Fallout 4

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  • DOCUMENTATION - Ammo Cheat-Sheet (Form-ID List)

    This mod juggles around 158 (+10) Ammo-Types, including the Vanilla and DLC ones. If you feel like you'd rather just console your way to acquiring them, here's the Cheat-Sheet for you.

    Alternatively, I have included a Cheat-Menu in the holotape if you installed the Cheat ESP. (Note that All 4 20mm, and the 2 Bean-Bag rounds are not available.)

    Legend:

    03 - Far-Harbor
    06 - Nuka-World
    xx - This mod's load-order
    yy - Wasteland Imports
    zz - WO-Redux Extras

    - 10mm - Ball
    - 10mm - Overpressure
    - 10mm - Incendiary-Tracer
    - 10mm - Radium
    - 10mm - Trick-Shot

    - 2mm EC - Ball
    - 2mm EC - Armor-Piercing Incendiary
    - 2mm EC - Radium
    - 2mm EC - Stacked

    - 30-...

  • DOCUMENTATION - Design Notes

    WARNING: WALL OF TEXT AHEAD!

    YOU'VE BEEN WARNED

    Within this space here is where I will explain my thought process and the philosophy to the changes. And to start, let me say that I AM NOT TRYING TO BE REALISTIC, OR IMMERSIVE, my approach is largely fun, utilitarian, within the realm of possibility, with a slight tinge of suspension of disbelief. The reference to real world, whether it's the basis of a firearm, or specific ammunition, is merely a starting off point. So please, spare me your nitpicks about realism, I will nitpick you right back.

    > Basic Receiver Overhaul - This is the divorce of damage receivers; the Damage , the Triggers, the Frames, and ammunition, this is just the basic fleshing out of receivers in the vanilla game as opposed of ...

  • DOCUMENTATION - Custom Ammos Tutorial

    PREFACE:
     > My system is arguably JANK. This may not be the best solution, but this is just how I set it up.
     > This uses the "Extra" ESP as example and reference
     > This is done in FO4-Edit, and requires a bit of savvy in the first place to understand and implement. You shouldn't be here if you don't know how to navigate the program at all.
    So, do you want to add a Sub-Ammo? (Just another flavor of an EXISTING Ammo)

    Step 1 - Make new Ammo

    Step 2 - Make Ammo Leveled Lists


    > Note that "LOOT" LLs should use the Globals, so it can be controlled and even disabled. "WEAP" LLs go to the weapon and ALWAYS Spawns.
    Step 3 - Inject your Leveled List via Quest


    > Note that I use the Far-Ha...

  • FEATURE - Ammo-Switching

    Ammo and Sub-Ammo is baked on the system of this mod, as it is built with it in mind as why I strived to use a multiplicative damage scaling. It is the bread-and-butter of a few heavy weapons that have barely any attachments within them. Ammo-Switchers work at the currently-equipped weapon, and YOU ONLY NEED ONE AS IT IS UNIVERSAL. It is located at the Utilities at either the Cooking, Chemistry, or at the Ammo Workbench if you have AWKCR.

    > Ball Rounds - Basic ammunition, these are the typical full-metal jacketed bullets.
    > Overpressure Rounds - Powerful handloads with increased damage and limb-damage but also with increased recoil.
    > Subsonic Rounds - Low-velocity rifle rounds with reduced range, but increased damage and sneak-attack damage.
    >...

  • TUTORIAL - Some Tips and Tricks

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    > To Ammo-Switch, you need a specialized tool. If you don't have one, you can craft it at the Cooking, Chem, or Ammo workbench; or you can simply spawn one from here. Ammo-Switching is done to the CURRENTLY EQUIPPED weapon, as such if you do not have a weapon equipped then it will do nothing. The ammunition eligibility would be automatically detected. You would need to have valid ammunition available, or the option won't turn up and disallow switching to said ammo type. After that is done, all that has to be done is to pick an ammo you want to switch to.

    > 500-Magnum and Shotgun Slugs are excellent for big-game, such as but not limited to Yao-Guais, Super-Mutants, Deathclaws. Keep them handy! You can craft Shotgun Slugs with mere steel and Shot...

  • FEATURES - New Legendaries and Locations

     > Amata's Fate - Furious Combat-Pistol within Vault 75, by the mock store used as gun-range.

     > Dead Silence - Violent Combat-Pistol at the Natick Banks unmarked warehouse, sitting by the table.

     > Ol' Painless - Rapid Hunting Rifle at the Sanctuary Root Cellar, above the bed with few ammo.

     > Diamondback - Explosive Magnum of Sully Mathis during Pull the Plug quest, after being drained.

     > Dirty Harry - Violent Magnum within Mad Mulligan's Mine, near Sally's body.

     > Expert's Carbine - VATs-Enhanced Combat-Rifle of Bullet during the Kid in the Fridge quest

     > Greta's Game - Rapid Combat-Rifle of Cinder in Revere Beach Station

     > Frontier Justice - Violent semi-automatic As...

  • WEAPONS - Shotguns

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    Shotguns, and associated attachments thereof provides close-range damage bonus. They also have tighter spread and longer range over-all, allowing participation at mid-range. When using Shotgun Shells, they can also switch into different ammunition types.

    There are two shotgun shells in the game, the 20-Gauge and 12-Gauge, and these have their own shotguns. This is done because sharing the same shotgun-shells for the multitude of shotgun types has too much overlap. This way, the 20-Gauge and 12-Gauge shotguns can have their own niche and feel for their own respective ammo-types without necessarily rendering each other redundant, pointless, or obsolete, and still have their own roster.

