Fallout 4
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carnappe

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carnappe

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About this mod

Provides weapon mod users/makers a mostly-independent ammo package for any weapon meant to fire 5.45x39mm ammo.

Requirements
Permissions and credits
So the GRBN series is now a thing aye (this contraption is certainly the first). If enough weapons of the series is made (at least 3-4) I may create an AIO.......

UPDATE 1: Amends to mod details or description


OVERVIEW:

This plugin provides a dependency-free (that is not base game/DLC) 5.45x39mm integration package for various weapons mods that needs it. Designed around a vanilla/BLD playthrough and/or even those that would like to use Armament/Caliber Complex/Munitions but find making patches for each gun too tedious for them.

I do feel sick when otherwise good AK-74 pattern rifles in Fallout 4 and similar are using the 5.56 instead of their actual ammo lol. Some do have the option to switch to 7.62 but they would already be AKMs.........

Not so much for something like some of the AK from Palmetto State Armory or even the bullpup Malyuk as they have variants that officially shoot 5.56 in real life anyway.

As with my 300 Blackout package preceding this, this does nothing by itself other than adding another ammo option for weapon mod creators to add without having to download a package that may provide ammo you may not even need.

Spoiler:  
Show
If MsVal or Subleader or Crucidox will add a Spear LT option (a lower due to the mags) to their respective MCXs at least, this could be useful.....


Note for Better Locational Damage integration: Add it to the AP formlists or something. This one is basically Russian/Soviet 5.56 or .223 and since it will use 5.56 projectiles it's like anyone will notice anyway. No point in adding this to anything higher than the Assaults formlist (the .300 BLK or the .277 SIG FURY are special cases, at least to me, given their intended roles/the guns meant to use those).

REQUIREMENTS


Hard requirement:
-Fallout 4 base game (latest version)
-F4SE (only if using RobCo patcher, otherwise, this is soft req or not needed at all for the mod)

Soft requirement:
-Any weapon mod that officially uses 5.45x39mm IRL (for mod creators)
-RobCo Patcher by Zzyxzz. It is only a hard requirement if your case is the above and/or wanted to add the ammo to the LL.
-ZENIT RE-REDUX as an example. It is not needed actually unless you want to use the gun with the ammo it is intended for IRL. The assets from that mod is not included but the Robco Patch only.

DA GOODIEZ:

-Standalone ESL for the 5.45x39mm ammo, complete with custom box (custom-designed textures by me, rest of credits below) and crafting.
-Supporting leveled list ESL-flagged ESP for use by NPC ammo lists. Only use this plugin if you have a mod that utilizes this mod's ammo (and is to add it to NPC ammo list).
-An example with ZENIT RE-REDUX (the best example I can find, AKM and kin has the Nuka-World 7.62 anyway), implementing the ammo option via RobCo Patcher.

IN-UNIVERSE/FICTIONAL HEADCANNON/LORE:

You can stop reading here and skip to next section unless you are interested in my made-up headcannon for funsies (under Article tab). Otherwise click away....

INSTALLATION

-Put in Data folder if manually installing otherwise use your mod manager.

Where to find it:

-Craft it under Utility. Make sure you have the required materials.
-It is now added to the LLs/stores via RobCo Patcher but only if you have the optional example, as the mod does nothing on its own other than having an ammo you cannot use. If added to LL, you can see them dropped by dead raiders/Gunners or being purchasable on gun stores/found in containers. Old-style for me creates conflicts, and script injects may be unreliable (even if I know how to make LL scripts).

LOAD ORDER:

*Base/DLC ESPs
*This mod
*Other mods
*Weapons that use ammo from this mod

Note: Levelled list and store integration is via RobCo Patcher and it has no load order as it is F4SE.

FAQs:

1. Hey carnappe why not use just Armament + BLD patch?

-Even if the newer ammo frameworks only install ammo on weapon mods you have, it is still probably too much for someone's mostly vanilla+ playthrough where they have all the needed and nothing else or do not want that many conflicts/compatibility patches. The GRBN Ammo series is filling a rare niche after all that ensures that nothing else is required outside of optionals. Also I cannot be bothered to craft a Robco .ini to ensure things work for those ammo as it is too tedious

2. Why a separate package?

-Someone may want to play with weapon mods firing their proper IRL cartridges without having to bother with ammo frameworks that may only add bloat or DL-ing many weapons to justify them. Most weapons mods are either AK/AR/G36 pattern anyway with some unique weapons fire the common IRL cartridges that are in FO4 anyway.

3. If someone drops a Spear LT, can I create an addon package that can use this ammo?

-Yes, if it has the AK mag-compatible lower as the option.

4. What is with the ship in your silly lore?

-Let's just say supernaturals exist in the Fallout universe and its not just the Dunwich crap or whatever MG Gekko-sized monsters you see in Fallout 76. If only there are vampires to assassinate.........

5. Does your ZENIT sample break BLD/TR/ECO REDUX?

-It does not conflict at all and for this case, I choose to integrate the ammo with the RobCo patcher. You can integrate Tac Reload or stuff like JSRS that way too.

6. There are AKs that shoot 5.56. Why not DL those?

-Some people wanted to "roleplay" (more like mil-simming in Fallout 4's case) being freaking Task Force 141 with weapon mods with proper features and traits. It's hard to think of your AK firing 5.56 when the weapon mod is based on a variant that does not officially shoot 5.56. This ain't .300 Blackout where you just change the barrel. Not to mention that there are not a lot of them on the Nexus at least. I can think of Malyuk, AK5C, and Krebs probably for the ones that can/may shoot 5.56 officially.

7. I can craft ammo but no gun to go with it. What do?

-Then you are in the right place to ask. The example integration for Spongebob's ZENIT RE-REDUX allows users to put the ammo to good use. It is once again via Robco Patcher.

8. Why RobCo Patcher (other than you do not know Papyrus scripting)?

-Robco Patcher is a game changer in levelled list additions and other ESP edit or related creations. The current capabilities it has (even at time of writing) is more than enough to have it alone. It gives almost zero conflict in levelled lists without having to rely on resource-eating scripts or the tediousness of bashed patches, as it does it all on runtime at engine-level. It frees up for more important LL integrations, save script memory and improve game performance.

9. GRBN Dynamics, really?

-I wanted to have some "uniqueness" to my ammo packages, as silly as it is.


10. Will there a quest mod relating to GRBN?

-RIght now, no.

FUTURE PLANS:

-More GRBN Ammo Series (if enough following exists)
-AIO of the mods (if I can create that many)

ADDITIONAL CREDITS:

The team behind the Munitions Project (codeblackcrash) for the Photoshop template resource. Also for the .223 Remington mesh. I simply created my custom textures using their provided template. They have basically open permissions for the said/linked mod resource for as long as they are credited.

DISCLAIMER:

Just a noobie mod patcher or maker that can only make very small mods, Fallout 4 or otherwise, and any specified contents used that are from another mod/user are duly obtained with permission.

If either the Munitions Team and/or Spongebob decided not wanting patches to their mod or not wanting to use their resources for this mod, I can make changes/amends and remove related assets, just in case.