Fallout 4
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Sambuca 42

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Sambuca42

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About this mod

Hi, i am Sambuca 42 again.
Never wanted some throwing weapons, carriable turrets, new melee and ranged weapon's mod?
There you can find a lot of them, all injected in leveled list and tested over and over to be strong but in a balanced way.

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Hi I'm still Sambuca 42 but with a new account, this mod is the continuation of the mod "melee world overhaul" that I posted some time ago.
There are some changes I've made.

1

NPCs don't use ammunition, not even for fat-men and rocket launchers, and I'll try to make it possible for teammates shortly.

2

The ammunition returned to its original quantities, when found



New  technologically advanced (and expensive) mods available for 10mm pistol, laser rifle, double barrel rifle, for flamethrower, combat rifle, assault rifle, nuka world  rifle, tesla rifle, combat shotgun, pipe gun, fat man and laser musket.

4

Little by little, the mods for the weapons will ALL be revisited to be slightly improved, adapted to my future works to avoid making a mess and above all they will give a weight and a value to the weapon equal to the weight (in a balanced way) and value of the components used to create them, as well as the mods disassembled from the weapons will have the same value and weight that adds to the weapon.

5
I Modified the explosions that cause damages, to make enemies (except you) stagger or even knock out as i did in Immersive explosions, so if you downloaded it you must disable it.

6

Added an effect to the explosive weapons of the original game and to my explosive weapons, which will make explode enemies when get is killed.
I applied this effect even to the most devastating explosions in the game, such as exploding machines or self destructing bots.
Blow up enemies with your rocket launcher.



Melee weapons mods are all reviewed, their weight and values depends from components used.
Bigger weapons stagger more and all weapon's reach is adjusted, after a lot of tries to their lenght.
Poolcue for example has the highest reach and with the blade installed on the top, it will gain more reach.
Some melee weapons can have multiple mods altoghrther without looking weird or compenetrated in a weird way (try the rolling pin, it may become a strong weapon).
Every weapon mod you can craft, depending on your level, may be found on enemies.
For baseball bat and sledge hammer weapons, mods from nuka world that apply rockets on it now add the same sound effect of a rocket hammer of vanilla.
Every melee mod that is supposed to eletrify or burn, now carry an enchantment that deals a fire or eletrical damage.
It will look better, and weapon will deal that bonus damage even throught an enemy's block.

8

I added some melee's weapon enchantments that will require gold, silver or copper or all of them to be crafted.
Like skyrim, enchantment will not drop a loose mod after you change them and every kind of enchantment will require some perks.
Eletric enchantments requires science, poison requires chemyist, Fire requires Demolition expert, Cryo requires science.
Eletric will deal eletric damages and have a chance to stun enemies, stackable with stunning mods.
Flame will deal better fire damages than eletric enchantment but doesn't stun.
Poison deals the highest damages divided in some seconds.
Cryo will slow down enemies.
Every enchantment has it's tiers of strenght (normal, stronger and superior)
Faster weapons like knives or everything that doesn't stagger but hit fast has it's own set of enchantments, divided 3 tiers but with lesser magnitude possibile and to craft them you will require copper only.
One handed weapons that deals a stagger will carry stronger enchantments, but to craft them you will require  copper and silver.
Two handed weapons will carry the strongest enchantments but will require gold, silver and copper to be crafted.

9

There is a set of placeable  and carriable turrets avaible.
Craft them in a chemistry station (they are heavy and better one a lot expensive)
You will craft a placer that deployes the turret as synt grenade does, but it appears and is thrown as a cryo mine.
Anyway, when you will destroy your turret it has the same placer used to spawn it in it's inventory.
Carriable turrets are protected, so you only can destroy them.
If placed in water, they will stay unconscious.
They are in you faction and npc's workshop faction, so if placed in a settlement it will hepl to protect and will turn against you if you try to raid it.
When placed they will stay there forever, but if you change a cell and stay away after that cell respawns, the turret and it's placer will disappear, so avoid to forget them around.
Turrets are in order of strength

Ballistic 

(.38, 10mm, cal.45, cal.308, cal.50) single barrel
(.38, 10mm, cal.45, cal.308, cal.50) triple barrell (requires the single barrel version to be crafted).

 Energy

laser, faster laser, strong laser, fast strong laser, gatling laser.
They are in order of strength and the stronger version always requires the weaker version to be crafted.

Plasma, fast plasma, strong plasma, fast strong plasma, triple barrel plasma
They are in order of strength and the stronger version always requires the weaker version to be crafted

Laser shower is a gatling type of turret but it has not previous versions.

There are more turrets among my ideas one they i will upload them.

