IN V2.2 i think there might be a mistake regarding the weapon damage bonus added by some barrels? they add almost half a million of damage; probably when changing from mul+add float to int... or so. if its purpose, nvm.
I don't remember the exact ID but type in "help Vulcan 4" This command should find all the ID's that have "vulcan" in the name. Find the ID with the (WEAP) prefix and that's the one you're looking for
Thanks for the mod Spadey01. I endorsed it. I want to ask, how do I edit recoil to 0? I want no recoil in my gun and want it to be totally stable. Should I edit the 'rumble'?
Rumble edits console properties like how much the controller shakes when firing, so leave that alone as it isn't what you're looking for. I can't remember which setting exactly it was but I do know that each barrel has a custom recoil multiplier. If you open up each barrel and edit the max and min recoil to 0, I think that should do the trick. If that doesn't work, you're probably not too far from figuring it out yourself
I just started mod, so I don't know much. Is there a reference that can explain the prerequisites so that I don't get confused about small things? id mod
Yea you don't need anything special to have the mod work. It's a completely standalone weapon with no requirements or any gimmicks. It spaws on some heavier enemies at level 30, it also starts appearing on vendors at level 24. It's integrated into the game as if it was a vanilla weapon. Also make sure to have the latest version of the mod and a load order that allows it to spawn normally
Nah man it's meant to be used as an alternative ammo for the 5mm. I also wanted to do something differenet rather than just give it 50. Cal ammo. Not to mention 20mm isn't even in the vanilla game so I was already limited.
Zodicab's Munitions and MAA Patches supposedly had a 20mm patch for this. But the only one I could find was for another Vulcan Cannon mod that does not have the same .esp name as this mod.
20MM, even for a fantasy game like Fallout, this would be Pretty overkill anyway.
1: pretty illogical because this gun must weight around 40KG which no real human could carry at all (except maybe on power armor). Vanilla minigun alread looking like it must weight about 15-20KG.
2: it would be totally overkill. The dmg must be around 150-200 or alike, mixed with this high rate of fire, even Liberty Prime would be down within 3 seconds. ( if you won't go such a terrible bad balance route like Bethesda, making some weapons totally OP and some like a ridicolous joke) Ö.Ö
1. 40 kg in the context of fallout 4 is negligible. It translates to around 88 ingame weight units which means it could still be used for builds that specialize in strength, power armor or carry weight. Tho I will say the vanilla minigun weights about 12,4 kilos or 27,4 units. The 20mm minigun could as well just weight just double that at 25 kg and still retain that fallout 4 logic. I should also mention that base weight units in fallout games tend to be in pounds or lbs. Tho I still do like to use lbs to kg mods.
2. Weapons that are automatic tend to have a lower per shot damage compared to semi auto or bolt action (probably the reason why the vanilla minigun is so underpowered). I'd suggest a damage value of 65-125 to be more appropriate. The fire rate doesn't even need to be that high to offset the immense dps (still high tho since it is still a minigun). Along with the extreme weight, 20mm generally not being that common, being very clunky to carry around (and in survival limited amount of bullets you can carry) I'd say it's fairly balanced for endgame.
I'm making these points because I am making some crazy weapons (like a shoulder mounted AA machine gun or a triple minigun) and a 20mm minigun is one of them. I just generally love heavy weapons and feel like there isn't enough heavy love in the world :)
Also Heavy's minigun (the weapon this mod is semi based off of) weights 150 kilograms or 330 ingame units. Not that it's important information, I just wanted to mention it.
Always like new and better Minigun mods. Just a showcase video would have been nice so you can how much dmg, attachements and else (maybe showing damage modifier which I personally don't like at all) to see if it's a mod which I or anyone else want to use or if it doesn't fit.
Just the sound... It's the same sound as the vanilla sub machine guns are using. It sounds like a joke xD
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if its purpose, nvm.
Well, still better than the vanilla minigun.
This command should find all the ID's that have "vulcan" in the name. Find the ID with the (WEAP) prefix and that's the one you're looking for
I can't remember which setting exactly it was but I do know that each barrel has a custom recoil multiplier. If you open up each barrel and edit the max and min recoil to 0, I think that should do the trick. If that doesn't work, you're probably not too far from figuring it out yourself
It spaws on some heavier enemies at level 30, it also starts appearing on vendors at level 24.
It's integrated into the game as if it was a vanilla weapon.
Also make sure to have the latest version of the mod and a load order that allows it to spawn normally
I have a question though: shouldn't it shoot 20mm ammo instead of 5.56?
Not to mention 20mm isn't even in the vanilla game so I was already limited.
1: pretty illogical because this gun must weight around 40KG which no real human could carry at all (except maybe on power armor). Vanilla minigun alread looking like it must weight about 15-20KG.
2: it would be totally overkill. The dmg must be around 150-200 or alike, mixed with this high rate of fire, even Liberty Prime would be down within 3 seconds. ( if you won't go such a terrible bad balance route like Bethesda, making some weapons totally OP and some like a ridicolous joke)
Ö.Ö
1. 40 kg in the context of fallout 4 is negligible. It translates to around 88 ingame weight units which means it could still be used for builds that specialize in strength, power armor or carry weight. Tho I will say the vanilla minigun weights about 12,4 kilos or 27,4 units. The 20mm minigun could as well just weight just double that at 25 kg and still retain that fallout 4 logic.
I should also mention that base weight units in fallout games tend to be in pounds or lbs. Tho I still do like to use lbs to kg mods.
2. Weapons that are automatic tend to have a lower per shot damage compared to semi auto or bolt action (probably the reason why the vanilla minigun is so underpowered). I'd suggest a damage value of 65-125 to be more appropriate. The fire rate doesn't even need to be that high to offset the immense dps (still high tho since it is still a minigun). Along with the extreme weight, 20mm generally not being that common, being very clunky to carry around (and in survival limited amount of bullets you can carry) I'd say it's fairly balanced for endgame.
I'm making these points because I am making some crazy weapons (like a shoulder mounted AA machine gun or a triple minigun) and a 20mm minigun is one of them. I just generally love heavy weapons and feel like there isn't enough heavy love in the world :)
Also Heavy's minigun (the weapon this mod is semi based off of) weights 150 kilograms or 330 ingame units. Not that it's important information, I just wanted to mention it.
Just a showcase video would have been nice so you can how much dmg, attachements and else (maybe showing damage modifier which I personally don't like at all) to see if it's a mod which I or anyone else want to use or if it doesn't fit.
Just the sound... It's the same sound as the vanilla sub machine guns are using. It sounds like a joke xD