Fallout 4
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PhoenixKnight13

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PhoenixKnight13

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About this mod

Initially posted as a reply on the comments section of the PRL-8 by Newermind43 & Captain-Ultima, no additional changes have been made. This is a plugin replacer for addressing the range issue on the PRL-8 mod as well as adding some new functionality and slight stat rebalancing for vanilla by incorporating The Widow Shotgun by Corvalho.

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Welcome to the Phoenix Forge! Logo coming soon, I'm literally working on it as I type this lol.

I felt such a good looking weapon could use a slight update (as well as a fix for the range), so I made this replacer plugin to share. No assets were touched, it's only the esp. Also integrates the wonderful Corvalho Widow Shotgun for new functionality on the PRL-8.
Adds the Widow as master in order to utilize various mods from it, a slightly modified version of the plugin for the Widow is also included (just replace/override the original esp for both mods, you need to have all files present and active). The included copy of the Widow esp is using 4estGimp's Widow Shotgun Precombine Fix (with ESL flag applied) as the base, so no need to use that over mine as it would override my fixes. However, please do go and download/endorse his original if you like my update. I would also suggest the Widow's Powerful Audio patch.

If you're new to 'The Widow'; first off, I'm shocked! :laugh: Considering it is hands-down one of the most beautiful weapons you will find on FO4, it's also one of the most highly-functional double-barrel shotguns you'll find and holds its' own well into endgame thanks to the ammo types. I use it in place of a handgun or SMG quite often, the custom suppressor setup makes it the perfect stealth killer for sweeping raider hideouts. I also highly recommend the Widow's sister mod for the immersive Black Widow armor set, as well as the locked cellar add-on for hardcore players that want an extra challenge before acquiring it.

Everything is fully tested and functioning in-game, including the range fixes. Feel free to PM me if you find any bugs or leave suggestions in the comments. I'm sharing as part of my learning process, so I'm happy to get constructive feedback.

Specific Changes made to the PRL-8 (also to The Widow, as noted) :
* Minor edits throughout for naming consistency (Both Mods)
* Added ZoomFOV Modifiers (which also affect Accuracy Rate)
* Added Damage Modifiers. 4estGimp's fix for the Widow replaces the main plugin, so the optional selection for adding damage modifiers to that weapon from the original FOMOD is removed. I added a slightly more fine-tuned set back in and duplicated it on the PRL-8.
* Added Widow Ammunition types and made some edits/additions to the Widow's original ammo lineup -
Modified Flechettes to add Armor Penetration, also added new Radiated Shells and Slugs with rad damage and armor penetration to both mods requiring Gun Nut 4 and Penetrator 1 and 2, respectively.
Thanks to Ardent's excellent FN-502 mod for the radiated ammo setup idea, I've modified them to fit the two shotgun ammunition types (buckshot & slugs). FN-502 not required, but I'd encourage you to check it out and endorse anyway!
* Swapped audio keyword on the PRL-8 to use the Widow's in order to utilize the Powerful Audio patch.
* Fixed negative range issue as best I could without modifying the zoom and buckshot systems that are causing it. The PRL-8 is using a reflex sight setup with a scoped zoom backend (note the Zoom entry on the plugin, whereas the Widow has none) due to the high top rail needing a Z-offset. The reason it's causing a negative range is because the scoped zoom setup is designed for OMODs that add significant range boosts and reticles (like on rifles), whereas none of the mods on a typical double-barrel add any range. Added to that the buckshot system reducing range further and shazam. Given my inexperience modifying aim models and sights etc I left it as-is rather than removing the zoom feature, and instead fixed the range issue via a workaround using the ammo types. Each ammo type now has its own range modifier (shells and slugs behave differently), so when you first acquire the weapon you'll want to set it up on a bench before using. Now with the additional mods you have the ability to focus stats for your playstyle into different setups. Ammo ranges for the Widow are untouched, as that mod is set up properly using the reflex system. New setup makes editing range to your personal preferences easier, just go straight to the ammo omod entries and change min/max range.
* Reduced base damage from 150 (yikes?) to 72, which is still higher than the Widow @ 65 and vanilla double-barrels @ 45, given it's a big bulky mf'er.
* Added a 'very fast' melee speed to both mods for supporting various 3rd Person melee improvement mods on your gun bashes
* Modified weight entries on both weapons from MUL+ADD on most OMODs to ADD in order to lighten the overall weight, then increased the base weight to 6lbs (5lbs for the Widow) resulting in a more realistic balance. If you don't like the lighter weight simply change all the OMOD weight entries back to MUL+ADD (original weight on the PRL-8 is 5lbs).
* Fixed muzzle keyword setup, modified muzzle range modifiers to slight bumps instead of reductions. Also updated the range modifiers on the Widows muzzles/suppressor. I modifiy all my weapons this way considering most suppressors actually increase range IRL, while various other muzzle types tend to increase sound rather than reduce range as a drawback.
Since the PRL-8 and Widow mimic the vanilla double-barrels they also make a great combo for muzzled vs suppressed. Instead of having to swap muzzles just swap weapons for your situation (or use a mod with quick swap functionality like ECO Redux).
Both weapons should be fully compatible with ECO Redux, however if you activate the gun mods I would advise sticking to one set or the other with the damage modifiers and various zoom settings. Trying to use both the built-in ones and ECO's entries together might have strange results and hasn't been tested.
To install manually just replace the original mod plugins, otherwise drop in your mod manager below the originals in your load order and allow to override.

PS - I'm also working out details on a new ammo type for both weapons - Salt Rounds! Supernatural-style
The intent being an alternative to standard ammunition; providing an acidic bleeding effect plus stagger with no base ballistic damage, including support to utilize bleed-out systems from mods like Gunfighter Framework (having a lot of fun testing that out, it has fantastic yet light-weight functionality that covers a broad range of combat), with support for more to come as I test out different damage overhauls (swapping GF for Advanced Needs 76 on my next trial run). Instead of the ballistic damage it will include a frenzied effect (or something along those lines) similar to how Syringer debuffs work. The aim being to rile up a crowd of enemies with salt-shot (humans and non-feral ghouls only, possibly adding support for lesser creature types down the road), deterring them from moving any closer so you can stay at range or allow companions to pick them off. Also functional for slowing down an enemy you don't want to fight, allowing you a number of new options from gaining range to fire, regroup, or escaping a fight altogether. Longterm goal will be adding support for various horror mods, turning it into a true Supernatural ammo type.
Two ammo types planned - Salt shells for close-range utilizing a wider spread for deterrence and escape, salt sabots for mid-range encounters you don't want moving any closer. Sabots will pack a small explosive spread on the target for slightly more damage and level of irritant compared to the shells, potentially causing enemies to run away (or even bleed to death). If you're interested in this update please drop some feedback in the comments.