Fallout 4

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WarMocK

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WarMocK

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More pipe weapon types, improved vanilla pipe weapons, better meshes.

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-= Piping hot! =-


The pipe gun concept? Is awesome! Itsimplementation – not so much. They're outclassed by your starter weapon from Vault 111, later on they are quickly outclassed by properly designed shooting irons, and using the Scrapper perk ain't the big game changer for them either. It also doesn't help that there
are only three types of pipe weapons available in the base game in the first place (semi-auto, bolt-action and revolver), and except for the revolver, their meshes make them look like they couldn't even work, breaking your immersion.


Pipe Gun Power Pack is my personal takein these issues. Not only does it change the base weapon meshes to make them look more plausible and therefore more immersive but it also adds a few extra new subtypes of pipe weapons which all have their own little niche where they can excell well enough to keep them
a viable option for a long time.



-= Basic Changes =-


Let's start with the vanilla stuff. Themeshes for both the weapon receivers and the attachments underwent a complete overhaul whenever necessary to make them look more functional (and therefore immersive). Furthermore, the stats and attribute changes were also buffed or streamlined a bit to provide a
more logical system for you to mix and match the parts. The changes are as follows:


Grips and stocks
- All vanilla game full stocks were givennew meshes to make them look more appealing and somewhat more sensical.
- New pistol grips and full stocks wereadded to provide an improvement for certain playstyles. For example, the deathclaw grip improves bash damage for pistols while the light
- full stock provides better handling for short-barreled rifles.


Muzzle attachments
- None of the muzzle attachments exceptfor the silencer reduce the weapon range anymore (because they do not do that IRL).
- Spiked muzzle brakes now are yourjack-of-all-trades (and masters in none) which provide a bit of recoil control, a bit of extra bash damage and a bit of accuracy.
- Compensators now provide the fullpackage of recoil control and aim stability.
- Silencers simply got a more detailedmodel which also should obscure the sight picture a little less.



Pipe Bolt-Action receivers
The new main task for the pipebolt-action is to provide a lightweight and cheap platform to fire cartridges you usually do not use in your main weapons and/or which are hard to come by. For this reason, the following changes were made:
- Most important fix: It finally has avisible internal mag! ^^
- Ammo capacity has been reduced from 6 to 5 as this is the amount of cartridges you load into your gun.
- Reduced the base weapon weight from 3 to 2.
- Buffed the base damage for 308 roundsfrom 34 to 40, which also raises the damage output from the improved receivers.
- Added new ammo conversion types: 10 mm,44 Magnum, and 5.56 mm. Both 38 caliber and 10 mm deal 28 damage (this is intentional to emphasize the weapon's job as an effective ammo dump, min-maxing damage over the choice of ammo type would be detrimental to this goal), 44 Magnum deals 32 damage, and 5.56 mm deals 34.
- 50 cal now deals 80 damage, but thereceiver is notably heavier and is limited to single-shot only.
- Added new meshes with different magazine sizes and loaded cartridges to match the ammo conversions.

Pipe Pistol/Rifle receivers
As with the pipe bolt-action, I gavethis one a few new meshes for the receiver – yep, that's right, the receivers are visually distinguishable now. Their design now depends on the type of locking mechanism, which itself has a direct impact on the damage output as most of them require the weapon to release some of the propellant gases or use lots of its energy in order to operate the gun, which means that this energy is no longer available to drill holes into your targets.
There are three basic operating typesfor the pipe gun receiver:
- Crude Blowback (vanilla game type: standard). Cheap, sturdy and easy to build, however the light bolt requires gas venting ports to relieve some of the barrel pressure in order to prevent ruptured casings during the extraction process. You can recognize a crude blowback receiver by the barrel shroud at the front of the base barrel, which directs the vented gas forwards to prevent the operator from burning their fingers.
- Delayed Blowback (vanilla game type: hardened): This more efficient system uses a gas trap to keep the weapon locked a little longer, which increases barrel pressure despite the light bolt and therefore provides more kinetic energy to deliver. However, the gas trap still requires quite a bit of expansion volume in order to work, therefore it still loses some damage potential. You can recognize it by the large hex screw in the front of the receiver, which plugs the tube of the actual gas trap.
- Gas operated (vanilla game type: powerful). The weapon unlocks using a gas piston and only requires a swift breeze of propellant gases. This provides the highest damage output of all three available receiver types. This receiver has a large metal plate on the bottom of the shaft area, which serves as the access port to the internal locking mechanism.