10

Ranged weapons are all reviwed.
Their melee attack deals 8 damages in case of pistols (as a punch does), 12 in case of a rifle and 16 in case of heavy guns.
Vanilla values are 2 or 3...so bashing is stronger, just avoid to use it with strength based bash, or you will deal crazy and unimmersive damages with you gun's butt.
Weapon speed are set to very high instead of medium so bashing will be less slow in a tiny way.

11 

Throwing weapons will be craftable at the chemistry station.
They take the grenade slot.
I assured that demolition expert arc will not appear for these weapons because it doesn't follow the real throw trajectory and ruins the visual because the green sphere where is supposed to land the granade floats just in front of you, ruining the visual.
Vanilla grenades will show the arc as before.
There are a lot of throwing weapons: hammers, sawblades, knives, bombs, poison bomb, acid flasks, bloodbug butts, harpoons, and others.
Most of them are upgradable at the chemistry station but will require the current version to be upgraded in addition of some more materials
NPCs and you may carry the same type of throwing weapon but i divided them.
NPCs throw the same weapons of you but if you use them, you have 1 shot only and the weapons itself will value and weights 10 times less than your version.
Your version costs a lot of components but grants you unlimited shots, but NPC can't use them.
NPC's version and yours can be crafted separately.
To craft NPC's version of a throwing weapon is enough to craft it from your version. One of yours create 10 of them.
I,f you don't want to craft them, you can simply find them around on enemies.

I KNOW THAT SOME WEAPONS ARE SUPPOSED TO STICK INTO WALLS AS NAIL RIFLE DOES, BUT SETTING THE PROJECTILES AS ARROWS (that can stick into walls) INSTEAD OF MISSILES,CAUSE SEVERE AIMING ISSUE FROM NPCS, THEWYTHROW THE WEAPON NOT FAR ENOUGH TO REACH THE TARGET IF THE IS ABOVE THEIR HEAD OF TOO FAR.
I DID IT ON PURPOUSE TO AVOID AI AIMING ISSUES.

12 

Find some scrap and components is easier now.
The probability to find junk in 100% now and every enemy will carry at least 1 random component on him (from plastic to fiber optic) in addition to a junk item.

19/08/2023
Added craftable missiles and mininukes.
Missiles in survival weights 1.4 and mininukes 2.1
Components used for missiles are similar of frag-granades's ones, but are a bit different and requires demolition expert 2.
Missiles weights in survival is 1.4 and value is 70 (mathematic sum of component used).
Mini nukes parts found in Gorsky's house, give a bit more of nuclear materials, to be coerent at a mininuke's new weight i set.
Mininukes weight is 2.1 and values 90.
Added some fatman's modifications: a new projectile and a new ammo to fire, and a set of weight reduction mods.
New ammo are sawblades, craftable from 0 using 10 times less component  as a throwing saw blade or converting an NPC's throwing sawblade in your inventory.
You have 2 recipes to craft them.
Ammo weight and value is the same of a NPC's throwing saw blade, and deals 150 damages (Will scale with heavy gunner perk) and projectile will staggger and make blees the opponents in the same way of the throwing counterpart.
You can craft them at a chem lab, and can be loaded all toghrther insteat of one by one as mininukes does, but the fire rate is one shot every 1.375 seconds, to syncronize fatman's mechanism movement to return at the base position.
Crafting the saw blade launcher doesn't require components (fatman is a catapult already) and reduces cone of fire.
Weight reduction mods aims to reduce fatman's weight with conseguent player's improved movement speed, reduces recoil per shot, VATS cost and fasten reload speed.
They are 5 types, from the base to the highest tier.
Normal, slightly lighter, lighter, light and "fatman but not fat anymore".
Last one makes fat man weights half, fasten reload speed by 50%, removes half recoil effect, let you run around faster and reduces AP cost in VATS by half.
These modifications require Gun Nut and Science at certain ranks and modify Fatman's value depending by components used.

27/08/2023
Fixed Mininukes, now they can be crafted as described before.
Some throwing weapons float in the air when dropped, becouse the model i used didn't had physics.
My solution to this is replacing the model but NOT the projectile with an onused melee weapon.
The weapon model is the "sacrifical wrench" , a common rusted wrench supposed to be a disciple's wepon.
It is big as a basic disciple knife.
This model is seen in inventory and held by  a character before he /she throw the projectile.
I Tried to use a baseball ball and a white pool ball,  they fit right in the hand, but when dropped start to roll everywhere and can be confused.
This unused weapon instead is small, fit perfectly in the hand and when dropped stay still, and canot be confused because there is not in game.
So sorry for my error and hope this solution (i can't use nifscope) may be a fair deal.
I checked and applied this alternative model only for throwing weapon that floated in the air when dropped.
The projectile thrown is the same as before.

