Fallout 4

File information

Last updated

Original upload

Created by

The6thMessenger

Uploaded by

The6thMessenger

Virus scan

Safe to use

44 comments

Comments locked

The author has locked this comment topic for the time being
  1. The6thMessenger
    The6thMessenger
    • premium
    • 341 kudos
    Locked
    Sticky
    > Will there be a patch of X? - Chances are, no. You should try using FO4Edit to make a patch of your own first.

    > Will there be Horizon Patch? - No. Why this mod exists is exactly because it's what I use too, and Horizon isn't among the mods I use. Likewise, upon looking on the ESP, it does not look like that it can be done easily as we are simply doing things differently, that to merge each other without losing the essense of each other's mod cannot be done without an amount of work that I am willing to do.

    > "Immersive/Not-Immersive" or "Realistic/Not-Realistic" - You should keep those to yourself, regardless of praises or criticisms. Not everyone plays like you do, likewise have the same amount of knowledge about guns and physics -- or lack thereof that in my experience, much of the people who are complaining/commenting about Realism/Immersion simply has surface level knowledge about firearms. If your concern is along the lines of why a Double-Barrel "shouldn't be able to shoot 50-Cals because realism/immersion", you're in the league of surface-level knowledge about guns and I suggest you to educate yourself about firearms first.

    > Bug Reporting: "Bad Gateway" or corrupted dowload. - Please complain to Nexus, not to me.

    > Bug Reporting: If you must give me a bug, elaborate. Which specific weapon, which specific mod, the specific thing that happens. And which of the ESPs are used.

    > Bug Reporting: If there is something wrong, try troubleshooting first, and use FO4Edit to try and correct the problem yourself -- that has higher chance of being fixed.
  2. SteelWarrior01
    SteelWarrior01
    • premium
    • 1 kudos
    Locked
    Sticky
    Very interesting and well done mod, and the allowance of caliber swaps is an excellent addition. However from an effectiveness standpoint, you do realize that in "reality" (Yes I do know this is a "game") the .45-70 is a much more powerful and effective round than the .44 Magnum?

    The comparative specs are thus:
    .45-70 / 300Grain - Muzzle velocity: 2,275 fpsImpact Energy: 3,449 ft/lb
    .44Mag / 300Grain - Muzzle velocity: 1,250 fpsImpact Energy: 1,041 ft/lb

    I think (and I may be wrong) that they chose the .45-70 caliber for it in order to justify the Far Harbor lever action rifles higher damage output. The idea of being able to change the caliber to .44 mag is a very good one since it is still a powerful cartridge and it is definitely much more plentiful in Fallout 4 than the .45-70.

    Perhaps you could leave the more powerful .45-70 as an available option, thereby making the rifle allowed to be chambered in .45-70, .44 mag, and .45 ACP?
    1. Corlagon77
      Corlagon77
      • member
      • 2 kudos
      Just to add the rifle pictured is a Marlin lever action type rifle not Winchester. Winchester has only top eject and angle eject lever rifles, angle eject is top eject except it ejects the shell towards the right.
    2. The6thMessenger
      The6thMessenger
      • premium
      • 341 kudos
      What do you mean effectiveness standpoint? Dude, that's realism standpoint. I respect that you want some realism in your FO4, but you came to the wrong mod.

      45-70 being more powerful than 44-mag is irrelevant. I'm trying to be expansive and more functional to the gameplay standpoint, such as making 45-70 more powerful than the 44-Mag while also being more common would depreciate the use of 44-Pistol and the 44-mag round in the first place.
  3. Magickingdom
    Magickingdom
    • supporter
    • 56 kudos
    Locked
    Sticky
    I use the Winchester cowboy repeater rifle , and use 45-70 almost always. Removing 45-70 from the game, kills immersion, makes this mod unusable for my game. The beth lever model is pretty bad, but a Winchester it can never be.
    1. The6thMessenger
      The6thMessenger
      • premium
      • 341 kudos
      Well, I'm sorry that you feel that way. But I don't know what to tell you, there are plenty of other variants of Winchester Lever-Rifles , and they are chambered with many other rounds, with the 1892 variant 45-70 isn't even one of it --- a quick google search also tells that it can also chamber 44-Magnum. A 44-Magnum variant isn't particularly out of the question since its actually possible in real life and there are many other lever-action rifles that actually chamber even larger rounds like the Model 89 of Big-Horn armory doing 500-SW, likewise a different history and different weapons may also mean different series.