    ------------------------------
    12-Gauge Shotguns
    ----...

  • WEAPONS - Rifles

     > Hunting Rifle - Primarily chambered between 38 and 308, can even use 44-Magnum, it is relevant in any stage of the game, providing immense single-shot damage. Unlike the vanilla game, it forgoes the 50-BMG round for the more sensible 30-06 Round.

     > Lever Rifle - Rechambered for the 44-Magnum, and depreciated the use and existence of 45-70, it is much more flexible and versatile. It can shoot 500-Magnum Receiver. If you are ammo-starved, it can also fire the more common 45-Round.

     > Battle Rifle / Machinegun (Renamed from Assault Rifle) - Heavy-weight, accurate, fast-firing -- a weapon that shoots like a dream if you have the weight to spare. The Battle Rifle allows utilization of heavy ammunition with large capacity and fast rate of fire. Geared for ...

  • DOCUMENTATION - Ammo-Switch Patching Guide

    Ammo Type and Sub-Type is integral to the experience of Weapons Overhaul Redux, but this means that other weapons -- the standalone weapons would feel left out. It would be nice to have them eligible for ammo-switching.

    I made this here guide because I cannot (do not want) to simply patch every standalone weapon that will ever exist. So here is a guide if you want to do it yourself when I cannot (do not want).
    ============
    Phase 1: Preliminary Tweaks
    ============

    > Step 1: Add the Necessary Keywords and remove redundant ones.



      - T6M_MultDamage will unlock the Multiplicative Damage Bonus
      - T6M_MultRange will unlock the Multiplicative Range Bonus
      - T6M_MultSpread will unlock the Dynamic Spread cont...

  • WEAPONS - Heavy Weapons

     While incredibly restricted, they do have some fleshing out with the basic damage, frames, some with trigger, but their bread and butter is primarily the around ammunition types, such as the Missile-Launcher.

    > Minigun - Somewhat a joke in vanilla, held back by poor damage by poor ammunition. Now it compensates by being able to fire either the 5mm or the 50-BMG rounds. It also have new attachments category such as the basic Frame and Damage, and the Motor. 

     > Flamer - Also somewhat a joke, it's major limiting factor is range which is properly addressed. It also comes with an option for an Incinerator barrel, shooting fireballs at a distance. nozzles have to be forgone for the barrels because of how projectiles are handled within the game.

     &g...

  • WEAPONS - Energy Weapons

     > Laser Musket - an early-game energy weapon, it retains usability in the later stages by sheer damage alone. Though has weaker damage, it has unlimited ammunition through the use of Rechargeable Cells and can load more ammo-capacity, likewise it can be equipped with the Automatic Capacitor. 

     > Laser Gun -The generic and venerable Laser-Gun, it merely has more attachments to stay relevant further in the game.

     > Institute Gun - Unlike the Laser-Gun, it can be equipped with a freezing capacitor.

     > Plasma Gun - A merely even-stronger energy weapon, it trades most of its fire-rate even at automatic fire, likewise the slower projectile for sheer power. It can also be equipped with a Grenade Barrel to function as a grenade-launcher.
    ...

  • WEAPONS - Pipe Weapons

     > General - Features the MOST attachments in the game, while they start with poor performance, they can be decent with enough modification. They can be geared either with Commando, Rifleman, Gunslinger, and even Heavy Gunner for strength-builds.

      > Pipe Pistol / Rifle - Billions of different combinations, it can be built into a Pistol, Rifle, Assault-Rifle, Battle-Rifle, Submachine-Gun; a Heavy Machine-Gun that uses Heavy-Gunner; semi-automatic Sniper-Rifle -- all it takes is the proper attachments. It is however restricted to merely pistol rounds, and comes with severely reduced ammunition capacity.

      > Pipe Bolt-Action - A simpler action, it is easier to tool with stronger ammunition when rate of fire is not that of an issue. Featuring one of the mos...

  • WEAPONS - Pistol and SMG

    > Submachine-Gun - the venerable Tommy-Gun has always been a laughing-stock because of its poor damage efficiency, now it has increased damage with the default, with Long-Burst VATs. Commonly found without a stock, and with a 20-round stick-magazine, it can be equipped with the military-standard 30-round magazine, or the gangster's drum-magazines, as well as other assorted attachments such as a foregrip, and even short-scopes.

     >  Combat Pistol (Renamed from 10mm Pistol) - A generic semi-automatic weapon, while uninteresting it is still a jack of all trades. Capable of firing the .38 for it's capacity, the 45-ACP, and 12.7mm for anything larger, or just the usual 10mm for everything else. It can be tooled into a stop-gap submachine-gun, but still have horrible recoil. <...

  • DOCUMENTATION - Pointers within the Weapon Overhauls Framework

    > Multiplicative Damage and Ammo Switching - the original game. Multiplicative Damage is a must so that there isn't any diminishing-returns with the ammo-switching. It is IMPORTANT that the BONUSES would be ZEROED for related attachments. Because the Legendaries add by base-damage, having it on zero means you don't have to tinker with the legendries while allowing them to still work on the non-multiplicative weapons.

     > T6M_ENCH_Base_Core_Perks [ENCH:xx - This record houses the base perks of the weapon. This is not for the player, but for the NPC holding the weapon so that the bonus multiplicative damage will apply.

     > T6M_ENCH_Core_* [ENCHxx - This is really mostly used for just allowing for the ammo-switching to occur. 

     > ma_T6M_CanA...