31/08/2023
Completely overhauled .44 gun (NOT WESTERN REVOLVER)
Added a new longer barrel to increase the range, a new grip, a new reciever to deal double damages and a new mod to shoot homing projectiles.
Recievers now will give more recoil depending from the power added, but let you shoot faster.
Every description is modified to show you in detail how much recoil, fire rate accuracy and other changes the mod will do.
Value added to weapon is the same of component's used, but the weight added is balanced.
44's loose mods now will have same weight and value of component used, so they weight much more (or less) than the usual 0.5 lbs and value a lot more for the stronger ones (390 for the new ionizer mod).
Recipes are equal but perk requirements are mostly higher, also because benefits mods do are better than vanilla.
I tested every single .44 mods and everything works fine.
Other weapons will be avaible later

02/09/2023
Complete overhauled Junk jet.
First at all, increased damage from 40 to 50.
Loose mods have weights and values determined by the component's sum.
Weapon's value increases matematically depending on component used for mods.
Weight increases in a balanced way.
Added 4 different weight reduction mods.
Added a reciever thath doesn't need to be charged holding attack, but will deal 25% less damages.
Projectiles travel from 4000 to 5000 speed and gravity multipler lowered from 1.2 to 1.0.
Electric muzzle gives 15 energy damages (will scale with perk) and a 15% chance to stun.
Flame muzzle gives 25 energy damages (will scale with perk).
Improved visual effect of flame, eletric and normal projectiles's impacts.
Added a completely new type of reciever called "Aeolous's Lung"
As the greek's god of winds, this reciever will shoot hyper compressed air projectiles (Looks like king mirelurk sonic projectiles but with different sounds).
Ammo used for this reciever are Hyper Compression Modules H.C.M. craftable in a chem lab ( 10 per craft) at a fair component's price under the voice AMMUNITIONS and these ammo have their weight and value for survival ( 1/10 value of components used to craft 10 of them, as the chem recipe do).
This new reciever deals double damage and knock out enemies and projectile's explosion do the same, it's strong but must be reloaded after each shot but you will not see the inventory where to drop items but just the reload animation.
This reciever removes barrel's slot (so muzzles too) and scope's slot and add a Target box's box that take the place of the scope where you will install a device to shoot homing projectiles.
Once you will craft the standard reciever or my other faster reciever the usual junk jet mods will be avaible again.
Remember that among weight reduction's benefits there is a faster reload animation to a max of 40% faster for the best one.
Junk jet now can be very fun.
I also added craftable .44 ammo to complete my previous .44 overhaul.

03/09/2023
Changed how salvaged assaultron head works, now shoots a laser that looks like a real assaultron's one. 
Forget reloading, it do it by itself and  shoot automatic fire.
Burst fusion cell pretty quickly but deals huge damages.
Recoil is zero as it supposed to be.

04/09/2023
44 Gun now have different craftable type of ammos (incendiary, armor piercing and explosive), you can use scrap only or regular .44 rounds plus some components. 
in chemlab there are "new Ammo2 to craft them only from components or "ammo conversion" to use regular.44 rounds plus some components.
Sometimes enemies will carry them.
I added a new attach point to the weapon to do that.
Vendors don't sell them and you can't find them in ammo boxes, but crafting them requires very little components.
To switch ammo you have to use a weapon' s workbench and costs nothing, the only cost is crafting rounds.
.44 incendiary deals 25 fire damages.
Explosives deals 25 area damages and stagger enemies.
Armor piercing will bypass any armor but reduces power by half of a base version of a .44 gun.
My future idea is to do that to any ballistic bullet type of the game.
For now there only are .44 rounds.

26/11/2023
Combat shotgun totally overhauled.
Added new variants of ammo: pellets, incendiary pellets, slug, incendiary slug, explosive slug and armor piercing slug.
Those ammo are avaible also for the double barrel shotgun.
Slugs are single pelletts instead of the usual multiple pellets, they go far as other rifles and reduce gun's spread by half, so those sniper scopes now make sense.
Automatic recievers now don't have the  armors piercing variants, instead there are 6 automatic recievers variants: automatic, MK (from 2 to 5 ), hyper automatic
Every variant has a change in recoil, fire rate and power and now, automatic does mean REALLY automatic, so they shoot fast.
Non automatic mods are revisited and improved in a balanced way, generally the more power weapon get, the more recoil the weapon gives.
Every loose mod now has same weight and value of the sum of  the used components.
if you are using dragon breath muzzle, you'd better to use regular pellets, because they are cheap and you waste less.
Dragon breath muzzle will turn every kind of ammo into that ptojectile with no difference.
I edited also how weight and value changes by modding your gun.
Weight gained is balanced and similar to vanilla.
Value gained is the sum of component's value used to craft weapon's mod, so a hight modded gun can get some real value.
Scopes now give more accuracy bonus.
iron sights are improved.
All mod's descriptions are detailed and explain better what mod does.

