Fallout 4

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jsnider193 - Ragnarr1313

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jsnider193

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About this mod

Conversion of 500slr's weapons in the resources section of FO4 Nexus. Latest is fixes for the Dual Blaster from Gundam Universe. ESL work done by Ragnarr1313

Requirements
Permissions and credits
Changelogs
Gundam Weapon Conversions

Source:  Resources posted by 500slr here on the Nexus
Conversion: jsnider193
ESL Files: iramike

Introduction:  Weapon conversions of the weapons that 500slr has posted here to the Nexus.  Will do each individual weapon as a standalone mod and once have most done will combine into a consolidated mod for those that what all of them.

THE WEAPONS -------------------------------------

1.  Zaku:  conversion is complete as able to do at this time.  The weapon and the holotape  that allow you to build more may be found in the USAFSattelite01 interior.  As set up the item uses 20mm ammo in two versions (standard and explosive, available via upgrade).

Note: V2 up with the missing holotape added in .. my bad.


1a.  The Weapon:  Have not done a special animation for it at this point, so modified the mesh to fold the side handle in towards the stock.  Starts as an automatic and all upgrades to the receiver maintain this.

Weapon ID: xx000F99

1b.  Ammunition:  Uses 20mm solid and explosive rounds with the later being available via an upgrade to the magazine.  Drums (2 versions) are for solid and the cartridge mags (2 versions) are for explosive.

20mm ID: xx000FA1
20mm Explosive ID: xx000FBD

1c.  Modifications:  Various changes to the weapon may be done by the user to improve it's overall effectiveness.

Receiver: 8 upgrades can be done with the later ones changing the overall look of th weapon.
Barrel: 2 changes may be made, each provides a different barrel for the weapon.
Grip: 3 changes can be made, each changes the grip and improves accuracy.
Suppressor:  Is available but on the barrel uprades have not been able to get it to attach properly at end (will work to fix) but does show on the barrels.

1d.  Issues

Grip is off somewhat for firing hand.  Have folded in the side grip as not able to redo animations to put off hand on this (YET).  The mesh with this folded out is in the upload for those that want to use it instead of this version.

2.  Beam Rifle:  Next one of 500slr's weapons to be converted for FO4.  If have the holotape for the weapon you may build it at the chem station (tape's ID is xx0026BA).  The weapon (based on it's wiki description) is a very OP with an area effect damage profile and has no conversions to make it work in automatic mode.  If you use this close in you will take damage also in all probability.

2a.  The Weapon:  Have not done a special animation for it at this point, left the handle as 500slr did, i.e. it's down from the receiver.  NO automatic upgrades available for the weapon.

Weapon ID: xx0ABF99 (If have the schematic may build more of these at a chem station)
Pistol Grip Version ID: xx00639A (Must be built at the chem station and requires the normal Beam Rifle to do so.)



2b. Ammunition:  Starts with the basic Minovsky cell and may upgrade to the Ripper/Crusher versions that increases the amount of damage the particles can inflict. 

AMMO Minovsky ID: xx000FA1

2c.  Modifications:  Various changes to the weapon may be done by the user to improve it's overall effectiveness.

Receiver: 8 upgrades can be done with the later ones changing the overall look of the weapon.
Barrel: 2 changes may be made, each provides a different barrel for the weapon.
Grip: 3 changes can be made, each changes the grip and improves accuracy.
Suppressor:  Not Working Yet (set up same as similar FO4 weapons but muzzle attach is not taking/available as should be).
Mag: 3 upgrade available that increases damage of the weapon (capacity increases not working in testing).

2d.  Location: Weapon and the schematic for it are inside the Gunner Plaza Basement near where the miniBoss is located on a shelf.

2e.  Sound:  Set up a unique sound for the weapon from ike789125 here on the forums .. credit to him for developing this and now sounds really different.

3. Mateba ID: 500slr's Mateba 2006

Weapon ID: xx0ADF99



3a. Ammunition: 3 different types of 357 ammo are available for the weapon.  It starts with the basic 357 and can be upgraded to use two variants.

357 AMMO ID: xx002696
357 Supra AMMO ID: xx00269B
357 Explosive AMMO ID: xx00269C

3b.  Modifications:  Various changes to the weapon may be done by the user to improve it's overall effectiveness.

6 Barrel Modifications
5 Receiver Modifications .. 3 damage plus and 2 changes ammo
2 grip Modifications
3 Scope additions

3c. Location: Weapon and the schematic for it are inside Goodneighbor Warehouse02 (in the restroom).

4.  Vash Trigun:  500slr's Trigun resource available here on the Nexus.  Uses standard 45 cal rounds already available in the vanilla FO4.  Added in fix for grip (it is not 100% but bettr then before) and the reflex sight.



