Fallout 4

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Abborre

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abborre

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21 comments

  1. Erierth
    Erierth
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    Would it be possible to hide all magazines, but not the standard one, when the .308 receivers are installed?

    E.g. whenever I install/upgrade the combat rifle with the .308 receivers, the only magazine available would be the standard one.
    1. abborre
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      Well, yes, kind of.
      For one, you could make it so that the non-.308 recievers have a mod association keyword that lets you make the other mags, but the .308 ones don't. However, this would be a symbolic change, as you could still get the bigger mags on it, since the mag does not automatically get replaced when you switch receiver type.
      Next idea is that you could basically have the magazine be part of the receiver, and not have magazine be its own mod part. Though that would lead to the awkward effect that you could end up with no magazine if you switch back to a receiver with variable magazines, you'd start with no magazine until you put a new one on.
      I guess you might be way around that, by making the .308 receivers have their own mag, and make all other mags invisible, and overwrite all their data, but with the other mag still being "there" technically, so that they'll still be there if you switch back.

      So I think that's possible, though it require figuring out some above-average complicated stuff in nifscope, probably. But I'm not interested in doing it, I like being able to use the Combat Rifle as a heavier automatic rifle. Besides, I've balanced it so that the .308 receivers work best in semi-auto, due to their recoil, and they also have better AP cost, armor-penetration and limb damage when in semi. So you're not really incentivized to use the larger mags. Also, I could be misremembering, but it may even be the case that I've added some really tiny bonuses to the smaller mags, maybe relating to accuracy or crit damage, though that could totally be me misremembering. So yeah, if you wanna use it as a sniper, I don't see much need to hard-lock you into the small mags, it's made so that you shouldn't need the big mags anyway if that's what you're gonna use it for.
    2. Erierth
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      So, is there a way to make the .308 receivers to have the same ammo capacity, regardless the magazine used?

      E.g. I've put on all .308 receivers this same property:

      Int
      SET
      AmmoCapacity
      12

      It didn't work on all magazines, only on the standard one.

      Then I tried this on all .308 receivers (to half the amount of ammo on every magazine):

      Float
      MUL+ADD
      AmmoCapacity
      -0.5

      It didn't work on all magazines, only on the standard one.
    3. abborre
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      It sounds like what you wanna do is use SET ammo capacity on the .308 receiver, and also make sure the priority of that receiver is higher than the priority of the magazine. That should make the receiver set the ammo to it's number, regardless of what modifiers has been applied with lower, priority, I think.
    4. Erierth
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      Please, where do I change the priority?
    5. abborre
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      I can't post my own pictures directly to the comment section, so I can't mark it for you, but assuming we're talking about the Creation Kit, you're looking at a window that looks something like this:
      Spoiler:  
      Show
      You can see the priority value in the left section bellow the description field, and to the right of the Target Type drop-down menu.

      If you're using Fo4Edit, the priority value should be near the bottom of the page.
    6. Erierth
      Erierth
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      Many thanks mate! It is working now.

      Really thank you for showing the way.
    7. Erierth
      Erierth
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      Duplicated.
  2. allvon
    allvon
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    Hi. I downloaded your mod and installed it with all of the requirements but it is not working. Any suggestions?  
    1. abborre
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      What about it isn't working? Does the game crash, or is there something in particular that doesn't function like it should?
    2. allvon
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      It's not crashing. There is no changes to the combat rifle. Only the standard Horizon stuff and vanilla mods. Nothing that is listed in the description.
      I should also add that i have run multiply test, reread the information and uninstalled all other weapons mods that affect the combat rifle. and there has been no change.
    3. abborre
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      Ok, are you SURE it's the exact correct base object for the rifle, and not some kind of alternate version that isn't touched by this mod? It should be the one with the base ID of DF42E.
      And have you checked what mods are available for the rifle at the weapon's workbench? This mod doesn't necessarily do anything to drastically  change the appearance of the gun, it changes how it *can* look and function depending on what modifications you put on it.
      Also, keep in mind you need to load this mod after Horizon and after Dak's Combat Rifle in your load order.

