It's finally here! The Gyrojet has been a real labour of love and I couldn't be happier with the final result. I'd like to thank my co-developer Wanamingo for contributing so much to the project and raising it to the quality bar of my other released mods, and Navaro who supplied a great many sounds including for all of the different reloads (I know foley isn't easy). Enjoy!
P.S. If you're having trouble finding the experimental mods or some sticker packs, go to the Docs tab.
Changelog: 1.02 Fixed Ammo switcher causing thirst in survival.
(Some modders at Nexus take offense and get rude when asked a question and that is not my intention to be rude or anything) I'm trying to change the created ammo count and change it to like 50 or 60 FO4Edit but I can't find the correct tab.
It is a known bug, the material is set as decal so it could work properly as a workshop item, but the tradeoff is not being visible in the workbench or inspect button. They are still visible on the weapon when using it or dropping it.
Original gyrojet has a pistol variant. In fact it has a whole family of different weapon types. Feels like a lost opportunity to only have one.
After testing more, can say: - It needs suppressor, it is probably the most realistically suppressible weapon (real gyrojet sounds more like pneumatic gun rather than a firearm) - Projectile feels too slow - Projectile tends to hit geometry and textures a lot. Needs a perfectly clear line of sight. Even obstacles that are usually can be shot through (like mesh fence) are stopping them. Haven't tested, but most likely penetrator perk also does not work (it has problems with all similar weapons). - Ammo requires a massive amount of steel. Even if it is very cheap and common, you'll need thousands of it.
When I saw Gyroget and saw it was a Heavy MG - I passed. It's arguably the LEAST beneficial weapon platform to fire this kind of ammo from. Barrel length is irrelevant with this kind of ammo. In fact it's probably why it never gained the traction needed to make in-roads with the Military. Military is about long arms, not pistols/revolvers.
When I saw the Derringer mod, I made it fire the Gyroget ammo. (yes, Gyroget Derringer was a thing.) Absolute bliss. This ammo type was never meant to be fired out of a long barrel - it does all it's work AFTER it leaves the barrel, no matter how short..... It's the antithesis of modern ammo - this gets FASTER after it leaves the barrel.
It's issue was stabilization - which you'd expect guys like Tinker Tom to work out those issues 2+ centuries later..... I was duly amazed that the Institute did not pry this off Tommy Whisper's body...... In other words, the damage out of a Derringer would be the same as the damage out of a massive MG.
fraquar makes legitimate points. There is, however, one advantage to utilizing this ammo in a larger weapon; a larger magazine capacity. Barrel length truly is irrelevant with this type of ammo, but the weapon carrying more of it could have definite advantages in a battlefield situation.
I can imagine these sorts of discussions taking place with military brass. The reason it never progressed beyond a prototype could be that they discussed the project to death.
Also, a gyro-receiver setup for the Deliverer would definitely be worthwhile... I'd use that for sure. The technology is a bit underwhelming with a rifle/LMG platform unless you're using the cryo/explosive/nuke rounds. What really sells this weapon for me is the overall fun in using it; mod variety for different playstyles, the audio and visual entertainment aspect, and the lore-friendliness makes it usable in a wide variety of settings.
#fraquar: I don't know about the last version but it was possible to convert it to use rifleman perk instead off heavy-weapon. And for why the military did not took interest in the gyrojet? Costs! There is a video on youtube were they discuss and test a gyrojet pistol. I don' remember the details but one gyrojet is a lot more expensive and time consuming to produce than a regular bullet of the same caliber. And one of the two gyrojets fired in the video had a disfunction where the primer cap was blown out of its hole with all the gas coming out from it instead of the exaust vents destined to propulse and spin the bullet. That gyro-jet lost a lot of velocity and stability.
