Fallout 4

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Rico Navaro and Wardaddy

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wardaddy755

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500 comments

  1. wardaddy755
    wardaddy755
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    Locked
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    Q&A

    Can I port it to xbox?
    If you want, make sure to copy the credits.

    Will you make patch for this and that mod?
    No, but you can do it if you want.

    Will you make this and that weapon?
    I made a patreon account a year ago where people decide together each month what I should animate next.

    Where can I find the weapon?
    It spawns from lvl 20 on gunners, gunner bosses and raider bosses, if not in the general store along with the pasta version.

    Where can I get the uniform?
    There is a link on discord my server.

    How to get weapon from console?
    help mg 4 weap
    player.additem weapon id

    What is the base damage of the weapon?
    Enough to shred enemies into swiss cheese.

    Pasta la vista

  2. Zentelioth
    Zentelioth
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    May I ask where that hair in the second picture is from?
  3. NukeNut
    NukeNut
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    just wanna say thank you, my favorite mod on the nexus
  4. leonsjacketre4
    leonsjacketre4
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    Its ridiculously overpowered, shredding most things apart even with modest perks, and with maxed investment and explosive rounds its by far and away the best gun in the game. So maybe thats a concern. However, its very expensive, and often toted by enemies and can easily soft lock you or force a retreat unless you are very well equipped, or have the advantage in position. So its a double edged sword if you worried it was kinda cheap.

    I suppose if I had a suggestion I'd make it use a rarer ammo then 5MM, as thats treated by the game as a wimpy minigun round, weaker then .38s. By default using 308s, and 50s for the ammo upgrade. But a fantastic mod, quality model and animations, a fire rate and sound really shows why it was so feared and called the 'Buzzsaw'. Excellent mod.

    I could also say its way too valuable and with the rates you encounter it in containers, on enemies, you can easily make a ton of money, but with how merchants often never have enough caps to pay for it even with investment, and how easy it is to just break the game wide open with either water selling or gunner farming at your settlements, its pretty much a non issue for most seasoned players.
  5. Landarz
    Landarz
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    Is anyone here having the same issue? This weapon isn't visible with the Classic Holstered Weapons? Weapon is not visible when standby
    1. payback13
      payback13
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      yup the gun texture not show
  6. millsart
    millsart
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    It would be great to have the item code for this ammo so I could use the gun more often
  7. IDontEvenKnow
    IDontEvenKnow
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    The assets provided are great, but I think the gameplay stats are very unbalanced, so I made an extensive patch if anyone's interested.
    Changelog:
    Spoiler:  
    Show
    • Base damage reworked:
      • 5mm is now standard, deals 14 base damage
      • .308 conversion available, 35 base damage
      • Reworked receivers:
        • Standard makes no changes
        • Hardened at Gun Nut 2, +20% damage
        • Powerful at Gun Nut 3, +40% damage
        • Advanced at Gun Nut 4, +50% damage

    • Reworked barrels:
      • MG 34 barrel is standard, fires at 900 RPM
      • VG 38 barrel at Gun Nut 2 is more accurate and controllable, but fires at 720 RPM (I can't figure out what the hell a VG 38 is supposed to be, perhaps some vehicle mounted variant or something, but it feels appropriate)
      • MG 42 barrel at Gun Nut 3, less accurate and controllable but fires at 1200 RPM
      • Hacked together custom sounds to correctly fit all three rates of fire, really happy with the result.

    • 50rd drum is standard, removed 100rd drum for balance and lack of an alternate model (and historical accuracy if you're into that)
    • Reworked accuracy, COF, and recoil stats:
      • Greatly reduced hipfire accuracy
      • Compensator stats reworked, the VG 38 one is a little more "wild" but with less vertical recoil, MG 42 is the reverse.
        I think these stats complement the "feel" of their respective barrels, but mixing and matching is fine too.
      • Bipod bonus greatly reduced, still helps a little but no longer turns the gun into a laser beam
      • .308 is obviously a lot harder to control than 5mm

      It all feels good to me and works how I would expect it to.
    • Removed the pasta variant 'cause ain't nobody got time for memes in their vidya (sorry)
    • Reworked alternate bullet types:
      • AP still pierces armor, but does 95% damage
      • Incendiary still sets s*** on fire, but does 90% direct damage
      • Explosive rebalanced:
        • Reduced base explosion damage to 5, and explosive damage now comes out of the base damage instead of just being "free"
        • Because this attachment is no longer OP, crafting now only requires Demolition Expert 2
        • Note that because this attachment now converts a portion of base damage to explosive, this will actually lower your damage per shot slightly if your Demolition Expert perk rank is lower than your Commando

      • If chambered for .308, explosive and incendiary damage increased by 2.5x, to maintain the 14:35 base damage ratio

    • Fixed workbench display to no longer clip off the side of the screen
    • Made with ~real~ multipliers! I used some neat perk-based effects I learned from "Fusion Cells are Batteries".
      This means that all listed damage multipliers are precise, and don't wonk out with different mod combinations.
      Examples:
      • 5mm + Hardened + Incendiary = 15.12 damage (+ weak fire effect)
      • .308 + Advanced + Incendiary = 47.25 damage (+ strong fire effect)
      • .308 + Powerful + AP = 46.55 damage (+ AP effect)
      • .308 + Advanced + FMJ = 52.5

      Modifications from perks like Commando still apply normally, of course.
    • Reworked leveled list integration:
      • Now only found on Gunner and Raider bosses, in the high-tier legendary loot table, and on gun merchants
      • Also reworked default mod setups, now only found in a few "sensible" configurations rather than just picking mods at random
      • Found in 5mm 75% of the time, and .308 25%

