Fallout 4

File information

Last updated

Original upload

Created by

Spadey and T6M

Uploaded by

The6thMessenger

Virus scan

Safe to use

Tags for this mod

About this mod

I don't usually make overpowered weapons, but when I do... it's UNREAL

The "Unreal" Launcher features a burst-fired launcher, able to fire multiple Rockets, or Missiles

Requirements
Permissions and credits
Mirrors
Changelogs


I don't usually make overpowered weapons, but when I do...

it's UNREAL

LORE:

The Institute is known for their discretion, to subtlety, never quite in the forefront but almost always omnipresent, from behind pulling the strings. But rarely, if ever, that at times they have a need to escalate and provide a measured response.

Officially the "Eightball" Rocket Launcher, it is built atop the prototypes procured from the Hopeville Missile Base. Firing the smaller Rocket in a salvo, with each crank loading a single munition to a maximum of six, providing the user an option for a tactful strike, an overwhelming flurry, or somewhere in between. 

Colloquially turned into the "Trident" Missile Launcher, as the complexity and rarity of the smaller Rocket deterred it's use, leading them to turn to the more-common but larger Missile, able to raise hell and more each turn, to a maximum of three. A useful alternative when subtlety is no longer an option.

Finally built into the "Redeemer" Nuclear Launcher, whose only prototype lost within the Glowing Sea. It uses a modified Fatman-Shell, using a portion of it's nuclear charge to send the shell at greater speed and distances.

Credits:

 > The6thMessenger - Concept, ESP Integration, Coding
 > Spadey01 - Mesh, Textures
 > Alexerator - Rocket Meshes and Textures
 > StephenHy11/ReeseOfNazareth - Sound that isn't squeaky
 > CodeCrash - Munitions
 > Pinedog - Screenies, Playtesting


Features:

 > A laser-musket styled Burst-Fired Launcher, whose burst increases with loaded ammunition.
 > A Missile Launcher version that deals 110 damage per shot at a wide area, and can load 3 at a maximum.
 > A Rocket Launcher version that deals 70 damage per shot at a small area. Barrels can load for burst in 3 or 6, or as semi-auto.
 > Has Smart-Barrels of each barrel type.
 > Has damage-upgrade receivers.
 > Can turn cranked gatling-styled automatic weapon, with increased capacity.
 > Has Leveled-List Integration (by injector. Will not interfere with existing Leveled Lists.)
 > Weapon works on NPC!
 > Reduced Missile ammo weight to 2 (from 7) in Survival.

How to Get:

 > Integrated within the Legendary Loot Pool (note that it is still VERY RARE)
 > Found in the hands of Synths and Gunners - Spawns with a custom NPC.
 > One in the Atom-Cats Garage - By the shelf, within the caged weapon crafting table.
 > One in the Teagan's Shop - within the shop, atop the shelf.
 > One within Institute's Advanced Systems - by the shooting range.
 > Craftable after Institutionalized (after meeting the division leaders).

Legendaries:

 > RYNO - A high-capacity Eightball Rocket Launcher sold at the Institute
 > Beggar's Bazooka - A high-powered Trident Missile Launcher, sold by Dejen, at Acadia
 > "Redeemer" Nuclear Launcher - Single-Shot variant, that fires rocket-powered Fat-Man Shells, lost within the Glowing Sea.
Spoiler:  
Show
It's in the forgotten church:



Compatibility:

 > Munitions Patch available - Allows the use of Munitions Ammo, disabling built-in ammo
 > Near-Instant Burst - Turns burst-fire near-instantaneous, as fast as the system can.

Known Issues:

 > The system uses the Burst-Fire Framework, and thus has the similar issues, such as the burst being liable to being interrupted and cancelled, while consuming the ammo.
 > Burst-Fire does not work on VATs, and is thus simply prevented when you have 2 and above ammo loaded.
 > Burst-System can be faster or slower by your frame-rate, and thus the burst can slow as your FPS flicker.
 > Burst-System is limited to a maximum of 20, and thus Never-Ending legendary will be disabled.
 > There is Damage-Bloat with regards to explosive damage. While the Damage-Card is correctly reflecting the damage, the damage done outside, when there's multiple sources of damage-bonus, deals more than what is indicated.
 > Too much explosions CAN CTD. Custom explosive effect does mitigate it, but does not remove it.