Not just beautiful, oh no you didn't stop there! Not just functional, oh man we're still going... Not just immersive! But you also included a SCAVENGER HUNT wtf?! Oh sure, just spoil us! /flabbergasted
Having a lot of fun with the scavenger hunt, managed to get all the rare stickers out of the first 11 packs I found running around prior to hitting Fort Strong (only missing a few commons out of the bunch). Not sure how much luck impacts the chances (awesome use of random drop mechanics btw!) but my character has somewhere around 12-15 given I'm in a late-game playthrough with a custom stat setup atm (I started this run with 7s across the board just to see how it played differently from base amounts). I think the sticker placement could be moved forward a bit on the stock (or more ideally, duplicated on both sides?). It's kind of hard to see them unless you're using a weapon inspect animation, moving it forward a bit would also fix the wraps clipping over the edge of stickers. Nice set of mods to choose from, good variety and I really like your detailed descriptions for everything. The mod grouping for specific combat types is also a nice touch, making playstyle variations easier to manage. I am having a bit of a time finding the key for the storage room, has anyone else had issues finding it? I'm usually pretty thorough when it comes to search patterns... this one is stumping me. I cleared both Fort Strong and the basement mini-dungeon, as far as I can tell I got everything except the one duffel bag on the high shelf that has no interaction to loot (it's purely static). Animations and visuals are beautiful, 10 out of 10.
Edit - Finally found the key on my 3rd pass... you hid that well!
397 comments
P.S. If you're having trouble finding the experimental mods or some sticker packs, go to the Docs tab.
Changelog:
1.02
Fixed Ammo switcher causing thirst in survival.
edit: 1000 endorsements, Cheers!
I'm trying to change the created ammo count and change it to like 50 or 60 FO4Edit but I can't find the correct tab.
Any help is appreicated
I was using the non redux way back and remember that the stickers were visible in the workshop.
After testing more, can say:
- It needs suppressor, it is probably the most realistically suppressible weapon (real gyrojet sounds more like pneumatic gun rather than a firearm)
- Projectile feels too slow
- Projectile tends to hit geometry and textures a lot. Needs a perfectly clear line of sight. Even obstacles that are usually can be shot through (like mesh fence) are stopping them. Haven't tested, but most likely penetrator perk also does not work (it has problems with all similar weapons).
- Ammo requires a massive amount of steel. Even if it is very cheap and common, you'll need thousands of it.
When I saw the Derringer mod, I made it fire the Gyroget ammo. (yes, Gyroget Derringer was a thing.)
Absolute bliss. This ammo type was never meant to be fired out of a long barrel - it does all it's work AFTER it leaves the barrel, no matter how short..... It's the antithesis of modern ammo - this gets FASTER after it leaves the barrel.
It's issue was stabilization - which you'd expect guys like Tinker Tom to work out those issues 2+ centuries later.....
I was duly amazed that the Institute did not pry this off Tommy Whisper's body......
In other words, the damage out of a Derringer would be the same as the damage out of a massive MG.
I can imagine these sorts of discussions taking place with military brass. The reason it never progressed beyond a prototype could be that they discussed the project to death.
Also, a gyro-receiver setup for the Deliverer would definitely be worthwhile... I'd use that for sure. The technology is a bit underwhelming with a rifle/LMG platform unless you're using the cryo/explosive/nuke rounds. What really sells this weapon for me is the overall fun in using it; mod variety for different playstyles, the audio and visual entertainment aspect, and the lore-friendliness makes it usable in a wide variety of settings.
I think the sticker placement could be moved forward a bit on the stock (or more ideally, duplicated on both sides?). It's kind of hard to see them unless you're using a weapon inspect animation, moving it forward a bit would also fix the wraps clipping over the edge of stickers.
Nice set of mods to choose from, good variety and I really like your detailed descriptions for everything. The mod grouping for specific combat types is also a nice touch, making playstyle variations easier to manage.
I am having a bit of a time finding the key for the storage room, has anyone else had issues finding it? I'm usually pretty thorough when it comes to search patterns... this one is stumping me. I cleared both Fort Strong and the basement mini-dungeon, as far as I can tell I got everything except the one duffel bag on the high shelf that has no interaction to loot (it's purely static).
Animations and visuals are beautiful, 10 out of 10.
Edit - Finally found the key on my 3rd pass... you hid that well!
Exemplary works, and heartily endorsed!
Sold me