4a.  Weapon ID: xx000F9E
Black Bart Version ID: xxAA35D3 (Buildable at the chem station if have the right perks and the schematic)

4b.  Location: Weston Water Treatment (inside where ....)

4c.  Modifications:  Various changes to the weapon may be done by the user to improve it's overall effectiveness.

Receiver: 2 upgrades can be done that changes the look and characteristics of the weapon (Fortified and Gentleman's weapon).  May also build the Black Bart version of the weapon.
Barrel: 6 changes may be made, to enhance the performance of the weapon.
Grip: 1 change can be made, the change improves accuracy.
Suppressor:  None
Mag: None
Sights: 1 reflex and 1 each normal, NV and Recon scopes.

4d.  Issues:  Scopes do not attach to the barrel part so when reload do not move correctly .. not sure how to resolve, not sure can.  Grip is off with hand not fr enough forward .. may fix at a later date when add in the black version of the trigun .. if folks want it.

4e.  Fixes:  Repositioned grip on weapon to move hand forward.  Redid the reflex sight  .. removed the outer ring and left only the dot to facilitate better chance of achieving sight picture and hit.

5.  MMP-80: Light machine gun that starts in auto mode with all upgrades maintaining this.  May upgrade the starting weapon to a pistol grip version intended for use with Power Armor.  The base weapon and the holotape may be found in GorskiCabin01 in the root cellar.



5a.  Weapon ID: xx0CBF9D  .. base unit
       PA version ID: xx0CB39A (available  as an upgrade from base unit at the chem station)

NOTE: All PA versions are held like a pistol.

5b.  Ammunition: 40 Super, this is an explosive round that burst into flame and fragments upon impact.  If elect to use the suppressor barrels then the explosive effect will be minimized but the round will have a greater impact force when striking a target.

40 Super ID: xx0CBFA1

5c.  Modifications:  Various changes to the weapon may be done by the user to improve it's overall effectiveness.

9 Receiver Modifications can be done to the base weapon.
6 Receiver Modifications can be done to the PA weapon.
8 Barrel Modifications are available for both receivers.
Various grip Modifications are available to improve accuracy and other characteristics.
4 scope additions for both receivers.

5d.  Issues: The base weapon animation (uses combat rifle/shotgun) has the back of the unit up at eye level .. wardaddy has an alternate for this that may improve the positioning (i have not tried so if someone uses this let me know and will see if can get permission to use it for this weapon).  Bolt for standard version does not move at this point .. need to adjust the 2 controls to get right (working).

6.  MSMG-100: Another Gundam weapon by 500slr added into the mix, it starts in auto mode with all upgrades maintaining this.



Location = Super Duper Mart.

6a.  Weapon ID: xxBBBF9D (Base Unit)
     PA Version ID: xxBBB39A (can upgrade base unit to it)
     Holotape ID: xxBB26BA (located with base Unit)
    
6b.  Ammunition: Uses 500 Magnum rounds .. high impact and electrical effects when hits target.  ID = xxBBBFA1

6c.  Modifications:  Various changes to the weapon may be done by the user to improve it's overall effectiveness.

9 Receiver Modifications can be done to the base weapon.
6 Receiver Modifications can be done to the PA weapon.
7 Barrel Modifications are available for both receivers (includes the suppressor barrel).
Various grip Modifications are available to improve accuracy and other characteristics.
4 scope additions for both receivers.

6d.  Issues: The base weapon animation (uses combat rifle/shotgun) has the back of the unit up near eye level .. reduced the size of the weapon over the 80 so feedback on whether this is better would be appreciated,

7.  Colt Single Action Revolver: A little bit of the wild west being added to the game thanks to 500slr.  Update added to fix missing nif

Location: East Boston Preparatory School .. EastBostonPrep01 (where the boss is)



7a. Weapon ID: xxCADF99

7b. Ammunition: Uses either it's own special version of the 45 cal or a 357 Magnum round.  Both may be built at a chem station.

45 Caliber ID: xx005C47



357 Magnum Base Round ID: xxC12696



357 Supra Round ID: xxC1269B
357 Explosive Round ID: xxC1269C

7c. Modifications:  The basic SAA may be changed to different variants with different looks to them .. so pick your favorite.

Receiver: May change to Hardened, 357, Black Bart or a Fancy version.  Each version itself has 2-3 additional upgrades that may be done to it that increases damage output. 

NOTE: need to pick up the schematic nest to the weapon in the school in order to build not only new weapon but to change out the receivers.



Barrel: There is the standard barrel that the weapon starts with and then may change it out for a short, medium or long version.  For the Black and fancy versions there are the same barrels but with different looks, note you can stay with the other looks or mix and match as you desire for many possible combinations (up to the players sense of aesthetics or lack there of).

