THIS USES THE VANILLA DELIVERER ANIMATIONS. IF YOU ARE EXPERIENCING PROBLEMS WITH SOUNDS, ANIMATIONS, OR RELOADING ISSUES, CHECK WHAT DELIVERER ANIMATION REPLACERS YOU ARE USING, AS THAT'S WHERE THE PROBLEM LIES.
If you like it, slap that endorse button! I no longer enable donations on my mods, so endorsements are just fine and dandy.
I would love to hear your feedback about balance! I increased the materials and perk requirements for the higher-end receiver tiers to keep a lower-level player from having a hugely OP weapon too early on, but let me know what you think.
If you want to cheat and instantly unlock all the skins, run the following console commands:
Spoiler:
Show
set Beretta92FS_SkinsUnlocked to 1.00 set Beretta92FS_Skin_Unlocked_BoS to 1.00 set Beretta92FS_Skin_Unlocked_Gunners to 1.00 set Beretta92FS_Skin_Unlocked_Minutemen to 1.00 set Beretta92FS_Skin_Unlocked_Railroad to 1.00 set Beretta92FS_Skin_Unlocked_Nuka to 1.00
Coming in an update:
• New animations • Patch for New Calibers to give it 9mm ammunition • Possibly a new silencer, muzzle, or two
Thanks for all your kind words and support over the years (and many more to come!)
FREQUENTLY ASKED QUESTIONS
Q: The gun looks exploded when it's equipped, what's wrong? A: Another mod is breaking the base game Deliverer animations this gun uses.
Q: What's the ID to add with console? A: Type help beretta 0 weap to see the weapons. Use player.additem xxx to add it, where xxx is the hex ID of the weapon.
Q: How do I get it? A: From the description: Begins appearing at level 8 in weapon stores and on Gunners
Q: The gun is invisible A: This is an extremely common problem that can happen with any mod, and is due to a failed install. It's usually the fault of the mod manager, not you. I manage mods manually so I cannot offer any advice for NMM/Vortex or MO. People in the comments will be able to help you. Try a manual install if all else fails (extract the ESL/ESP plus the BA2 files to your \data\ folder, and enable the plugin in NMM or add it to your plugins.txt.)
Glad you're back, son! Say, would you be able to separate the colors for the barrel and the rest of the gun? Get a stainless barrel and all-black pistol or vice-versa and whatnot? Or perhaps create extra skins that have that appearance?
Very good gun. Strong, accurate. It's better than the vanilla 10mm in everything, except maybe accuracy. The range is also quite large. You can't complain about the look either, the texture is very nice. The laser/flashlight accessory knocks the gun off quite a bit. Those who want authenticity can get a full experience without them. 10mm is perfectly fine, no need to manufacture special ammo. Almost every 10th enemy will have 10mm ammo. It's voice is also quite strong. I don't recommend the silencer, based on the stats, it brutally shortens the range of the weapon. Among the scoops, I think the Glow sight is better than the Reflex. Because the reflex is quite dirty, you can't see that much from/through it. Thus, the improvement in statics can be sacrificed for the actual better field of vision. I was surprised at how well the gun turned out. I don't like pistols in general, because in most situations a rifle, SMG or LMG is much better. But you can get by with this gun. Of course, only if you are not attacked by 5 deathclaws at the same time. Endorsed.
Great review and feedback, thanks! I'm usually a rife man myself which is part of what inspired this mod. I wanted a sidearm that felt sturdy and viable for the whole game without being too powerful.
I've heard a lot about the reflex sight being too dirty over the years, I should clean that up.
I followed the stats for the mods based on the 10mm as far as range and such goes but I'll also revisit the laser/flashlight messing with accuracy too much.
Hello. Is there an easy way to edit the parameters for this gun myself? Im not totally dumb when it comes to modding, but i never did a lot when it comes to Bethesda games.