      If none of this works, then I'm not sure I have any immediate ideas on what the issue could be, but you can keep giving me info that could be relevant and I may try to think more on it.
    4. allvon
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      "sigh" OK that took a lot of messing around but it is now working. YAY!
      Your load order suggestion work.
      But before it worked, I had too deactivate all the mods.
      Uninstall Fallout 4 then re download and reinstall.
      Then reactivate all the mods in the right load order.
      And start a new game.
      I have a headache LMAO
      But at least the combat rifle doesn't suck now.
      Thank you for your help Abborre
    5. allvon
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      "sigh" OK that took a lot of messing around but it is now working. YAY!
      Your load order suggestion work.
      But before it worked, I had too deactivate all the mods.
      Uninstall Fallout 4 then re download and reinstall.
      Then reactivate all the mods in the right load order.
      And start a new game.
      I have a headache LMAO
      But at least the combat rifle doesn't suck now.
      Thank you for your help Abborre
    6. abborre
      abborre
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      Well, I'm glad it worked out, and glad you liked it.
  3. sqparadox
    sqparadox
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    Fantastic patch, save one issue. It breaks Deception Deacon's upgrade Combat Rifle. Filed a bug detailing the issue and a fix.
  4. JBianculli
    JBianculli
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    Very cool. Thanks for the work on this, excited to check it out. I like the nuance that it's been given and the increased difficulty in simply switching ammo types. 
    1. abborre
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      I'm secretly hoping the idea of needing dedicated modifications to change cartridge is gonna catch on, maybe even make it into a future version of Horizon. One could do a simplified version of it in which different ammo menus have their own set of "chamber" modifications, that use generic "ammoSubTypes1", ammoSubTypes2" attach points to separate the specialized ammo variants for each cartridge. Well, probably not, but we'll see.
    2. JBianculli
      JBianculli
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      I've mentioned the idea around caliber change in Discord and received little feedback. I mean, a .50 BMG shouldn't be swappable with a .308 but not a bid deal. I'm working on my own overhaul but I'm still figuring out weapons. Your idea sounds good. The whole change over would be a lot or work far as I can tell. I'm even questioning the level of upgrades that would put a 5.56 to be more powerful than a .308. Running .308 should always hit harder than a 5.56, no matter what magic is done with the receiver, you know? 
       
    3. abborre
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      Yeah, any system that has both a generic damage upgrade (usually receiver) as well as a damage variable based on cartridge is going to make stronger cartridges relatively powerful in early game when used with weaker receivers, but with the difference being relatively small in late game, since everything stacks additively, not multiplicatively, so both weak and strong cartridges get the same boost from the receiver. The system I have here in this mod doesn't need to have this problem, since I can make receivers for stronger cartridges get more additional damage per tier than weaker ones, but I'm still held back a bit by the need to stay balanced with other Horizon weapons.
      For example, the 5mm receivers start out at -0.75dmg, and gain only +0.05dmg per tier, ending at -0.55dmg. 5.56mm starts at +0.22dmg, gains +0.23dmg per tier and ends at +1.12dmg. .308 starts at +0.66, gains +0.36dmg per tier and ends at +2.1dmg. So they do scale differently.

      If one was to try to implement dedicated cartridge modifications into Horizon, the easiest way to do it would be to repurpose the "ammo type" attach point into a "chamber" type modification, which can then lead to one of several new attach points which handle ammo subtype. It could work with the same system of mod association keywords that's already there, so it wouldn't be necessary to rework each weapon, only the system of ammo types, although that would still be a fair bit of work.
      You could also make it so that stronger cartridges can have upgraded versions of their chambers, meaning the damage difference between strong and weak cartridges can keep growing over time to maintain the relative difference, even as the receiver keeps raising the floor.
      Though at that point, there wouldn't be as much point to receivers and chambers being separate any more, and it would lead to additional power creep if the receiver damage bonuses aren't lowered, but you gotta work with the foundation you already have. So I think that kind of rework could be at least somewhat plausible. Kind of.

      Best would perhaps be if receivers and chambers had different functions, so that you don't have the redundancy of two different damage upgrade mod slots to manage. So receivers could handle things like bonuses to accuracy, armor penetration or ROF, like the "upgrade" slot here on my mod, but that would require a ridiculous amount of reworking.
    4. JBianculli
      JBianculli
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      I think your last idea would be best and perhaps the need to have so much upgrading could be left behind or rather, having upgrades change damage could be made minimal with the change in cartridge creating the significant upgrade in damage. I like the idea of growing into stronger cartridges as being the operative damage upgrade. Right now, API rounds are impractical for regular use and there needs to be a standard AP round or penetrator round. So you have armor penetration leading to increase damage instead of magic upgraded receivers, all this while enemies gain more armor. And then for example, super mutants would require semi-automatic .308 rounds to really be taken down easily, and armored gunners would require AP rounds. 
      If I find time and patience to learn and do I'd make that change. I'd need help with the how-to to expedite that process