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Crash

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codeblackcrash

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About this mod

An unofficial update to the Creation Club "Manwell Rifle Set" content by Shoeburglar and Kris Takahashi that contains additions, adjustments, bug fixes, tweaks, and more.

Requirements
Permissions and credits
Changelogs
ABOUT
An unofficial update to the Creation Club Manwell Rifle Set content by Shoeburglar and Kris Takahashi that contains additions, adjustments, bug fixes, tweaks, and more.

The Manwell guns are beautifully crafted have a fun little quest related to them. However, the guns were ridiculously overpowered and had a few minor issues/omissions. I approached this with the intention of reworking both guns to fit as a middle step between the hunting rifle and combat rifle. The design of the guns reminded me of early 1900s rifles, so I tried to keep that in mind as I rebalanced them.



FEATURES
  • Changed ammo type to use .30-06 caliber rounds from Munitions.
  • Adjusted crafting recipes and perk requirements for many weapon attachments- most notably, the barrels and magazines.
  • Adjusted (and added) a number of mod collections and object templates so that weapons that appear in the world appear with a variety of attachments and upgrades.
  • Both weapons now share magazine and scope attachments. This means that you can craft a magazine on a Manwell Carbine, remove it, and then apply it to a Manwell Rifle (and vice versa).
  • Added a new aim model that has more recoil than the vanilla combat rifle, but less than the hunting rifle.
  • Reduced the fire rate of automatic receivers by making them use the HasRepeatableSingleFire property instead of the IsAutomatic property. This makes automatic receivers function like the vanilla combat shotgun automatic receivers where they have no damage penalty with a slower rate of fire.
  • Manwell Carbine balance adjustments:
    • Changed Ported barrels to Fluted and gave them the same properties as light barrels.
    • Removed the extra projectile from the standard receiver.
    • Removed the crafting recipe for the legendary Lucky Marksman's Stock.
    • Changed the legendary Lucky Marksman's Stock to have the properties of a recoil compensating stock, while still granting the same +2 bonus to Luck.
    • Reduced ammo capacity from 16 to 8.
    • Increased bash damage from 4 to 6.
    • Decreased damage from 69 to 45.
    • Increased Action Point cost from 25 to 28.
  • Manwell Rifle balance adjustments:
    • Changed Ported barrels to Fluted and gave them the same properties as light barrels.
    • Removed the extra projectile from the standard receiver.
    • Increased the range using the same hidden range modifier used by the vanilla hunting rifle.
    • Increased ammo capacity from 6 to 8.
    • Increased bash damage from 4 to 6.
    • Decreased damage from 90 to 45.
    • Increased Action Point cost from 25 to 28.
  • Added new attachments:
    • Hardened Piercing Automatic Receiver
    • Advanced Receiver
    • Quick Eject Magazine
    • Large Quick Eject Magazine
    • Quick Eject Drum Magazine
  • Added scripted weapon LL injection- Manwell Carbines will start appearing on Minutemen, Far Harbor Trappers, bosses, and as legendary drops start at level 18. You do not have to finish The Quantum Stag quest for this to take effect.
  • Added scripted weapon LL injection- Manwell Rifles will start appearing on Minutemen, Far Harbor Trappers, bosses, and as legendary drops starting at level 22. You do not have to finish the Way Back Home quest for this to take effect.
  • Fixed an issue where both guns had the wrong NPC ammo list associated with them.
  • Fixed an issue where Creation Club weapon paints may have erroneously appeared as craftable.
  • Fixed an issue where the Manwell Carbine used the short stock mesh for the full stock.
  • Fixed an issue where the drum magazine used the wrong animations.
  • Fixed an issue where the Manwell Rifle Short Fluted Barrel had the wrong parent attach point node, preventing scopes from appearing.
  • Changed firing sound to use the hunting rifle sounds. (The default combat rifle sounds really made the weapon feel weak.)
  • The legendary carbine skin now uses the default weapon material attachment point and can be added and removed from any Manwell Carbine.
  • Adjusted a small handful names and descriptions to match the vanilla game's naming conventions.



REQUIREMENTS
  • Manwell Rifle Set Creation Club content
  • Far Harbor DLC
  • Leveled Item Fixes (this mod uses the leveled list injection scripts included with LIF)
  • Munitions



INSTALLATION
Install using a mod manager such as MO2 or Vortex. Load order does not matter as much for this, as all Creation Club content has a fixed load order above all mods.



COMPATIBILITY & KNOWN ISSUES
If you are installing this on a save with the Manwell Rifle Set content already installed, please note that you may need to modify any Manwell gun on a Weapons workbench for some attachments to appear properly. This is due to the changes made to allow both weapons to share scopes and magazines.

The Distributed DLC Leveled Lists mod will also add the Manwell guns to the world via scripted LL injection. While you can use both mods safely, keep in mind that you may find an abundance of these weapons in the world if you use that mod with this one. Use at your own discretion.

Patching may be required to work with mods such as See Through Scopes and/or Tactical Reload. I don't use either mod, so I won't be able to provide patches for them.

This mod should be fully compatible with combat rifle/shotgun reanimations. I personally use and have tested this mod with Wardaddy's Reanimation Pack for Combat Shotgun and Rifle mod without any noticeable issues.

Creation Club Delayed is compatible and highly recommended.

You can reach out via the Posts tab if you encounter any bugs or issues. Please make sure to provide your load order and a list of steps to replicate the issue, however.



CREDITS & THANKS
Shoeburglar and Kris Takahashi for the Manwell Rifle Set Creation Club content
DankRafft for the Leveled Item Fixes mod
CptCOOTS for the Creation Club Delayed mod- no changes or assets were used from this mod, but I wanted to include it here as it's highly recommended to avoid a barrage of quests at the start of a new game.



PERMISSIONS
I make no claim of ownership to any of the assets from the CC content or the LL injection scripts from DankRafft. These were included with approval from the authors and/or the Permissions section on the mods in question. Go endorse all of the above mods and give the authors kudos for their work!