Fallout 4

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ElPolloAzul

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ElPolloAzul

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15 comments

  1. Vexacuz
    Vexacuz
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    You know..i actually went searching using the specific search function for Weapons under "Unbalanced" tag and it was basically just your uploads, lol.
    1. ElPolloAzul
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      haha, love it! wouldn't want to get tagged any other way
  2. VirginHarry
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    adding this to the epa when??
    1. ElPolloAzul
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      Normally I would roll up the new mods into a new EPA Weird Weapons Season Pass update every 3 mods or so because there is a lot of work associated with merging the mods safely and testing to make sure the merge tool didn't disrupt anything too much (reassigning some FormIDs and asset paths does sometimes happen and it's best to do some gymnastics to prevent as much as possible from changing so that the upgrade experience works well, especially when the updated compilation is moved over to Xbox, which is generally after more feedback here, and I do a lot of testing to make sure all the scripts got repacked correctly to not break previous weapons). I do the staggered release on purpose to make sure that the major kinks are gone before they get frozen into a compilation, and it's in the reverse platform order of the individual releases (for those I released on console first as a little bonus for the console community and because I knew I would get good feedback (even just in star rating, which we don't have here) from the much larger user base in the very rare event something went wrong -- the one I can think of is when the Super Storage mod for Skyrim Special Edition got packaged with the Fallout BSA naming convention). It's much harder to maintain all of this if things go out on XB1, PC BethNet, the Nexus and secondary mod sites in compilation and in several form and there's a small problem -- after all, there's not a completely graceful all-in-one build system for BGS game mods even if it is pretty practical to program one atop git or something.

      So, there have been 2 mods of the usual 3. At this point, I'm planning on releasing the last Fallout 4 Weird Weapons mod in development for Starfield instead alongside other minigame mods (Gwent and maybe Caravan using the Solitaire code) -- should that be practicable if the scripting system is mostly the same. I think the ideas involved are a better fit for the probable art style and my main desktop computer (along with my mind and time) is currently dedicated to Linux deep learning work (and Proton doesn't like my specialized GPU setup for Bethesda games specifically). I have one SKSE mod basically finished (on the C++ and Papyrus front) except that I was running into a strange problem with, mundanely, the Skyrim CKs region generator corrupting both terrain and door warps in even fresh plugins on my particular Windows laptop.

      It's likely that this one and the Solitaire mod won't be merged in until at least the next mod release for any newer Bethesda game, which could be a while (or until I have a good reason to setup a new Windows partition or non-research desktop for games). And of course, the EPA WackyPak was a one-time thing for people without all the DLC at a particular moment in time and has purposely not been maintained with new inclusions vs. the Season Pass. Even then, there are very few new downloads across all of these mods given the age of the game and the mod genre, so on a greatest good for greatest number basis it seems like not the sort of thing to risk breaking things for, unless there is some sort of popular resurgence of interest & attention for the mods.
  3. DiscoGnome
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    Best weapons in the business.......I always keep checking... hoping and waiting for a new upload

    welcome back!


    Any plans to abuse Starfield when it comes out (assuming it's worthy)
    1. ElPolloAzul
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      I've been busy with non game-related projects recently and it's much more of an obstacle developing this without my current desktop being a Windows computer and Proton not working well at all on my dual-GPU setup, but I'm sure I will do some stuff for Starfield. The storm-blown floating city concept art looks pretty cool and so I'm guessing I'll play it. I don't think too many of the initiated can resist a single player Bethesda game.

      There are a few elaborate ideas (especially for minigame-generating weapons) I have banked that better fit a space theme than Fallout 4. There is a truly out there SKSE Skyrim mod I have programmed completely on the C++ front but was running into issues with the region generator in the Creation Kit of all things (it might be a problem with a newer build but it put me off of finishing). 
  4. confusedchaos1
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    I'm Afraid to download this mod i had a seizure reading the description and im worried if i try to use these in vr it will teleport me to the backrooms
  5. muz93
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    Part of the fun of these mods is reading the titles and descriptions and trying to figure out what the mod actually is. Tower of Brahmin was one of the hardest to decipher since I personally have no concept of what the original game it's based on is. Stuff like the bubble gun, I immediately get it. The pictures are hints but real pros can figure it out just from using context clues in the text.

    That aside, fun stuff as always. The dagger probably has the most practical potential as some kind of 'Assassin's dagger' that teleports you behind your enemy to do sick modded-in instakill backstabs, I don't know what lore in the fallout universe could ever justify that but probably something to do with jet and stealth boys. 
    Since I'm here typing out a bunch of text, here's some random ideas that you may or may not want to/be able to do/already did

    -a gun that sucks hairstyles off of the heads of npcs and stores them, then fires to swap the hairstyle onto a different npc
    - physics object superball grenade that bounces and loses no kinetic energy at all, or slowly gains it as it bounces. Could kill anything it touches, including the player, making it a death sentence in tight corridors.
    -A gun that summons a swarm of very small player allied bloodbugs that suck the organs and bones out of anything nearby and turn them into goo piles, before despawning quickly. the 'Mosquit-o-matic' if you will

    Goes without saying but keep up the good work
    1. ElPolloAzul
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      I always liked the cryptic item purpose discovery aspect of things like Metal Gear Solid and old Z-machine text adventure games, so :)

      • I actually tried the facial and regular hair swapping thing a few years ago but found the script function not too reliable at all at updating, although I have seen a shaver item in a video that removes the hair successfully -- I think the update works a bit different for just deletion.
      • In Angle of Mercy, the bouncing cigarettes have enough "mass"*scale that they will definitely kill you if you stand around in a hallway with them too long. They just bounce around and will place down the barrels where there's a low light level.
      • I think the Vuvuzewaspz (stingwing base) is the closest I will come since I don't do animations -- but an actual bloodsucking animation to a pile or blood cloud would be a neat overhaul of the vanilla bloodbug.
      Thanks for the encouragement, and I'm glad you've had some fun figuring stuff out across the mods.
      I've got one minigame planned that I might just set up with the current art and leave for the next game to complete and something else as alluded to in an earlier comment. I think I've finally filled out Diamond City for weapons, but then again, I've made that determination before. :)
  6. nonox97
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    c o n f u s e d s c r e a m i n g
  7. dasmodem
    dasmodem
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    My favorite modder is BACK !!!
    Good god, i need to download that new masterpiece
    1. ElPolloAzul
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      I have to say, I always really look forward to seeing my customary dasmodem high praise comment on these (I love the name and the icon that reminds me of Dr. Strangelove) and hope to keep producing pleasant surprises every once in a while. I don't know when I'll get around to it, but something a bit avant-garde even for me is planned for Skyrim SE breaking my usual rule of doing things without the Script Extender.
  8. Veratai
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    wow, what is even going on here? xD

    nice to see you again, dude
    1. ElPolloAzul
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      Obviously several weapons that all have the theme of keeping track (records) of things. :D

      nice to see you again as well -- makes me happy seeing people back!
      Looking forward to doing weirder stuff in future games if I have the time and there are better asset tools (e.g. for collisions) or new scripting functions.
  9. awromig
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    Jet is a hell of a drug.