For some reason named "Standard" or "Standard Epic" instead of its proper naming according to the mod, probably depending on which barrel it comes with. At least on weapon vendors, not seen it dropping in the world from enemies yet. Appears to be misnamed and forgotten to change to a proper name. Fortunately it can be renamed manually when modding on a bench. But it does leave a bit of a... low quality mod impression. A bash damage increasing mod would have also been nice, missing that.
Still, it looks very nice (and very oversized with some barrels), definitely sharp quality so screenshots don't quite do it credit, and the damage is, for a fast attack rate minigun, on SOME barrels definitely very convincing with very fast fire rate. Compact barrel lowers everything (damage as well) without adding anything to compensate, useless barrel. Peppermint barrel increases the fire rate over the Assault one only very marginally, but lowers damage slightly and range strongly - should be lot higher fire rate than that, to be worth using. Assault barrel mod is probably the best of all worlds, still at 300 fire rate, with higher damage than even modded vanilla minigun. The top upgrade barrel - Defence barrel - lowers the fire rate a bit too much for it to be still called a minigun, with kinda only small damage increase over other barrels to compensate for the big drop in fire rate. Iron Sight and Reflex Sight don't reduce sway at all when focused like they would do with vanilla weapons, they sway like a scope would. However unlike with scopes you even can't hold breath with the two sights, so the only thing they do is plain accuracy... increase? Not sure if they really do with the big sway. And you don't want the sights anyway once you can build the Long or Recon Scope - as those two have absolutely NO sway at all, even without any Sniper perk. Very unbalanced.
Overall the mod could use quite a bit of rework to balance out the (or right out improve in case of Compact) different barrels and the sights, it feels rather unfinished in current state and a bit of a mess. The minigun is clearly stronger than vanilla minigun though, or even the CZ57 Avenger minigun from another mod here on Nexus - so might be worth using as it is even in current state. It seems to work better on companions with an unlimited ammo mod though, with the big sway on the sights using it personally, it's wasting a lot of ammo just trying to hit targets - until you can build a scope and then it's a really epic weapon.
This is my first standalone weapon mod so there's a very discernible lack of polish. Balance is kind of all over the place since I still was still learning about all the stats at the time and wasn't fully aware of what anything does. The original idea for the Vulcan cannon was that it would've been an upgrade to the vanillagame minigun so that's why some barrels do surpass it in terms of damage and dps. I'm open to any patches for the Vulcan cannon that polish and improve it!
I am working on a new minigun mod right now, being a straight recreation of the M134. I'll have a lot more attachments and will be a lot more polished. Alongside it I'll also try to redux the Vulcan cannon, making the two (or more) heavy weapons share the attachments.
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
69 comments
Fortunately it can be renamed manually when modding on a bench. But it does leave a bit of a... low quality mod impression. A bash damage increasing mod would have also been nice, missing that.
Still, it looks very nice (and very oversized with some barrels), definitely sharp quality so screenshots don't quite do it credit, and the damage is, for a fast attack rate minigun, on SOME barrels definitely very convincing with very fast fire rate.
Compact barrel lowers everything (damage as well) without adding anything to compensate, useless barrel. Peppermint barrel increases the fire rate over the Assault one only very marginally, but lowers damage slightly and range strongly - should be lot higher fire rate than that, to be worth using.
Assault barrel mod is probably the best of all worlds, still at 300 fire rate, with higher damage than even modded vanilla minigun. The top upgrade barrel - Defence barrel - lowers the fire rate a bit too much for it to be still called a minigun, with kinda only small damage increase over other barrels to compensate for the big drop in fire rate.
Iron Sight and Reflex Sight don't reduce sway at all when focused like they would do with vanilla weapons, they sway like a scope would. However unlike with scopes you even can't hold breath with the two sights, so the only thing they do is plain accuracy... increase? Not sure if they really do with the big sway. And you don't want the sights anyway once you can build the Long or Recon Scope - as those two have absolutely NO sway at all, even without any Sniper perk. Very unbalanced.
Overall the mod could use quite a bit of rework to balance out the (or right out improve in case of Compact) different barrels and the sights, it feels rather unfinished in current state and a bit of a mess. The minigun is clearly stronger than vanilla minigun though, or even the CZ57 Avenger minigun from another mod here on Nexus - so might be worth using as it is even in current state.
It seems to work better on companions with an unlimited ammo mod though, with the big sway on the sights using it personally, it's wasting a lot of ammo just trying to hit targets - until you can build a scope and then it's a really epic weapon.
The original idea for the Vulcan cannon was that it would've been an upgrade to the vanillagame minigun so that's why some barrels do surpass it in terms of damage and dps. I'm open to any patches for the Vulcan cannon that polish and improve it!
I am working on a new minigun mod right now, being a straight recreation of the M134. I'll have a lot more attachments and will be a lot more polished. Alongside it I'll also try to redux the Vulcan cannon, making the two (or more) heavy weapons share the attachments.
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