Grip:  Six basic pistol grips available including the starting one plus one more with a stock.

Sights: Can add a reflex sight and 2 versions of standard scopes with different looks.  Additionally there are two versions of combination upgrades where have a long scope, a barrel and a stock (these are treated as barrel upgrades in the mod).

7d. Issues: No special animation for the weapon .. uses the FO4 animations for the 44 so reload is off for the weapon.

8.  SKS: Per 500slr request this has been done and posted as a stand alone mod here on NEXUS.  Mod is called 'SKS' so for those that wish to try it or take a look just search for SKS and will come up for you.



9. Rocket Carbine.  A rifle designed to fire small scale missiles being added to the game thanks to 500slr.



Location: Inside the Boston Airport Ruins near the boss chest .. see the posted image.  The weapon is capable of causing area damage at the start and can be upgraded to use more effective rounds (flame and nuclear) making it a very effective weapon especially if upgrade to be automatic.


9a. Weapon ID: xxCC2FA1 for the standard version.

NOTE: The automatic version is available via upgrade.
9b. Ammunition: Uses it's own special mini version of the missle.  Also may be enhanced to use either a flame causing Missile or a nuclear one.

Standard Missile ID: xxDD26DE
Flame Missile ID: xxDD26DF
Nuclear Missile ID: xxDD25E0

9c. Modifications:  The basic Rocket Rifle may be changed to different variants with different looks to them .. so pick your favorite.

Receiver: May change single shot version to enhance damage and other capabilities or upgrade to automatic and enhance this up a different chain.

Barrel: The starting RR has a standard barrel at the weapon start which can be changed out for 4 different barrels (Vented, Accelerated Heavy and Quad).

Grip:  The standard SKS has the basic starting stock plus 7 additional ones that may be used to change the look and enhance the weapon.  The automatic has the standard stock plus one como version that may be used to upgrade this version.

Magazine:  Starting version has a small mag with 6 rounds in it.  May replace this with 2 alternate that increase capacity plus 2 more that add in the 'quick' effect.

Sights: Start with a standard 4x scope on the weapon and this may be upgraded to higher magnifications and either night vision or recon in various powers.

Muzzle: 3 available to enhance the weapons capabilities.  can add to the Quad barrel but well it does not look all that nice but you can do it.

9d. Issues: No special animation for the weapon .. uses the FO4 animations for the Combat Rifle.

WARNING! WARNING!  This is an area effect weapon and you should not use for close in targets .. if the target is in your face and fire you will do as much damage to yourself as the nasty critter want to take out.

10.  Gundam Dual Blaster:  Another weapon from the Gundam universe for the elimination of denizens in the FO4 Commonwealth.  Added fixes with latest update .. thanx Barschun.

Source:  Resources posted by 500slr here on the Nexus.
Conversion: jsnider193

Location: On the workbench at Kingsport Lighthouse along with the schematics to build more of these weapons and the ammunition for them .. if have the correct perks also.



10a. Weapon ID: xx000F9F for the standard version.



10b. Ammunition: Uses Fabricator cells that can produce varied projectiles depending on the barrel that is used with the weapon.  Have placed a starting batch of this ammo near the weapon to get the players started clearing the wastes.

Ammo ID: xx000FA0

10c. Modifications:  The basic Dual Blaster may be changed as indicated below.

Receiver: May enhance the base receiver up to 7 times via mod upgrades.  May also upgrade the unit to be automatic (has a slightly different look) and upgrade 6 more times for this variant.

Barrel: In addition to the starting barrel there are 5 other barrel options (Fire, Cold, Lase, Ballistic and Missile Barrage) for each variant.

Grip:  There are 5 additional grips available for the weapon besides the base one.  One special for the female inclined players in the game.

Magazine:  No direct magazine upgrades available for this weapon ... see barrels for what changes the attack parameters of the weapon. 

Sights: Have a reflex, standard, night vision and recon scope that can be added to the weapon.

Muzzle: 3 for the both versions (including Suppressor).

10d. Animations: Uses the alien blaster animation from the game, so no special one at this time.

10e. Permissions: Using resource file available here on the FO4 Nexus by 500slr .. so no special permissions.

For those wishing to use this and redo just credit 500slr and change and make better as you desire.  No special permissions from me needed for anything else.

10f.  Requirements: Just vanilla FO4, no DLCs used in making this mod.

TOOLS USED ----------------------------------

Blender
Noesis
MindTex 2
Nifskope
GIMP
Body Slide/Outfit Studio
paint.net
3D Builder (used to fix mesh issues that sometimes occur when convert in OS)
Substance B2M3