    • Reworked value to be more in line with vanilla weapons
    • Reworked most recipe costs
    • Fixed turrets not firing (spawned with wrong ammo type), and greatly reduced damage (15, down from like 60 per shot)
    • ESL-ified the plugin:
      • Changed all FormIDs, so existing saves that install this will lose anything from the original mod
      • This also resets Leveled List injections in case you install it over the original plugin
      • Any mods depending on the original plugin will not work properly

    • I wrote this log off the top of my head after doing the work, so some tweaks may be omitted


    Known issues:
    • NPCs use a different firing sound than the player in first person and I haven't managed to produce suitable replacements for the lower ROF barrels (audiowork is hard), so all barrel variants still produce the 1200 RPM "buzzsaw" sound when not fired by the player.
      If anyone wants to experiment themselves, I need 720 and 900 RPM versions of wpn_mg42fire_npc_layer[a/b/c/d]_01.wav, plus a little bit of (easy) plugin work to hook the sounds up.
      Might come back to this later, maybe.

    [Link]
    Requires the original mod—load after with MO2, or overwrite when prompted for manual/NMM installs.

    The primary reason that the original gameplay stats don't really work, I think, is to do with the way the game engine handles OMODs and their damage modifiers: all damage modifiers are always straight additive or subtractive stats, never multiplicative. As an example, if you have a base damage of 50, and a caliber mod that drops damage down to, say, 15 (-35), but then a receiver mod that increases base damage by 50% (actually +(50/2)=+25), suddenly you're at 40 calculated damage, nearly double the 22.5 that you would expect. This makes it completely impossible to accurately balance if you've got more than one mod slot affecting damage, and is also why the vanilla caliber conversions were implemented the way they were.

    Anyway, there's a neat trick you can do with hidden perks so you can properly conditionalize damage modifiers across any number of concurrent OMODs. Even works for NPCs if you set it up right. Have a look in the .esp if you're curious. So, I used that trick extensively, and the end result is balance tuning that really, properly works.

    I can throw this up as a proper mod if anyone thinks I ought to, just a bit of a hassle is all.
    ---------
    Also, almost forgot, thanks for the mod, and double thanks for keeping permissions open so I can openly share this mod-mod.
    1. XxRarityx17
      XxRarityx17
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      Your my savior! I've been waiting almost a year and a half for this kind of balancing change. I can finally use this mod again without feeling guilty, or like the entire rest of my arsenal is useless.

      You should post this as it's own mod/add-on, else your comment will get lost among the sea of comments, and IMO I think these changes are essential to anyone who cares about game balance and wishes to use this mod.
    2. xXDeathMetalThrasherXx
      xXDeathMetalThrasherXx
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      Thanks a ton!
    3. LordDakier
      LordDakier
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      Definitely worth doing my guy! Don't let your patch be consigned to the comments history.
    4. Leader721
      Leader721
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      Holy s#*! man! That is awesome!
    5. Rallycore
      Rallycore
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      Please post this as a proper mod :)
    6. frostbite992
      frostbite992
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      Bro you deserve more props for this! Really makes the gun a bit lore friendly now! Thank you so much, really glad I checked the comment section lmao :>
    7. Spacebaboon13
      Spacebaboon13
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      That sounds really good, I'd post it so more people can find it.
    8. jaredlanny
      jaredlanny
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      I'd definitely hope you post it as a proper mod. I really like the theory of your rebalance - my biggest complaint of the awesome main mod is it being  too OP. However, I'm having some trouble with your mod - getting CTD whenever I scroll over one of the MG42 at the workbench... only solution I've found is uninstall. I'm using vortex to do the install, could that be the problem?
    9. IDontEvenKnow
      IDontEvenKnow
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      What I posted is just a patch, so it's intended to be installed after the main mod provided here. Crashes are likely if the main mod's assets are missing.
      If you prefer, I re-packed everything some time ago as a standalone mod:
      [link]
    10. semi181027
      semi181027
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      sorry, Using your correction will make Nraw -Advanced Warfare Ameli be unavailable.
      is there a solution?
    11. bigyeetman
      bigyeetman
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      This is awesome, the MG34/42 is super fun to use but it was definitely overpowered, thank you
    12. championagain
      championagain
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      Tyvm sir even after years you have people who appreciates you for this rebalance. I just started using it!
    13. H4500rk
      H4500rk
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      2024 and this rebalance is still amazing!
    14. qpoljanan
      qpoljanan
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      Thanks! While it's fun for the player to use, it's also not fun if it's in the hands of enemies who can mow you down in a few seconds. Last night I had a raider boss who had the .308 conversion and the MG42 had a whopping 180 damage per hit. No wonder my character who had 200 total defense who otherwise shrugs off anything sort of nuka bombs and fatmans kept dying to a few shots.
  8. NoClueWhereIAm
    NoClueWhereIAm
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    "308. Pasta" and "penne-traitor Gun".... XD
  9. Arissteede
    Arissteede
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    I try it 2 days but no chance... i cant find the MG42 by gunners. is the mod worked?
    1. HalosMasterChief
      HalosMasterChief
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      .
    2. unknowgameplay
      unknowgameplay
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      in console command : just type '' help MG 4 weap '' it give you code number of the gun , then type additem ....
    3. Jui8Jin
      Jui8Jin
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      Thanks mate. You saved my ass since it didn't spawn. 
  10. Cave77
    Cave77
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    Is this counted as a heavy weapon?
    1. DankRafft
      DankRafft
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      No, it's considered a standard rifle.
    2. ULE7X
      ULE7X
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      how to change it into heavy weapon?
  11. OblivionLord66
    OblivionLord66
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    Downloaded trough Mod organizer 2 (didn't work) 

    used 7zip to extract the files into the data folder (also didn't work)

    I do have the MG42 turret somehow but the gun is invisible though.