Stat-wise, only the base damage has been upped from 13 to 15. However, I also added a new compact receiver to the mix (both as a semi and full auto version), which is lighter than a normal receiver at the cost of range.

Pipe Revolvers
No changes. No. Really. No changes atall. Not because they're perfect but simply because I'd replace them
with literally any other revolver in a heartbeat, no time to waste my
time on them.


-= The good stuff =-



Now, with all that out of the way: timefor the new stuff!

Pipe Derringer
This simple single-shot pocket gunfires 38 caliber bullets. What it lacks in range and accuracy, it makes up for with a low price tag, VERY low weight and a built-in 15-point bleed effect, as the bullets tend to keyhole quite a lot. Pipe Derringers cannot be modded by default (except for adding a legendary effect) and are meant to be used as a last-ditch weapon in close-combat or when you don't want to waste more valuable ammo on a small target.

Pipe Magnum Derringer
The bigger brother of the common Pipe Derringer, chambered in 44 Magnum. It also causes 25 points of bleed damage instead of just 15 and is usable against somewhat tougher targets.

Pipe Shotgun Derringer
If you REALLY want to stop a target in its tracks! Causes targets to be staggered. Look out for your wrist, though.

Pipe Single-Shot Rifle
Got a few rifle cartridges and don'twant to carry a combat rifle or hunting rifle around to use them? Well then this is the perfect weapon for you! It can be chambered in 5.56 mm, 308 and 50 cal, and its long barrel makes it a great sniper weapon for those sweet headshots against a deathclaw at the other side of Downtown Boston.

The Boomstikk
If you are really stuck with this one - oh boy, you REALLY hit rock bottom! It might be fairly light, it might attach a (weak) bayonet, but you couldn't drop much further in the foodchainl. Better get something better, which is just about everything else!

Pipe Bolt-Action Shotgun
More love for the 12-Gauge! If you canlive with its rather slow rate of fire then it will reward you with a fairly big punch and a 3 or 5 round magazine to spread some leaded love.

Pipe Firestorm
A „pipe“ weapon exclusively used bythe Gunners, this handmade 10 mm submachine gun will rock your world.

The Anvil
Yes it only has two shots, no fullstock, no sights and just a short barrel, but it hits like a truck. With both shells being fired simultaneously when you pull the trigger, this monster will turn your targets into minced meat – and probably hurt your wrists a lot if you use it too often.

4-Bore
The big boy! A single-shot weapon thatfires explosive grenades or unguided rockets. How devastating is it? Yes. ^^

Unique: Boom-Bewm!
If you like the power of the Anvil but need a bit more range and like to blow stuff up. Can be obtained from a new location north of Salem. Light the fuze!


-= My other stuff =-


If you think you're just missing that little extra to complement his mod, here's a few other things I came up with and which work very well with these hot pipes:

Little Boom - homemade explosives and other things that go boom
Thirty-Eight Special - your friendly pocket revolver from the pre-war era
Makeshift SMG- your absolutely not-so-friendly meatgrinder for close-quarters combat
Minutemen Arsenal - so Preston and his boys (and girls) finally get some REAL Dakka ^^
Commonwealth Buff-Et - because roaming the Commonwealth eventually will make you hungry


-= True Damage =-


After a fequest about making this mod more useful with mods like True Damage installed, I created a small patch file which replaces the damage bonus of certain guns with a combination of weight reduction, improved aim stability and accuracy. The more advanced the receiver, the better the weapon's overall accuracy and the lower its weight. Additionally, the heavy and light frame receiver now affect both AP costs in VATS at the cost of melee damage.



-= One final note =-

I added something very personal on top of the train south of the Starlight Drive-In as a memorial.