      Quite simply, you aren't immersed because you don't know enough about how guns work, what you have is nothing more than superficial knowledge about guns that you cannot comprehend how a gun could work otherwise.

      If you're still bothered by the name, nobody is stopping you to get to FO4Edit and change it yourself.
  4. dman7788
    dman7788
    • member
    • 0 kudos
    For arguments sake let's assume you're right about about the .45-70. Just from looking at the comments it justifies at least giving the option to leave it in the game. I want to use this mod, but I don't care to start messing with level lists just for this mod, and I doubt I am the only one that feels that way. To quote you "Not everyone plays like you do" Just because you think this solution is better doesn't mean others do regardless of actual ballistics knowledge. And as others have pointed out there are other mods that use the cartridge, rending your mod incompatible. What's the point of using a mod I have to fix to really use? You are arbitrarily limiting who would even use this in the first place.
    1. Haanjo63
      Haanjo63
      • member
      • 0 kudos
      This is the kind of thing you should always make on your own - and TBH it is pretty easy to do in FO4Edit.
      The actual hard part is balancing your weapons/ammo so that no one combination is the be-all/end-all.
      The reason is nobody plays the game the same - you need to customize it to how you play.

      What is the overlooked saddest part of this mod is it fails to realize that the in-game lever action rifle is not a Winchester - but a Marlin.    Model 1895 or Model 444, take your pick.    All it needs is the R/H animations, BCR and the Short Magazine for Long Ported Barrel mesh.

      That is exactly how I use the in-game Lever.   It's the end-game equivalent (well there is no equivalent) of the .50 BMG in a Bolt-Action rifle.

      It's the .50 BMG that I remove from my game, not the .45/70.    I replace the .50 BMG with a Bolt-Action big game equivalent to the .45/70, so that the end game isn't limited to one overpowered option (Bolt-Actions) over all else.
    2. The6thMessenger
      The6thMessenger
      • premium
      • 341 kudos
      @dman7788 - Okay, if it's not fit to your specifications, what makes you think that this mod is for you? Hell, it's not even made for you.

      @haanjo63 - I really don't care about accuracy of specific weapons, I just don't, my focus is on the gameplay. It's a lever-action rifle, basically a different bolt-action rifle, it's not like the nuances of different weapons are punctuated and experienced as part of the gameplay. The difference between you and is is that people like you use guns like gucci bags, whereas I appreciate them more about their engineering and function.

      You want realistic guns? Get the real gun, or watch Forgotten Weapons.
  5. GrayHoof
    GrayHoof
    • member
    • 0 kudos
    Kinda wish there was an option to have it in .45-70 since there are a few mods that uses the ammo. Also, not sure why you harbor such hatred for .45-70 while you give 7.62 a pass. If your argument for .45-70 being redundant is to believed, then would it not apply to 7.62 as well?
    1. The6thMessenger
      The6thMessenger
      • premium
      • 341 kudos
      It's a high-level ammo, Handmade rifle screams end-game with it's perk requirements -- you don't need to put a few levels of Rifleman just to develop the Lever-Rifle, you just build it with usual crafing perks such as Science and Gun-Nut. I removed the 45-70 because it's compatible to the 44-Magnum, that which presented itself as a good idea to provide better availability for 44-Magnum, while also REDUCING redundancy.