I absolutely love the mod, one of the best FO4 pistols on the Nexus, but I would like this gun to be more "early-game" by default, potentially using .38 ammo (makes way more sense realistically) and being a mid-ground in damage between the pipe pistol and 10mm. Should be easy edits, unless its tied to more things, i assume, so I all I ask is maybe directions to what should I look at in the files to change what i want (base damage and ammo type used).
FO4Edit is probably the easiest tool to use to make the edits you're talking about, and it's free. There is a bit of a learning curve to figure out what all the stats mean, but it's all labeled. You can look at other weapons as a guide. It's probably best to make your changes in a new file, in case fadingsignal decides to give us an update. Then your patch should still work regardless of his changes.
Great mod but it makes me crash in the northeast region of the map, specifically fast travelling to coastal cottage and nakano residence (only FT spots i have there). I tried the esp and esl version but both made me freeze when teleporting northeast.
I love this mod, but for some reason the iron sights are completely busted. The weapon sits too high on the screen, making aiming nigh impossible, and I haven't found any conflict that could be causing this. If anyone has a fix or explanation, feel free to suggest it.
That's odd. I was experiencing this issue while using Fiddler's animation replacer, but I haven't removed anything related to the Beretta and the issue seems to have fixed itself. Regardless, thank you for the explanation of what caused this, I'll be on the lookout to make sure it doesn't happen again. Now I can finally enjoy this mod to its full glory!
633 comments
A patch for Horizon can be found here.
* FOR AWESOME NEW ANIMATIONS, GO GRAB FIDDLER'S BERETTA M9FS ANIMATION OVERHAUL! *
I would love to hear your feedback about balance! I increased the materials and perk requirements for the higher-end receiver tiers to keep a lower-level player from having a hugely OP weapon too early on, but let me know what you think.
If you want to cheat and instantly unlock all the skins, run the following console commands:
set Beretta92FS_SkinsUnlocked to 1.00
set Beretta92FS_Skin_Unlocked_BoS to 1.00
set Beretta92FS_Skin_Unlocked_Gunners to 1.00
set Beretta92FS_Skin_Unlocked_Minutemen to 1.00
set Beretta92FS_Skin_Unlocked_Railroad to 1.00
set Beretta92FS_Skin_Unlocked_Nuka to 1.00
Coming in an update:
• New animations
• Patch for New Calibers to give it 9mm ammunition
• Possibly a new silencer, muzzle, or two
Thanks for all your kind words and support over the years (and many more to come!)
FREQUENTLY ASKED QUESTIONS
Q: The gun looks exploded when it's equipped, what's wrong?
A: Another mod is breaking the base game Deliverer animations this gun uses.
Q: What's the ID to add with console?
A: Type help beretta 0 weap to see the weapons. Use player.additem xxx to add it, where xxx is the hex ID of the weapon.
Q: How do I get it?
A: From the description: Begins appearing at level 8 in weapon stores and on Gunners
Q: The gun is invisible
A: This is an extremely common problem that can happen with any mod, and is due to a failed install. It's usually the fault of the mod manager, not you. I manage mods manually so I cannot offer any advice for NMM/Vortex or MO. People in the comments will be able to help you. Try a manual install if all else fails (extract the ESL/ESP plus the BA2 files to your \data\ folder, and enable the plugin in NMM or add it to your plugins.txt.)
barrel and all-black pistol or vice-versa and whatnot? Or perhaps create extra skins that have that appearance?
I've heard a lot about the reflex sight being too dirty over the years, I should clean that up.
I followed the stats for the mods based on the 10mm as far as range and such goes but I'll also revisit the laser/flashlight messing with accuracy too much.
I absolutely love the mod, one of the best FO4 pistols on the Nexus, but I would like this gun to be more "early-game" by default, potentially using .38 ammo (makes way more sense realistically) and being a mid-ground in damage between the pipe pistol and 10mm. Should be easy edits, unless its tied to more things, i assume, so I all I ask is maybe directions to what should I look at in the files to change what i want (base damage and ammo type used).
Thank you!
Your response right now might have created a new FO4/Skyrim modder in the long run :D