Fallout 4

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DMagnus

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DMagnus

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About this mod

Give the ne'er-do-wells of the Commowealth what's for with the Bergmann 1896, a distinguished if unconventional pistol from the early years of modern firearms development. Coming in with custom meshes, sounds, textures, a fair host of modifications, its own unique ammo type and more!

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Bergmann 1896
Automatic Pistol


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Description
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This mod adds the Bergmann 1896, an unconventional looking semi-automatic blowback pistol designed and developed by the German engineer Louis Schmeisser, and produced by Theodor Bergmann. The Bergmann pistol had a number of iterations, beginning in 1894 with the No. 1 and developed over the years until 1897, with the 1897 model deviating from the classic design to one with a detachable magazine. The Bergmann was, however, ultimately overshadowed by the Mauser C96 and never saw the popularity the Mauser would achieve.

But, as I'm a sucker for strange, forgotten or otherwise unconventional firearms, the Bergmann can now be yours to toot around with in the Commonwealth!

The Bergmann is a fair early to mid-game pistol. While a bit weaker than the 10mm it's still more potent than the pipe guns, and comes with custom meshes, textures, sounds and a nice little grab bag of modifications, which includes:

9 Receivers
4 Ammo Conversions
2 Scopes
4 Reflex Sights
9 Glow Sight Colors (both front and back)
4 Grips
6 Grip Materials
4 Weapon Materials
17 Damage Modifiers (ranging from no change to a 200% increase)
3 Barrels
6 Magazines
2 Muzzle Attachments
2 Firing Mode Options
2 Reticule Options (for two of the reflex sights)

The Bergmann is by default semi-automatic, but with the firing mode option you can change it to be fully automatic. The IRL Bergmann pistols never were capable of automatic fire, but you're the Sole Survivor and you can do whatever the Shatner you want. By the same token, the Bergmann's method of feeding bullets means extended mags are out of the question IRL, but some clever applications of advanced tech gets around that little roadblock, so provided you have one of the higher-capacity clips attached you won't be constantly reloading as the full-auto setting chews through the 5-round clip like a kid through a Snickers bar.

Also of note, while the damage modifiers don't have any material requirements, they do have perk and level requirements, meaning you'll need certain perks in order to attach them and some won't even appear until you reach a certain level.

The Bergmann starts off chambered in its own 5mm ammo, but can be changed to fire either .38, 10mm or .45, and its firing sound will change
depending on the ammo type used. You can craft the Bergmann's ammo at a Chem Station under its own dedicated section (labeled BERGMANN 1896) and can churn out 5, 10 or 15 rounds at a time, at a material cost of course. You can also craft the Bergmann itself here, provided you have the necessary materials and perks.

The Bergmann, owing to its small cartridge, does a base 16 in damage, which of course is improved by modifications attached and perk selection. The pistol and its custom ammo have been fully level-listed via script and will turn up on vendors, enemies (both normal and Legendary) and loot, and is even affected by the Scrounger perk (as of version 1.1). As the Bergmann is weaker than the 10mm but more powerful than the pipe guns, it's primed to show up at around level 6, with the ammo set to turn up around level 1-5.

The mod has no custom animations, instead it's rigged to the Deliverer's animations and will use whatever Deliverer animation replacer you may have installed. I personally use Wardaddy's Pistol Reanimation Pack, the 1-handed grip version in particular.


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Moving Pictures
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Installation
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Download the mod manually or via NMM. For the former, extract the files to your Data folder and enable through a mod manager or the in-game mods menu. For NMM, download the mod through it and activate it after the download finishes.

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Uninstallation
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Disable the mod either through a mod manager or the in-game mods menu. If desired, delete the .esp and BA2 files from your Data folder.

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Known Issues
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None.

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Future Plans
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I intend at some point to do the Bergmann No. 1. It exists in the mod, but in an unfinished state (doesn't even have a custom mesh) and so can only be obtained with console commands. Not that you'd want to, since it's just a Deliverer at this point. As my plans have changed from integrating it into this mod to making it standalone, I might remove the No. 1's entries from the mod in a future update.

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Creditos
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500slr - Short scope and reflex sight meshes
ajhakra - Cubemaps resource
henkspamadres - Reticule textures (See-Through Scopes Framework)

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LET IT BE KNOWN THIS MOD SHALL NOT BE COPIED AND PASTED ELSEWHERE WITHOUT PERMISSION OF THE AUTHOR (ME). DOING SO WITHOUT PERMISSION MAY RESULT IN FREQUENT RASHES, HEAD COLDS, ANTIDAEPHOBIA, TURBO WEIGHT GAIN, DEMONIC HARD DRIVE POSSESSION, BAD GAS, MINOR INCONVENIENCES AND A SUDDEN UNYIELDING LOVE FOR JUSTIN BIEBER. IF YOU ALREADY ARE A FAN OF JUSTIN BIEBER, MP3S WILL ONLY PLAY NICOLAS CAGE QUOTES AND ANY AND ALL PARAPHERNALIA WILL BE REPLACED WITH NICOLAS CAGE.


Oh, hey, I have a Discord Server now! Stop on by for general nonsense and maybe sneak-peeks. :3