10/12/2023
Balanced throwing weapons explosion to be a bit more effective.
Convert a throwing weapon for NPC now is easier, use 1 throwing weapon to convert it in 100 NPC throwing weapons of the same version.
Fatmans sawblades now are more balanced to craft, they keep same weight but you can craft 10 of them at once with same amount of component.
Crafting ammo is less boring, i modified formulas to craft 10 times more ammo per "click".
NPCìs throwing weapon now value 10 times less but keep the same weight, to avoid cap exploitation.
Placeable turrets now do generally more  damages and i fixed some formulas for some of them to be cheaper (but still expensive).
I overhauled laser weapons mods and created 3 new  expensive muzzles, each one with a special effect, a super focuser that shoot an exploding beam but with high recoil, a  new camera  that reduces recoil and shoot target seeking projectiles, a splitter that cut laser beam in 10 parts,  each one deals 25 energy damages.
Also, different types of .44 and shotgun projectiles are injected into level list, so you can encounter them around or sold by traders.

Next step is to adjust laser  weapon mod's value and weight and how they affect weapon's value and overhaul the harpoon shooter to shoot different projectiles  and more.

12/12/2023
I have removed the unused master file "high resolution texture pack", sorry if it gave problems.

26/12/2023
I changed how some explosions works.
Never noticed that explosives heavy weapons are affected both from heavy gunner and demolition expert, doing 4 times their damages?
So i didn't touch perks but managed how explosions from weapons work, to grant that only heavy gunner is affects heavy weapon's damaged.
Basically, missiles, for example do an explosion that doesn't do damage, but "spawn" the usual explosion.
Doing so, you still have the regular explosion effect and so on, but the explosion's damage is not affected from demolition expert.
Mines and granades are affected from demolition expert as usual.
Missile launcher, fatman and broad sider damages are changed.
Missile launcher's missile does 250 damage plus 250 explosion damage.
Broadsidercannon ball does 125 damage plus 125 explosion damage.
Fatman's projectile does 500 damage plus 500 explosion damage.
Throwing acid flasks have been improved damages (almost double).
New double barrel shotgun mod that allows you to choose to pull a trigger to shoot one shot per press or ( as DOOMGUY does) pull both triggers to shoot both projectiles and yes...using two cartiges per shot.
Managing those explosions also granted that some explosive mods applied to weapons for example my muzzles for laser weapons or micromissiles, don't do that absurd damage but a balanced one as it should be.
Also, managing those explosions for heavy weapons makes really less dangerous to shoot a rocket from close distance (but still hurts).
I made some changes to my laser gun  focuser, camera and splitter.
Now all of projectiles (except splitter) are target seeking and do an explosion with different damages depensing of muzzles.
Focuser do the most damage but  has the most recoil (good for semi automatic  fire), camera has less recoil and less damages ( better for automatic fire).ù

11/2/2024
I finished modifications for laser gun, now all modifications loose mods are equal weight and value of used components.
I created a new kind of ammo, the hyper fusion cell, craftable from scratch or convertible from regular fusion cells in a chem lab.
This ammo is used in my new reciever of lasergun, to deal really more damages and from a new laser musket modification.
Regural fusion cells are craftable at a chem lab.
Laser musket works differently, now you crank one time but, depending of reciever, you will shoot a fast burst of 2,3,4,or 5 shots.
In case you use the new hyper cell reciever, you will shoot a single shot per reload but deals 5 time  more damages.
Fixed the wrong name of incendiary shotgun slug, it was "incandiary"...happens.
New muzzles of laser musked now provides interesting effects.
For those who use vertibird's minigun and lackk of aim, i set projectiles as explosives.
The vertibird's minigun itself deals 12 damages plus 10 of explosion in a certain reasonable area due to the new projectile shot.
CAREFUL, when vertibird lands off you'd better don't shoot too close to the vertibird itself or you will damage it, turning Beotherhood fellas not so happy...
New ammo is included in leveled list, so you can find it around sometimes and even buy it from sellers, but they are pretty rare.
Tripod turrets have been enhanced and now they are a real danger: all of them have 50% more fire rate and their firing sound change depending from their fire
power.

