About this mod
Guns, guns, GUNS! Can't ever have enough of them! Grab this big, juicy mod compilation of 3 of my ballistic weapon mods with some new extra heavy content and put as many holes into any bad guy crossing your path in the Commonwealth like there's no tomorrow!
- Permissions and credits
Bull-It is a merge of three of my othermods which are basically fully developed at this point, but it also adds some spice to the mix in form of a new automatic weapon including customized animations (mostly in first person, as I simply couldn't get the reload animation to work properly in 3rd person. I'll need some time to fix it, but as for now this is the only big issue that I'm aware of with this mod compilation). I'll add more stuff and fix issues as time goes by, as this is the first mod with custom animations I ever made for Fallout 4 so please bear with me about them now working 100 % perfectly all the time - creating animations is tough and tedious work, to say the least. :P
The mods it combines are:
OMG-50, my reconstruction of the 50 cal machinegun which was likely supposed to be added to the vanilla game but converted to what we got as the assault rifle. It also incorporates most of the changes I made to the pipeguns and the hunting rifle, as described below.
The Makeshift SMG, my little full-auto onlyslugthrower to chew through your 5mm ammo stock (as well as some other pistol calibers)
Thirty-Eight Special, my latest modwhich adds some pocket pistols to your early game as a more immersive starter weapon.
The elephant in the room will be theunique Heavy Assault Rifle, a massive, bulky, heavy gatling weapon which can only be wielded by users with impressive strength or those who wear power armor. I'm not joking: if you try to equip it while having less than 6 strength, the weapon will automatically unequip
itself again, and a notification will tell you to get some meat on those bones first! And if you just barely fulfill the requirement, it'll still punish you with worse hip accuracy and bad recoil control. Only comes with a few ammo conversions and either iron sights or a recon scope, as the HAR was supposed to be a new weapon prototype for the US Army's power armor units.
The HAR also requires a certain type of ammunition in order to worked: linked ammobelts. You can either craft them in stacks of 50 or 100 at any chemistry station or use a portable workstation I quickly threw together for this task: the ammo belting kit. Craft this little box (Chemistry workbench under Utility, requires some steel and screws), put it in your inventory, and when you need some ammo just drop it onto a flat and level surface with an angle of less than 4 degrees, and it'll spawn a compact workstation for you to create the belts (otherwise it'll tell you that you can't use it and you gotta pick it up and try again). Once you're done you can pick up the workstation and it will be added to your inventory again. Be careful: right now you can only link ammo to belts, but you cannot unlink it to get the individual cartridges back again. I might add this feature later on but as for now I didn't want to make things too complicated and see how well this system works.
Being a propotype, this weapon is only found once in the Commonwealth by default (Might change this as well, but that's unlikely unless I find a very good reason for it). You can find a clue about its whereabouts in Fort Strong, on the desk of General Brock's secretary.
The other changes are listed below, mostly focusing on tweaking the performance on both pipeguns and the hunting rifle but also with some added eye candy and the corresponding stat changes.
Pipe guns
Pipe guns are a great and immersiveidea for a Fallout game, but unfortunately they are somewhat lacking in their execution both in terms of stats and design details. Therefore I made some changes to their meshes and tweaked the stats a little bit to provide them their own little niche and keep them fresh even in later stages of the game.
The meshes
I changed the mesh for the receivers ofboth weapons and added a few details to make them look more plausible. Pipe bolt-action weapons now feature both a visible fixed magazine to the bottom of the weapon and also have a pocket inside the barrel where the bullets will now be pushed into while reloading.
As for the (semi-)auto versions: I made the entire mechanism more plausible and somewhat more immersive. The bullets are now lifted out of the magazine via elevator (like in a lever-action weapon) and the casings now have their own exit port in the right side of the weapon.
The stats
Pipe bolt-action weapons now have 5 bullets instead of 6 by default, as this is the amount of bullets you shove into the fixed mag during a reload. In order to compensate for this I made the base weapon lighter (2.5 instead of 3) and slightly improved the aiming model of the weapon. After all, it's basically just a tube with a Mauser-style locking mechanism, no heavy gas or mass-operated reload mechanism which adds quite some weight and throws off your aim when it cycles. The 50 cal conversions also now sport a slight armour penetration and a massive damage boost to make this type of receiver more feasible in the first place. All in all this should make pipe bolt-action weapons more less a lightweight alternative to the hunting rifle, something you can throw into your backpack for a hunting trip in the Commonwealth.
Oh, and as a bonus I added a new lightstock to the pipe guns just for good measure, something you can pick when you prefer a light carbine which combines the best of both worlds.
Hunting rifle
Apart from its issue with being aleft-handed model by default the hunting rifle never had that much of a use in the game in my opinion, as the Gauss rifle quickly makes the 50 cal hunting rifle completely obsolete and the combat rifle simply outclasses it in every standard situation. Therefore I doubled the
damage of the 50 cal version to close the gap and turn the 50 cal hunting rifle into a weaker but still very viable alternative to the good ol' Gauss. And to top it off a little I also added some notable armour penetration and increased the chance to stagger a target, after all a 50 pill will rock your world quite a lot if you are on the receiving end of the barrel.
Since we also got the 5.56mm rounds inthe game solely to feed the vanilla „assault rifle“ I threw in an additional ammo conversion for the hunting rifle just for good measure. The „Varmin“ receiver provides a decent punch against critters and the occasional gunner if you feel like it, but even its AP capabilities only get you so far against tougher enemies like supermutants.
In order to make the hunting rifle evenmore worth your time I also buffed the other receivers a little bit. Both hardened and powerful receiver now have low-level armor penetration (308 is no joke, after all), and the 38 cal receiver is now somewhat lighter to compensate for the lack in the damage department.
Finally I added a few new stocks to it,one being a short tactical stock (with the fixed texture applied to the vanilla mesh), one „Obrez“ version to convert the hunting rifle into a pistol-like handcannon, and a skeleton stock to improve VATS accuracy – watch out for the recoil, though.
I just started modding for Fallout 4 again to get my mind on more positive things after having a horrible year. To make it short: my father died of Covid in January, which was an absolute stab in the chest for me and my mother. In memory of him I added a little tribute to the gameworld. A hint: he loved trains, and also was a big fan of airplanes.