Fallout 4
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Some random guy over the internet

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MrDerp1337

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21 comments

  1. megagenio
    megagenio
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    modern firearms 2.6 is out. they have patches for texture problems and bugs, now guns show up after lvl 15, modern sidearms and firearms were merged and armors are now in a different file (modern armors), also they use scripts to insert guns in leveled list. Do NOT use the damage patches from 2.5 with 2.6, they create bugs.
    1. LordKillingspree
      LordKillingspree
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      So does that mean this mod is now obsolete as it requires the modern sidearms mod despite it being merged?
  2. Antaryy
    Antaryy
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    Armor based balance use vanilla armors or MF armors ? Im thinking about delete MF armors from level lists.
  3. WhiskeyRiver2
    WhiskeyRiver2
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    Another MF dev team member passing through. This looks damned interesting, I'll be testing it out over the weekend. Safe to assume it'll be incompatible with mods like Super Mutant Redux and Raider Overhaul though, correct? That might be a sticking point, since both of those are mainstays in my load order.

    Also, just a heads-up: For some weird reason, the download link(s) on our official site have been going screwy for some people. IF that happens to you (it seems to be rare, but when it happens it's RALLY annoying), re-download via these two direct links:

    MF 2.5-1.4: http://www.mediafire.com/file/60atggsen2koh6s/Modern_Firearms_2.5-1.4.zip

    MSidearms: http://www.mediafire.com/file/d3e1sw5wjna786v/Modern_Sidearms_9-23-2016_Archived.zip
    1. neojunk
      neojunk
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      Why did you guys create a minigun that uses .308? Ran into a pack of 3 wandering Supermutants escorting a settler for whatever reason. Killed one mutant from I'd say 40yds, and was instantly followed up with a quick BRRRT in which I explode in a hail of gun fire from the A-10's gun. Your team's work has revitalized my interest in FO4, and made the game very fun for how dangerous it is (even on survival with no dmg% mods). Paired w/ "Tactile Armor," the holster and armor pieces provide a decent amount of protection on survival.Thank you.

      Too far in my save to utilize this mod, but I've been considering buying FO4VR. Would love to do a vanilla play through with MF and this mod. Currently using MF - firerates reduced or whatever it's called, but I'm guessing with this mod one would want MF's normal fire rate.
    2. PSS1
      PSS1
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      I was wondering on what the heck this realism mod was supposed to be for...and you have provided. Thanks.
    3. Arith2
      Arith2
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      You should feel lucky it's not an A-10 BRRT because that'd be 6000 rounds a minute of HE 25mm. Granted, the recoil would send the super mutant flying but nonetheless, be glad it is a 25mm cannon. For the real answer, the real minigun uses 7.62x51 so that's why it's in the .308 caliber. MF has aimed for more realism. By no means does this balance the game. A minigun will wreck anything now, but life isn't fair. .50cal should kill just about any F04 thing in one hit and the mod accomplishes that even if there can be automatic .50cal's (and if you use Draco's health mods, the loading screen my get as much playtime as gameplay)
  4. trissy
    trissy
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    This looks like my cup o' tea, but it changed my female character into a bloke, any suggestions in xedit or console?
  5. geala
    geala
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    Sounds good. I use Better Locational Damage mostly and it has a similar approach to health balance.

    A word to "realism". First, it's a game and it's not realistic of course (otherwise you should pause for some weeks every time you were hit as player). Anyway, the idea that a human should "die" after 4 or 5 rounds of 5.56 to the breast is ok but not really realistic. Because death in FO4 is more the equivalent to incapacitation in the real world and the latter depends on the "internal structures" hit (and psychological factors and blood loss of course). If all 5 bullets enter one lung and exit, there may be no fast incapacitation. But if a human is hit by only one 5.56 bullet in the breast and the heart is hit, relatively quick incapacitation is near guaranteed (after several seconds). If the CNS is hit, instant incapacitation may occur. Take in psychology, very important, and you have a chaotic situation. This should be simulated to a certain degree.

    Of course, the more hits, the higher the chance of a hit in important places. So I'm generally ok with the approach, and frankly said there is by and large no other possible due to the limited game mechanics. I would however opt for more randomness, like in real world shootings. This is where criticals would shine. It's a terrible game design that in vanilla without drugs they only happen in VATS, and that you can "spare" them for deliberate use. The usual primitive game critical, a random chance of higher damage, were much better here. It simulates the one hit which hits critical structures.

    Could a random critical chance out of VATS be introduced? Maybe a 10% base chance of critical damage, with the possiblilty to increase with perks? NPCs should also crit, of course.
  6. Naholowaa
    Naholowaa
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    PS: Will you update it when the new 3.0 version is released?
    1. MrDerp1337
      MrDerp1337
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      Definitely. Hopefully damage values in 3.0 won’t be changed much otherwise that not only means I have to redo every NPCs health, it also means a new game must be started.
  7. Naholowaa
    Naholowaa
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    Hello, I've been using this mod since the first version and have to say that this really brings the MF weapons in to line with the vanilla weapon damage range and I actually find it a lot more fun as it's pretty much even ground as far as weapons are concerned. I've been looking for a mod like this for awhile with no real success till you made this one. Luckily I was just starting a new game and was still in the early stages so I could actually see and appreciate the changes early. This has earned a permanent spot with MF/MS on my load order. Thank you making, sharing and updating this great mod.
  8. reptileye
    reptileye
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    This mod is dangerous, and by that i mean it can really REALLY f*#@ the game even more than how f*#@ it is alread. Will keep an eye and see what others think. Interesting.
    1. siframe
      siframe
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      Pretty sure just putting down a hard save before installing will safeguard against any potential issues. Not that I'm advocating taking a sledgehammer to vanilla records while being gentle with them is one of the things taking up time in the re-writing of the mf plugin, but it's pretty easy to test safely as this is (I imagine) only an esp, so nothings gonna get overwritten.
    2. reptileye
      reptileye
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      I dont know man. It mentions headshot damage. That sounds like a script to me.
    3. MrDerp1337
      MrDerp1337
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      This mod was solely created using xEdit.

      Headshot damages were modified using in-game values. In fact every change was made by only modifying an already existing value. No scripts what so ever, so no need to worrry.
  9. megagenio
    megagenio
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    do you modify leveled list?
    1. MrDerp1337
      MrDerp1337
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      Nope, leveled lists are untouched.
  10. Aoikani
    Aoikani
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    • 43 kudos
    This sounds so good, so I'm gonna try it. Although I might die a lot. :)