31/3/2024
I edited lasergun and laser musket.
Now, ALL their mods have been touched, all their descriptions say what they do in detail.
My new Laserguns muzzles now don't exist anymore, instead i created 4 new different barrels that do similar effects.
My new barrels HAVE NOT a slot for muzzles.
You can  also hold fire to make them work.
Overcharged long and short barrels shoot a strong exploding laser, longer barrel hits harder but fire rate is slower than shorter barrel.
Super cannon barrel shoot a homing projectile that do a quite strong explosion, but the fire rate is slow and recoil is heavy.
My new experimental barrel is the "medic barrel", it looks like the normal automatic barrel, but shoot a continuous laser that deals low damages, but can adsorb enemy's health to heal you (if the target is organic).
Laser musket have a new stock to reduce the recoil even more and capacitors now should be more controllable while bursting fire.
Cannon muzzle for laser musket  and super laser cannon for laser gun shoot the same projectile, but the explosion and projectile looks better than precedent version of this mod.
Micromissiles mod now takes reciever's slot, i did it becaute when enemies got an automatic rifle with micromissiles shooting at you, then every bullet will explode before hit you.
So, now micromissiles got a slow fire fare (you can hold fire to keep firing) but gom more power and works fine.
I edited the magic effect that make enemies explode on death...now you too may be affected.
If happens that when you reload a game where you were dismembered from an explosion and you will see your character covered by flesh pieces floating around, just quit to main menu and reload the game.

5/4/2024
I edited the minigun.
First at all, the aim model is more similar to a real minigun with a lot of recoil.
I added the set of mod under the name " weight reduction" as i did with fatman.
I doubled the rate of fire, but it changes depending from barrell.
I added two new mods, the stabilizer and the hell's minigun barrell.
Stabilizer reduces  recoil, cone of fire and VATS cost by 25% and uses muzzle's slot.
Hell's minigun adds 12 fire damages to shots, but these projectiles are fire trails that make a small incendiary explosion wich deal 12 fire damages.
It does mean a mess, but ammo capacity is just to 100 rounds (mechanism that allows that is located also in weapon's loader....just an ipotetic excuse to reduce ammo capacity to compensate the devastation it brings).
Bayonet deals +10 bash damages.
CAREFUL, minigun's barrel don't affect damages anymore.
Every enemy's minigun has been edited, like sentry bots.
Now they shoot 3 times faster as a tri barrel should do, so they are more dangerous...a lot, so watch out and avoid to rush them with melee.
Also all enemies's lasers like protectrons,turrets and all others have been edited and are really more dangerous now...
I am editing also the bash damages ranges weapons does.
In my older versions there was certain values depending on their size.
Now i started to modify them depending on their actual weight, so their weight is their bash damage and it changes with weapon's modification too.
For now i did it with laser musker, laser gun, minigun and fatman and for further version of my mod, i will include them.
Weight also changes the time your character switch from hip fire to iron sight, the heavier your weapon is, the slower it will be, obliviously in a balanced way.
So a minigun switches slower than a pistol...
For last, i changed ammo creation furmulaes to match vanilla's ones except fusion cells, hyper cells, mininukes and rockets (they can't be crafted in vanilla).
Minigun disposes of 3 new kind of ammo (armor piercing, incendiary and explosive) and can be crafted or converted in a chem lab.

20/4/2024
I edited the flamer.
First at all, changing nozzles will not touch damages, but range and fire ratio.
General range doubled for Vanilla projectiles.
standard nozzle will shoot at double speed with a medium range.
Compression Nozzle will shoot 1.5 faster than vanilla but shoot farer thsn standard nozzle.
Vaporizer shoots at triple speed and has a limited range (still doubled thsn vanilla).
Napalm tank requires my new napalm ammo.
Flamer fuel can be crafted at chem station, and Napalm can be crafted from scrap of using normal flamer fuel.
I edited my 2 new nozzled i created in older version plus a new one.
Fireball nozzle will shoot fireballs with arc trajectory similar to fallout new vegas and with a certain area damages, it deals.
Homing fire orbs nozzle will shoot fire projectiles that seek target, it deals -10 % damages but has a great range.
Fire tongue will shoot a fire tray at high speed dealing high damages and target seeking too.
Flamer do from 8 to 16 damages, but the only mod that increases damages is napalml tank.
Damages are converted from energy to fire ones, being harder to be resisted and when it hits, it deal burning damages for a few seconds.
I added the weight reduction for big weapons as i did with minigun, fatman and junk jet.
Trust me, now flamer may be a dangerous weapon for real, so watch out from the forged raiders.

Sorry for the slow progress i do but the work in progress is gigantic and i have not much time to work on it, but little by little it will come.
Enjoy.