      Regardless of whether the 7.62mm being redundant or not which I would give that to you -- it's probably is, it's not the direction I wanted to go, as the mod author that has the power and the right to shape the mod as I please.

      As for your idea of "hatred", lets turn that around with your "Love" for 45-70 -- not sure why you harbor such love for 45-70 though ignore 44-Magnum. Yeah, it doesn't solve anything, it's just a useless comment regarding the inability of using one virtual-bucks with another because that is all what ammo in this game are, they are simply virtual-currency.

      You're more than welcome to take your "love" for 45-70 someplace else by not using the mod, or fix it with FO4Edit. Either way, you don't have to deal with my choices.
    2. GameTronix
      GameTronix
      • member
      • 0 kudos
      i think some of the calibers weren't balanced well in this game.
  6. bl3ckdragon
    bl3ckdragon
    • member
    • 0 kudos
    is this compatible with reload fix?
    1. The6thMessenger
      The6thMessenger
      • premium
      • 341 kudos
      Yes.

      It also has patch for Right-Handed animation.
    2. The6thMessenger
      The6thMessenger
      • premium
      • 341 kudos
      Yes.

      It also has patch for Right-Handed animation.
  7. Crediblesource100
    Crediblesource100
    • member
    • 0 kudos
    Yo brother, your lever action over haul conflicts with your sidearms overhaul. It deletes 45-70 so there’s no model when you reload the revolved it’s pink bullets and you can see pink through the receiver on the 4570 and 500 mag receiver
  8. NummusVersari
    NummusVersari
    • premium
    • 39 kudos
    Thanks for your mod. Very interesting.

    I like your approach to handling the base damages for each caliber and then using Magic Effects/Perks to apply the damages from OMODs. I have been working on my own personal overhauls and was struggling with how to handle similar issues. I did not like the base game (and most weapon mods) simple percentage change between calibers.

    I'll be checking out your other overhauls now as well.
    1. The6thMessenger
      The6thMessenger
      • premium
      • 341 kudos
      Well, kind of, yes.

      The Perk is a big part of it, but the Magic-Effect is just a way to integrate the damage-perk to non-players. The Perk is applied by the Perk-Injector quest, and if you want you can borrow the script.

      The Perk-Based multiplicative-damage system is integrated similarly across my other overhauls, and they also handle range and explosive damage, since explosive shotguns can be quite OP likewise they remain the same damage regardless of upgrades.

      There's also, apparently, some drawback with the system such as the game has to calculate the damage from the ground up, so there's some lag that others had reported.
    2. NummusVersari
      NummusVersari
      • premium
      • 39 kudos
      Thanks for the reply. The extra info on how your mod-engine works is very helpful. And the notes about possible drawbacks.
  9. Foxxieboy
    Foxxieboy
    • member
    • 3 kudos
    Using your all-in-one for convenience sake, but posting here as feedback for this weapon's changes in particular.

    Excellent changes, and the weapon works very well so far. My only complaint is that with bullet-counted reload framework, the base animations for the lever rifle only allow 5 shells reloaded before a full stop and racking the lever, which is a problem with longer barrels that add ammo capacity unless I interrupt after the 4th shell.

    Not a huge deal and I know it's a limitation of the animation and/or the Bullet Counted Reload framework. The gun seems very intuitive to use and rewarding to pull off some sick headshots with.

    I'm curious as to whether I'd be able to use these changes (From the all-in-one, obviously) alongside the Right-Handed Lever Action Animations mod (As that mod and changes are required for a particular lever-action shotgun mod I've been looking at possibly trying). I'm presuming that the conflict would be hard to resolve between the animations being shared, so I'd guess not.

