Fallout 4
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freakX

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  1. freakX
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    ..finish the main quest about a week ago, v1.5 should fix any features from previous version and also add something new, have fun! i think i'm done here..
  2. Ninnia
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    I don't want to sound whiney... but can anyone tell me what this mod actually does? I feel like it is supposed to be an ammo crafting mod which depends on your ranks in gun nut with the ability "re-caliber" certain guns. But I am honestly lost. I really hope this mod does what I think it does but the "changelog" is simultaneously information overload and not enough information at all.
    1. freakX
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      d main description is d 'untitled-section' which is from d first line 're-chamber' to 'cooked dog food' ..it was re-caliber mod at first but i added other stuff as well; d description is pretty clear to me, sorry if my english not fluent enough
  3. davidg53
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    Good work but, I would like to see the mod go in a different direction...In real life the 10MM packs considerably more power than the 45 cal, and has a much longer range than a 45 cal. Typical 45 cal bullet will weigh approx 240 grains and have an initial velocity of 850-950 feet per sec for factory loads. A 200 grain 10MM will have an initial velocity of 1200-1400 ft/sec factory loaded (have see higher IVs like 1600 but too hard on shell cases).
    Given E=Mass x the Square of Velocity, the 10MM places between the 357Magnum and the 44Magnum (Dirty Harry's gun).
    Note: Rangers in Alaska pack 10MM for BIG bears.
    P>S> guns for the 357Magnum revolver can fire 38 cal. 357Mag Automatics cannot use 38 cal.
    Will Track your Mod page.
    Thanks.
    1. freakX
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      wow.. and here i am a person who never held a gun in his entire life; i know i don't do request but if any of you had something that appropriate to add here; like more calibrating or other; please leave a comment; but then again no promises, i wanna finish this game first! anyway thanks..
    2. Lokie7
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      The .44 auto mag was/is a powerful handgun as well. Fits in with the .357 Desert eagle class. I haven't got to look at all the mods yet, still doing my "Shopping", so to speak. But if there happens to be a .44 auto mag weapon mod, that ammo would be very useful to have in this mod.
      Also, as davidg53 pointed out, the 10 MM is a damn good round/weapon and superior to a .45 in all areas, especially range. Maybe make crafting "Hot Loads" for more Damage, that require a bit more powder or "Hollow Points" for more damage ? IDK, just a suggestion. May be more work than it's worth. I may be misunderstanding the point also ? If so, sorry.
      I like the mod idea and will give it a try, thanks for your work.
    3. freakX
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      thanks for the input! honestly i really don't like the idea of Handgun becoming SMG, but who am i to judge? since i'm not an expert real-life weaponary; and i'm not sure if SMG can use Magnum caliber

      since there are some other things i'd like to try, i may add it later using .45 ACP for auto; but no promises, for the past weeks i'm busy with Debris Removal; you may want to check it out
  4. freakX
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    after cooling my head for couple days; i decided to rebuild from scratch and here's v1.3! my old failure is that 'FormID for items starts at 00000800' i always re-structure FormID to be neat so i can analyze thing quickly ..and it didn't pay-off!

    there r thing still hard-scripted however; read KNOW ISSUEs; i add something from FNV like HuntingRevolver CaravanLunch; NO nif/texture added; also re-adjust almost anything in v1.2

    originally i added SuperStimpak in this version but it didn't have d correct animation, cannot be used AND didn't have benefit from Medic Perk; man! this health stuff is really hard-coded; remove it from now.. also i can't do breaking-down mine/grenade/ammo, yet

    that's it! have fun guys.. i may add some other things later but i going to focused to finish d game first, happy holidays :)
  5. freakX
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    1.2 released! the idea is to add AND keep AP damage properties even you re-chambered to other caliber; and 'Magazine' is much more simple rather than re-chambared the 'Receiver' for every freakin' ammo caliber (like Beth did) or create the AP version of each ammo; may not be realistic but ..better!

    to check if AP-Mag is working; VATS your Turrent with and without AP-Mag; see the damage difference

    because of the hard-scripted/coded OR limitation of FO4Edit OR just my stupidity; this could be my last version; i tried to add a bunch of things but it just don't work as i expected and 'REPLACING' is NOT FUN!

    thank you and see you guys later..
  6. freakX
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    fix Lead crafting! a major bug.. it was assigned to 'Components' which supposed to 'Misc.Item'; my bad.. really sorry; was busy testing other mod and haven't continue my first walkthrough of this game since i started to mod; thanks for all feedback and endorsement.. happy gaming :)
  7. FreeBass
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    Seems to be missing sound for supressor after modded to .45
    1. freakX
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      ..i'll try to look into it; and a quick question to anyone who experience with real-weapons; should it calibrate with .45 or .44? my main purpose is to make 10mm Pistol to a DesertEagle; but idk if that could be happening in real-life; and i don't l know much about real-weaponary
    2. freakX
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      the main problem is that i add a new SoundProperties to 45ReceiverMod and SuppressorMod ONLY OVERRIDE the original sound; it didn't check or override any other sound from other mod; however ONLY HuntingRifle had a WORKING 50cal sound AND suppressor; it maybe hard-coded/scripted cause no other AmmoConversion change their SoundProperties..

      can't fix this at the moment, sorry; add optional file using original sound for those who like a silencer.. your choice!
    3. davidg53
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      357 Mag, or 41 Mag or 44 Mag for Desert Eagle (the Desert Eagle was never chambered for a round as weak as the .45)
    4. freakX
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      thanks for the input.. i can make a new ammo caliber or special properties like AP or JHP but FO4 didn't have damage properties for Ammunition like FNV