Fallout 4

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Abborre

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abborre

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About this mod

Integrates the features of Dak's Immersive Combat Rifle Overhaul into the mechanics of Horizon 1.8, with a few twist. Also includes new and adjusted barrel types, including medium barrels for the Combat Rifle.

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Permissions and credits
At it's core, this is a patch mod that integrates the assets Dak's Immersive Combat Rifle Overhaul into the mechanics of Horizon, primarily by making it able to use the Horizon ammo system, with plentiful options. But there is also more to it than that, such as this mod having a different approach to Horizon's ammo system, some additional upgrades to specialize the gun, as well as new and improved barrel types.
My goal is to make the Combat Rifle more diverse and nuanced, making it more interesting to find, and making it better able to specialize for different playstyles.

Before we go further I wanna give special thanks to DegenerateDak for his Combat Rifle mod, Zawinul for Horizon, and Ajhakra for the script used in the burst fire script featured in the 5mm receivers.

Ammo Switching
First of all, note that this mod does not integrate into Horizon's ammo mechanics in a conventional way. Unlike common Horizon weapons, this patch does not allow you to freely switch between using different cartridges for the Combat Rifle, rather the base cartridge you use for the gun is always determined by which receiver you have installed at the Weapons Workbench. However, you can always switch between specialized ammo sub-types such as API rounds or Cryo rounds of the particular cartridge your gun is chambered for. If your gun has a .45 receiver, you can always use your weapon toolkit to switch between using .45 standard, Cryo and API if you have such ammo, but you can not as easily re-chamber it to use an entirely different cartridge, such as 5.56mm. So you are required to commit to what cartridge you want the gun to use, which is particularly important, since different cartridges change much of the behavior of the gun.


Receivers
In this mod, all Combat Rifle receivers are dedicated to one of 6 different possible cartridges, and receivers for each cartridge come in 5 different tiers of quality; Standard, Hardened, Powerful, Advanced, and Mastercrafted. Receivers for different cartridges change how the gun works in ways other than just damage, affecting various aspects of rate of fire, recoil, handling, accuracy, ammo capacity, range, armor penetration, stagger, limb damage, critical damage, etc.

The cartridges that the receivers can use are:
  • .38
  • .45
  • 5mm
  • 5.56mm
  • 7.62mm
  • .308
Please note that not all of these receivers are equally viable. Whilst all receivers exist in the same tiers, not all of them are balanced fairly at lower tiers.
Receivers for cartridges like .45, 5.56mm and 7.62mm are relatively competitive even at lower tiers, and should stay relevant as you go up the tiers.

However, receivers like .38, 5mm and .308 change in their relative competitiveness over the course of a playthrough. At lower tiers, these receivers often have higher crafting costs and requirements, give worse bang for your buck in terms of damage output, and overall have various disadvantages. However, as you progress up the receiver tiers, these receivers will tend to catch up somewhat in terms of damage and other stats.

What this means is that you can probably make a .38, 5mm or .308 Combat Rifle even in the early game, but they have a soft restriction on them in their lack of competitiveness in the lower receiver tiers. So you're probably better off making a Combat Rifle with one of the cartridges conventional to it in Horizon, but you can generally make a more unconventional gun if you think the drawbacks are worth it. But over the course of the game, the Combat Rifle becomes more adaptable, the receivers for unconventional cartridges become more viable, and you'll be better able to make a good .308 sniper rifle or a rapid 5mm peashooter.

I also made lower-tier receivers look slightly darker and duller, and higher-tier receivers look a little brighter and shinier.

Spoiler section here shows more details about how different cartridges function.

Spoiler:  
Show
.38
Has inferior damage, armor-penetration and range, especially at lower tiers, but gets a more competitive damage output at higher tiers. Recoil is low, hip-fire accuracy is good, and rate of fire is good, and these aspects continue to improve marginally as you go up in tiers. Relatively suitable for sustained automatic fire from the hip, against targets with low armor.
Uses the smaller pistol-cartridge style magazine.

.45
Slightly reduced damage, range, armor-penetration, and ammo capacity, but has bonuses to stagger, limb damage, reload speed, and has a low max and hip-fire recoil. It is a viable option throughout the game against lightly armored targets, especially when used as an assault weapon.
Uses the smaller pistol-cartridge style magazine.

5mm
Very low damage per shot. Whilst the damage goes up by a relatively high amount across tiers, the damage per second never gets very impressive, despite the rate of fire also increasing with receiver tiers. Reload  speed starts out bad but improves with tiers. Ignores 20 points of damage resistance, and when fired in semi-auto gains an additional -15% damage resistance, but is still not effective against bigger targets. Both recoil and ammo capacity improves with each tier. Due to the low damage, hip fire is not very viable, you need to really drill the target for results.
As an added bonus mechanic with this cartridge, setting the gun to semi-auto will cause you to fire in 3-round bursts (outside of VATS at least), since I cannot imagine anyone would be interested in firing single shots of this puny round. This is courtesy of a script made by user Ajhakra, used here with permission.
Overall, I added these 5mm receivers mostly because I could, and because almost nothing else uses this round outside the clunky minigun, but to remain somewhat fair to the minigun's balance, the damage of the 5mm is kept very low. So these 5mm receivers are not really "good" so much as they are merely a possible outlet to burn away excess 5mm rounds that non-heavy weapon characters may have trouble getting use out of.
It can use standard, API and Cryo ammo, but not 5mm RAD, since I believe the script used to make the new ammo menu only supports up to 12 ammo types, 5mm RAD was simply the one I left out.
Standard style magazines.

