinker.


    I just want to say you're a god for doing this.
     


    Haha, you're making it sound like I'm a hero. I just patch because I really really want to have a working gunplay mod with Horizon, and I like this collection of weapons over the official Horizon one since the latter is full of unpolished animation bugs If other people want my .esp with bugfixes and tweaks then I'll post it. 

    Updates:
    - Simply going through and changing the "Loud" keywords (on the Browning and P220) to "Normal" was enough to make their weapon noise volumes consistent with the others. I prefer a videogamey practical volume level (where you can hear the movement of things outside your vision more easily) because I think guns are loud enough in real life already, and I'm glad videogames exist so that I can shoot them in the virtual world without going deaf.
     
    - I've added separate aim models for all of the pistols now so many of them aren't just reskinned Deliverers anymore. I have some weapon-balance experience (like, I spent dozens of hours studying Battlefield 4 gun data on Symthic to theorycraft effective DPS) and have tried my best to implement "identities" for all of the pistols in how they handle. I've also given them all a "power budget" with respect to recoil and handling characteristics based around how early or easily you can obtain them. To illustrate what I'm talking about:
    • I reworked the 6520 into being an earlygame close-quarters high-dps high-rof weapon that has a lot of side-to-side recoil, but the highest effective dps against enemies that are closer to you. Even though some pistols later in the game, like the Five-Seven, make the 6520 "obsolete", they're not statistically superior all-around: The 6520 will have a slight edge in RoF among bullet hose pistols even though its other characteristics won't compare as favorably.
    • I like this compromise system of giving obsoleted pistols slight niches so that straight upgrades to them don't technically exist (which was inspired by how most Battlefield 4 players strongly favored all-rounder weapons as opposed to niche weapons that do one thing well). This compromise works because the majority of players will accept a more "all-rounder" weapon as a straight enough upgrade for themselves, but players that pick favorites have a reason to stick with their favorite.
    • The P220 will now be a midgame tap-fire beast that recoils strongly, but in a focused and consistent up-and-to-the-right direction that makes it easy to move back on target every time. It and longer-range tapfire pistols have a stronger "move back to center" force than the close-range pistols in general. However, they won't have the raw ROF for close-quarters dps that bullet hose pistols do. One problem with this approach is that Horizon heavily emphasizes headshotting, which gives a bit of an unfair advantage to bullethoses, so I'll have to think of a workaround.

    tl;dr:

    1. I'm going for videogamey weapon identities and recoil. Recoil will feel somewhat stronger than COD/BF4, but not quite at the level of something like Insurgency. Weapons have niches and identities, but there aren't technically "straight upgrades".
    2. Across the board, Small Arms are going to be much much harder than vanilla to use effectively. I like this since I feel that vanilla weapons are boring and I can just laserbeam my shots onto heads for free. The bulletspongey damage model feels terrible because it doesn't reward you with skill: there's a low skill floor on pointing a laserbeam at someone's head, and a heavy damage penalty if you're not.
    3. I'm fixing sounds to be consistent (this is the easiest thing I'm doing).
    4. I'll fix as many of the bugs that I can, but no guarantees.

    1. Nite0Xcom
      Nite0Xcom
      • premium
      • 17 kudos
      I definitely might be interested in your esp to tide me over until ThaMan updates his. There are a handful of weapons in this pack that i refuse to drop from my game even tho i'm using them without a horizon patch like the SVT-40 as my go to for snipe shots. If i wasn't cramming an insane amount of mods into my list i'd run Thaman's and Kim's but I don't have the esp space so if i could just fit this and the official pack +the new weapons Horizon has added i'd be set.

      Very cool that you're working on doing a little patching yourself :) hats off to u sir/madam.
  14. Sqepticism
    Sqepticism
    • premium
    • 13 kudos
    Is it possible to manually remove weapon .esps from your LL scripts so that (presumably) the weapon remover .esps are no longer needed?
  15. razorkfan
    razorkfan
    • supporter
    • 0 kudos
    I'm about ten hours of work into exploring the mod in FO4edit and playing around with the guns ingame and changing recoil values. I've barely touched only a few of the pistols so far.
    Stuff that I've noticed:
     
    - The P220 is bugged on full-auto (you implemented this by having any pistol that's been rechambered to 5mm be fully-automatic). It abruptly switches to using deliverer animations while firing, the sound is broken and out of sync, and it also zooms in while looking down ironsights (only during fullauto). I'll try to have a bugfix for this in my patch once I figure out the system you used to make 5mm pistols fullauto, shouldn't be hard.
     
    - It would be good to fix the weapons so that they use horizon's system for firing modes instead of being tied to caliber. That also frees up the option later on of fixing some weapons that have calibers that don't make sense. An example of this is the Fiveseven. The magazine size it has, twenty rounds, is a bit too big for balance purposes, and would be smaller if the Five Seven was chambered for a bigger round (a google search told me the Five Seven can't be chambered in 9mm anyway). It would be cool if it was patched so that it only has 5mm available to chamber it in, and specific upgrades that allow it to pierce DR (not realistic xd but for gameplay purposes acceptable enough). I'll work on this as well.
     
    - Sound values are all over the place since most of these custom weapons have sounds of varying loudness. Hopefully this can be fixed with a quick edit in Audacity to their sound files. Also tweaking the weapons with Loud keywords to be Normal just for standardization across the board. I'm gonna be working on this.
     
    - The 6520's grenade animation is broken. Hands clip through the gun and the hammer clips through your hands. Not sure if this is on haru's end or just something that broke.
     
    More to come as I tinker.
    1. Sqepticism
      Sqepticism
      • premium
      • 13 kudos
      I just want to say you're a god for doing this.
  16. razorkfan
    razorkfan
    • supporter
    • 0 kudos
    I appreciate your efforts for making this patch, and it's a nice baseline that I'll work on in FO4Edit, but it's really obviously unpolished. For example, apparently you intended for the P220 to be rarer than the Colt 10mm, but it's statistically inferior to the latter in every way. The recoil and damage models on the firearms are all over the place too, with the Krebs having satisfying recoil and the AKM being a COD-style lasergun. You probably didn't have a lot of time and just used the default settings that came with each gun's original .esp, which I understand, but surely you noticed how unsatisfying it was when you played with your own patch in the way you left it?

    I'll work on a patch to balance out the guns and recoil values since you're busy which I respect. Godbless~