    The Lever Action Shotgun mod in question is this: https://www.nexusmods.com/fallout4/mods/40062

    The animations/mesh changes are here: https://www.nexusmods.com/fallout4/mods/30485
    1. The6thMessenger
      The6thMessenger
      • premium
      • 341 kudos
      Actually yes, I use that too.
  10. soldierhobbes
    soldierhobbes
    • member
    • 0 kudos
    I have to ask, what records did you edit to remove the ,45-70 from the game? I have to add it back in with a patch cuz other modded weapons depend on that ammo type. Kinda hard to use the Ranger Sequioa mod when ammo doesn't spawn for it. That and does the All-in-one version still delete the ammo type?
    1. The6thMessenger
      The6thMessenger
      • premium
      • 341 kudos
      I edited the Leveled lists. You need FO4Edit to do that manually.
    2. soldierhobbes
      soldierhobbes
      • member
      • 0 kudos
      Ah okay. Not super hard to fix but it'll take a while. Thanks.
    3. HankMcGurk
      HankMcGurk
      • member
      • 4 kudos
      soldierhobbes
      Do you have the AIO or a patch for the Lever Rifle Overhaul that includes the .45-70 rounds? IF you do, it would be very much appreciated. Removing the .45-70 receiver on the Lever Action would have been the option I would have elected to use, instead of editing all the Leveled Lists. I'm looking to add a 7.62mm and a .45-70 receiver to the Hunting Rifle. A .50 cal round would kick a 13-16 lb. rifle right out of a shooter's hands, and I can't imagine why anyone would want to degrade the Hunting Rifle down to .32 cal ammo.
      As a player that relies on Better Locational Damage, PANPC and Agony to create the most tactically hardcore survival version of Fallout 4 possible, I need every round without the clutter of New Calibers. Ballistics characteristics means a lot more to a Better Locational Damage player. .45-70 has some very nice stopping power. Something to knock an Gunner off his feet through his breastplate or drop a Yao Guai when a 12 G round won't even stagger the beast.
      I'd love to hear back from you. Thanks!
    4. Default7196
      Default7196
      • supporter
      • 0 kudos
      The .44 change also irks me a little cause the rounds on the side of the stock are still obv .45-70 rounds. Way too big to be .44
    5. The6thMessenger
      The6thMessenger
      • premium
      • 341 kudos
      @HankMcGurk

      You know 45-70 in the game is just virtual currency right? That if I literally just buffed the damage, it can basically have the same effectiveness as a 45-70. the 44-Magnum isn't also a round to be scoffed at, especially when fired from a long barrel and not from a revolver that has gaps that leaks gases and reduce pressure.

      I get that you want your Muh-Immersion, but if you really understood how firearms work, you'd see how lame you perspective is. For example, why would people would degrade the hunting rifle to .32-round? Same reason why people use 22-LR rifles and that is because it's cheap, available, and enough for small targets. Believe it or not, you don't really need much to down a human-being either, a 22-LR in the right place can kill you, a .32-round, much more a .38-round can also kill you, and since you use Better Locational Damage, you should know that a headshot is also important.

      A 50-Cal could also be fired from bolt-action rille that is not-a-Barrett, one of them is actually Tac-McMillan 50, which looks more like a traditional bolt-action rifle. Likewise it'll kick so much if you have poor stance, this is why they are used with a bipod while in prone. Those like the Barrett only ever needed a special mechanism to employ automatic-cycling, but otherwise it's easier with a bolt-action.

      You're just like the other immersion-nuts I've encountered here, merely surface knowledge about guns. That is why you can't imagine why anyone would use 32-caliber bolt-action rifle.
    6. The6thMessenger
      The6thMessenger
      • premium
      • 341 kudos
      @Default7196

      If we're talking about sizes, those rounds are actually closer to .500 Alaskan than they are to 45-70.
  11. madsonfc
    madsonfc
    • member
    • 0 kudos
    Could you add this mod on Bethesda.net?
  12. Tarantin0
    Tarantin0
    • member
    • 0 kudos
    i was about to download this mod but when i see "Removed 45-70" i'll past
  13. Cursorstellata
    Cursorstellata
    • premium
    • 0 kudos
    Whats the new item ID if I want to spawn one? I don't want to go to far harbor yet