5.56mm
Decent damage, range, armor-penetration and rate of fire. Does not have very high minimal recoil, and has improved recoil recovery, making it it suitable for aimed semi-auto fire or short full-auto bursts, but is less suited for hip-fire. Gains marginal increases to damage, stagger, and armor penetration when used with a medium or long barrel.
Standard style magazines.

7.62mm
Higher damage, stagger, limb damage and range. Slightly reduced ammo capacity and rate of fire. Higher recoil, but can still be controllable in aimed, short full-auto bursts. Long and medium barrels give marginally better stagger, damage, armor-penetration and range. Long barrels give a slightly better range bonus than medium ones.
Standard style magazines.

.308
Highest damage and range. Very low full-auto rate of fire, low ammo capacity, and high max recoil, making it most suited for semi-auto use. Recoil, ammo capacity and automatic rate of fire improves somewhat with tiers, making a heavy automatic rifle-type build more viable in late game. Higher weight, and worse hip-fire accuracy. Small bonus to armor-penetration, stagger, critical damage and critical charge rate.
Has worse limb-damage, armor-penetration and AP cost when used in full auto.
Medium and long barrels give small bonuses to damage. Long barrels give better range bonus, armor-penetration, accuracy, stagger, and reduced AP cost.
Uses .308 style magazines.

Keep in mind, a lot of these stat differences are not very noticeable. These aren't even all of them, I'm just a really detail-obsessive person when it comes to endlessly tweaking little variables like this. So the detail-bloat is a side-effect of making this patch first and foremost for myself, I just like *knowing* that there is attention to detail here, even if it's not gonna make a noticeable difference in-game for most people.



Upgrades
Since receivers in this mod are whole dedicated to cartridge selection and generic upgrading, the Combat Rifle now also has an "Upgrade" mod slot where you can chose and improve a more specialized improvement for the gun. These are:

  • Heavy - Improves damage and slightly improves recoil, at the cost of higher weight, reduced rate of fire, higher Action Point cost, and worse hip-fire accuracy.
  • Lighter - Significantly reduces weight and slightly improves AP cost and hip-fire accuracy, but also worsens range and recoil.
  • Armor-Piercing - reduces a percentage of the target's armor.
  • Calibrated - Improves range, sighted accuracy, stability, critical damage and critical charge rate, but worsens rate of fire, AP cost and hip-fire accuracy.
  • Dampening - Improves recoil and recoil recovery.
  • Hair Trigger - Improves AP cost, semi-automatic rate of fire and recoil recovery.
  • Rapid Auto - Improves AP cost , full-auto rate of fire, and reduces recoil.
Like receiver, upgrades come in tiers, in this case 3 for each upgrade type.

Barrels
The ported and light barrels now use unique models.

A new set of barrels called Marksman's Barrels have been added, which offers better sighted accuracy and critical charge rate, at the cost of worse recoil and hip-fire accuracy.
All barrel types now have a Medium Barrel option, with stats intermediary of their short and long counterpart.
Medium and long barrels offers additional marginal bonuses for the 5.56mm, 7.62mm and .308 cartridges.

Problems
Probably a bit bloated, but I don't think it should have any performance issues. if you experience undesirable stutter when shooting with this gun, let me know, and I might force myself to make a lighter version of mod with some of the excessive details like conditions regarding how certain cartridges benefit form certain barrels removed.

I tried making the ammo menu list out how much you have of any of the possible ammo subtypes, but I either messed something up, or there is some limitation I'm not aware of, the list over the menu doesn't actually display the amounts of the ammo you have. Feel free to let me know if you think you know what I messed up.

Let me know if there are any weird discrepancies in the stats or in some description somewhere.

Compatibility
Overwrites the Combat Rifle weapon, as well as many of its object mods, mod collections, mod misc items and object mod crafting recipes related to the combat rifle, but nothing aside from that.

It also does not overwrite the old Ammo menu for the Combat Rifle in Horizon, so other weapons like the "Custom Rifle" that use that Ammo Menu will still work as normal.

Other Info
I made the Compensator for the Combat Rifle have a slightly darker and duller look compared to the Muzzle Brake, to
differentiate them slightly.


Since these are all edits to the good ol' Combat Rifle, and since I've tried to adjust the object templates, everything should be integrated well, such as receivers, upgrades and new barrel types showing up when appropriate. So you'll see a lot of character with medium barrel Combat Rifles.


Currently, the models for the Marksman's barrels have some weird flaws, I may improve them later.

I may create some kind of standalone smaller mod that only adds and changes barrel types, without requiring Horizon or Dak's Combat Rifle Overhaul. If so, let me know if you think I should publish that as an optional file here, or make it its own mod.

I've considered re-classifying the short barrels as "stub" barrels with the "dn_HasBarrel_Null" keyword, like the sawn-off barrel for the double-barrel shotgun has, and re-classifying the medium barrels as "short" with the "dn_HasBarrel_Short" keyword. This would mean I don't have to have a special "dn_HasBarrel_Medium" keyword just for this mod, which could in theory make for better cross integration with other mods like perk mods that are based on barrel length, but it would also require me to rename a bunch of things and would risk just making things more confusing.