Fallout 4

File information

Last updated

Original upload

Created by

McMacHack

Uploaded by

McMacHack

Virus scan

Some files not scanned

Tags for this mod

About this mod

A Preview of some of the items in the Minutemen vs Gunners Mod being developed by the Rad Rats Team.

Requirements
Permissions and credits
Donations
My name is McMacHack, I'm just a simple modder from a dirt road channel on discord. I have assembled a Team of Modders and Voice Actors who have agreed to help me make a DLC sized Mod called Minutemen vs Gunners. The goal of that Mod is to tie up all the lose ends about the struggle between the Minutemen and Gunners by having them go to war with each other. When finished this Mod will provide a Second Story line that can be played along side the Main Story, Apart from the Main Story or Steam Rolling the Main Story as you become a benevolent War Lord over Post Apocalyptic Boston. This Mod is just a Preview of some of the Quest Items, Weapons and Armor that will be woven into the Story. This mod require AWKCR and Armorsmith Extended since all of the items are Craft-able. The Final version of the Mod will included the items and be released with a AWKCR and Basic version, as well as be ported to X-Box eventually.  There will be 5 new Main Quest, some Side Quest, a few Radiant Quest and most importantly 3 new Companions. For now here is some of the items that will be incorporated for you to enjoy.

The most impressive item in this Mod is the Synth Spec Ops Uniform. Lore Wise it is a prototype Armor intended to be used my Coursers that was abandoned due to it's high cost of materials. As far as players are concerned it's effectively the Chinese Stealth Armor from Fallout 3.  Once fully upgraded you will be invisible while crouched and the outfit comes with Stealth Buffs built in. This will carry over into the Non-AWKCR version and the item will be given to the player with full cloaking abilities in it's related quest. I know that there is a Creation Club and Better Free Mod version of the Chinese Stealth Suit already, but what is unique about this is that it will take ballistic weave, allow armor pieces to be worn over it,  and have full cloaking ability in the current version and in the Non-AWKCR version I will be releasing. Plus it looks pretty bad ass in my personal opinion.  For now you have to craft or spawn it, but in the main mod you will be able to Kill the NPC who has it if you are Anti-Institute but like to use their tech. [Update 3-10-19]

You may notice that these weapons, armor and food items are a bit overpowered. That was intentional, since this provides a second story line independent of the main story the intention is that you can return to it after completing the main story when you are a higher level if you choose to. Or if you want to start a second play thru but don't want to grind those first few levels with weak weapons and missing all the perks you had on your last play through. The weapons are all different versions of Vanilla Weapons in the game, the most powerful being the Zeta Rifle which when paired with the Two Shot Legendary Effect is just insanely fun.

[Update 0809-19]
Fixed the problem with the wooden doors

[Update 7-31-19]
Hopefully fixed the bug with the Chickens and the Chicken Nest (please let me know if the issue continues to crop up, preferably via Discord). Added 2 Work In Progress Interior Cells, A Secret Vault on Concord and a Fallout Shelter under the Three Houses North of Concord and East of Red Rocket Garage. Lots of new Weapons. Go Check Cabot House again for some new Goodies. I've started migrating away from AWKCR as it's becoming more cumbersome to keep it integrated as the mod grows. I will make a separate patch for those who wish to keep AWKCR but ultimately Minutemen vs Gunners will not require it. I am also working on a lightweight alternative for Keywords which I will release at a later date.  Please let me know about any bugs or glitches you encounter, I tested this on my Laptop and Desktop under different characters but that's just two computers with similar hardware.

[Update 7-15-19, lots of additions]
New Stuff:New WeaponsNew OutfitsNew Ingestibles Chill Blue Power Armor Paint Job Chill Blue Paint Job for Leather, Metal, Combat and SynthArmor2 New Settlements, 1 New Player Home and a Portable WorkshopGrenadeAll craftable items moved from the AWKCR benches to theMulticrafter Workbench.New Cages for catching ChickensAnd probably some other stuff I forgot to mention.AWKCR still required at this point though I have started ona Non-AWKCR version, I will make an optional add-on ESP for those who still
want to use AWCKR. I am also working on CBBE patches for the outfits. Some of these new things are merged from mods that wereeither and open resource or I got permission to use their assets. Please
disable any of the mods in the credits EXCEPT for the *1911 and *New Army
Revolver(Old Army Revolver in the Mod), those two weapons are rebuilt from scratch using the author’s
original NIFS, BGSM and Textures sot there are no compatibility issues. Credit;

Commonwealth Chickens by jet457
Gunner Power Armor by Ablaze666
MEOW-Atom Cats Settlement by Ragoda
Back bay Red Rocket Settlement by Ragoda
Salvaged Sentry Bot Weapons by The6thMessenger
Portable Workshop Enhanced by skyrimlu
Jamaica Plain Extended by jkorol14
*Colt 1911 by Doombased
*New Army Revolver by theseventhdog and cavadonga

[Update 3-27-19]
More Outfits and Weapons. Every item now exist in the game and does not need to be crafted. You have to look for them though. There are 1 vanilla container and 2 duffle bags that have been added that contain most of the items. The Dominator Blade can be purchased from Isabel, the Zeta Rifle is a Cabot House. I Imported the assets from Commonwealth Chickens by jet4571 and Gunner Power Armor by Ablaze666, big thanks to them for making their assets public. Because of all that importing I had to build an entirely new ESP, so if you have the old file, you need to make a save and uninstall the old mod before adding this one. Some of the items will disappear, but they are easy to replace. Armorsmith is no Longer required, however AWKCR is still required for now. As the main mod progresses I will be adding more updates that include some more things that will be in the main mod. 


Here is a list of all the included items and what workbenches they can  be crafted at.


===Update 2-27-19 7:22pm CST===
It has come to my intention that some of these items are far more Overpowered than I intended.  I forgot that I've been playing on Higher difficulty settings this whole time. So in the next week or two I will post a Nerf'd Version with lower stats on all the items. In the final version of the DLC we will include an XML script that runs during installation that will let you choose between Nerf'd, Normal of OP Weapons and armor.  Until then enjoy your Pocket sized Fat-man.

Here are all the weapon stats without perks, bobble heads, magazines or buffs.


Check out my Other Mods
Beverage Workstation
Head Cannon
Gorilla Goulash
Raider Power Armor Chop Shop-Streamlined
Institute Field Pistol
the Impaler Rifle


Special thanks to my cohorts on Team Rad Rats
Pillowy Giant, homodemiks, TurdFergusonn, Pullaria753, and especially Thuggysmurf
This project was born on the Discord channel for Project Valkyrie in the Mod Ideas section. I just kind of took over and everyone involved has been very productive, helpful, cooperative and overall been models of how well total strangers can come together on a common goal and focus on what we have in common rather than bicker about our differences.  The world needs more of that right now. I look forward to presenting the final project to the world when it's ready.

If you have Questions or Suggestion you can reach me on the Discord  channel for upcoming Minutemen vs Gunners Mod/DLC.
Minutemen vs Gunners