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.)
Greetings Faddingsignal. i was wondering if i can ask for your permission to add some of your weapon and armor mods into two mods I'm currently planning, it WILL require people to download your mods for the assets and flagged as masters but then hide or delete the esp. or F4se folder (however they are implemented into the game) i tried to PM you but for some reason i cannot do that. please get back to me at your earliest convince, thank you!
Any way you would be willing to make a modified mesh version, to match the one from the movie Equilibrium? The barrel part, as I assume the grip would be too much of a PITA.
I found a Sketchfab version, but it's not nearly as good looking as yours, I don't think:
Love your unique mod selection for each faction, that was one of the first things I noticed "Hory shet how immersive is that selection?!" Finally dropping this in to try today, looks awesome, great list of features and a nice variety from all the modern handgun releases.
I noticed the trigger in the weapon workbench is in its proper position and is its correct length, but when my PC equips it its in the double action position and the trigger is shortened.
I realized I have a lot of your mods. Thanks for your contribution to this game. I have an M9 from some other mod so I decided Beretta finally made an 10mm version of this gun. Something gun enthusiast have wanted IRL for over a decade. I Renamed your records to Beretta M10-FS and now I have a simple solution to Bethesda's bad decision to not include 9mm in the base game.
Hello again! Minor issue with prices, though I'm unsure if it's connected to this particular mod or some "leak" from other mods.
Standart, unmodded gun is for some reason more expensive/valuable than slightly upgraded. High-tier Berettas are still priced normally (you need to cough up some caps to afford them), but lower tier... OK, here's example: Unmodded Beretta - 232 caps to buy (everything is standart, no attachments). Glow-sighted Heavy Beretta - 103 caps to buy. Can anybody else confirm having this... issue? Vanilla guns are all priced normally, though I've seen similar absurd things with weapons from other mods - absolutely insane prices (thousands of caps for one rifle in good condition? WTF?).
Can it be related to using Beretta with a replacer mod instead of 10mm?
Thanks! The prices themselves look really good (unlike some different weapon mods, where economy gets defenestrated), it's just random price disparity that looks weird. Maybe some conflict from Cyanide's weapon replacer pack? Prices for original 10mm and Beretta adding to each other for unmodded weapon?
I've used this mod for a long time, and I recently came back to FO4 to see the next gen update, so of course I redownloaded it, and now when I equip an M9 it is all disassembled in my hands. I don't even know where to begin troubleshooting this if anyone has any ideas.
EDIT: I was using a patch to make the beretta a 9mm with the munitions mod and that was what was causing it. Guess I'll have to look for another way to make it 9mm :(
If you're useed to FO4Edit you can try yourself. If you got munitions installed besides the M9, activate the M9.esl as also the munitions, nothing more needed.
Then go to the M9.ESL and right click so another window will open. Go to "Add masters" and click on the munitions.ESP/L. Now expand it and go to the "weap" line, expand, then it will show every weapon which is in the game. Click on each of the weapon so the window on the right will show you all the stats of the weapon. Search for the ammo type it's using and change this to the 9MM of Munitions. (should be something like DNam Data you also have to expand and: "ammo - ammo10mm . . . ". Munitions type should be something like munition9MM or alike) Then more below you also have to change the lvled list ammo into the 9MM (at least the usual one since enemies are using them, too), or NPCs and enemies will have 10MM rounds and cannot use the gun at all. Something like LNAM - NPC Add . . .. But you have to use the "LL" version of it, not the ammmotype itself like above! Save it.
- Or you can just change it to the 38.cal because bassically said it's the same diameter, just the american measure of inch since it's not specially specified which kind of bullet it is. If it's the "9x19 Para" or the old "9x17 Special, acp or alike" you don't know, so it's not less immersive than actually 10MM which would be even further less. (same on the handmade rifle of Nuka wold, just saying 7.62, russian or nato type you don't know) I mean there is no single real weapons besides of the abomination pipe guns which using it, so your 38.s ammo are not just for selling anymore. If plaing fallout London you don't even need to do something because the 10MM rounds are renamed into 9mm xD
677 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.)
Yeah go for it!
I found a Sketchfab version, but it's not nearly as good looking as yours, I don't think:
https://sketchfab.com/3d-models/grammaton-cleric-gun-d8b5853d82b74de2abf4e751205610f5
LMK, if it's not something you'd want to do, and I'll try and do it myself. I've done crazier things, lol.
Thanks!!!
Finally dropping this in to try today, looks awesome, great list of features and a nice variety from all the modern handgun releases.
Standart, unmodded gun is for some reason more expensive/valuable than slightly upgraded. High-tier Berettas are still priced normally (you need to cough up some caps to afford them), but lower tier... OK, here's example:
Unmodded Beretta - 232 caps to buy (everything is standart, no attachments).
Glow-sighted Heavy Beretta - 103 caps to buy.
Can anybody else confirm having this... issue? Vanilla guns are all priced normally, though I've seen similar absurd things with weapons from other mods - absolutely insane prices (thousands of caps for one rifle in good condition? WTF?).
Can it be related to using Beretta with a replacer mod instead of 10mm?
Maybe some conflict from Cyanide's weapon replacer pack? Prices for original 10mm and Beretta adding to each other for unmodded weapon?
EDIT: I was using a patch to make the beretta a 9mm with the munitions mod and that was what was causing it. Guess I'll have to look for another way to make it 9mm :(
If you got munitions installed besides the M9, activate the M9.esl as also the munitions, nothing more needed.
Then go to the M9.ESL and right click so another window will open. Go to "Add masters" and click on the munitions.ESP/L.
Now expand it and go to the "weap" line, expand, then it will show every weapon which is in the game. Click on each of the weapon so the window on the right will show you all the stats of the weapon. Search for the ammo type it's using and change this to the 9MM of Munitions.
(should be something like DNam Data you also have to expand and: "ammo - ammo10mm . . . ". Munitions type should be something like munition9MM or alike)
Then more below you also have to change the lvled list ammo into the 9MM (at least the usual one since enemies are using them, too), or NPCs and enemies will have 10MM rounds and cannot use the gun at all. Something like LNAM - NPC Add . . .. But you have to use the "LL" version of it, not the ammmotype itself like above!
Save it.
- Or you can just change it to the 38.cal because bassically said it's the same diameter, just the american measure of inch since it's not specially specified which kind of bullet it is.
If it's the "9x19 Para" or the old "9x17 Special, acp or alike" you don't know, so it's not less immersive than actually 10MM which would be even further less. (same on the handmade rifle of Nuka wold, just saying 7.62, russian or nato type you don't know)
I mean there is no single real weapons besides of the abomination pipe guns which using it, so your 38.s ammo are not just for selling anymore.
If plaing fallout London you don't even need to do something because the 10MM rounds are renamed into 9mm xD