Fallout 4

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DegenerateDak And Friends

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DegenerateDak

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103 comments

  1. Gunrunner66
    Gunrunner66
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    • 8 kudos
    I love these guns.  But thier literally everywhere.  I see entire raider spawns carrying nothing else.  So common, they push other drops out.

    On the other hand, they are exquisitely modeled and highly effective.  I carried a suppressed MP as my sneaky weapon all the way to endgame.
    1. HommeCanard
      HommeCanard
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      • 0 kudos
      Same here
  2. TheGuyInTheCorner123
    TheGuyInTheCorner123
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    Is there a way to keep the .22 machine pistol and .22 pistol while disabling the .22 auto revolver? I really like the machine pistol and regular pistol, but the auto revolver seems to spawn like crazy and be everywhere
    1. nicolas1199
      nicolas1199
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      You could delete the quest that inject the weapon using FO4Edit, but it will work in a new game only
  3. Guido500
    Guido500
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    I like a lot of your weapons, but the 22. autorevolver has to be my favourite among them. Such a cool look and the animations are a great fit. Thanks!
  4. JebusTheOne
    JebusTheOne
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    • 0 kudos
    Please add a Ruger 10/22 or Charger pistol to this set.

    Loving it in my playthrough, adds a great loot variety to raiders etc.
  5. DracomaneBill
    DracomaneBill
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    I love the weapons, they look and function brilliantly, however, I'm finding they are too pretty for raiders and very common at the start of the game,  I'm thinking of removing them from the LLI_Raider_Weapons levelled list, any suggestions from anyone what I could replace that list with?  I would like them to appear occasionally on raiders, but not commonly (but I realise other people my feel differently).

    If they were junk weapons, they would fit perfectly on raiders ballance wise, but being pre-war, it just doesn't feel right that every chem addicted raider around sanctuary has them. 

     
    1. MrBlueBeetle22
      MrBlueBeetle22
      • member
      • 3 kudos
      yeah I second this, they are a bit too common. Maybe replace it with the triggermen LL?
    2. Icanhave26lettersinmynames
      Icanhave26lettersinmynames
      • supporter
      • 1 kudos
      I agree, reducing spawns on raiders would be nice.
    3. gotimas
      gotimas
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      • 16 kudos
      Its a simple change. I added these to the citizens/civilian LL and removed most from raider and gunner LL, makes more sense to me.
      Just go on Fo4edit and change around the "quest" injections.
    4. Icanhave26lettersinmynames
      Icanhave26lettersinmynames
      • supporter
      • 1 kudos
      Learning to use Xedit will alleviate many of your moding woes.
  6. loran111
    loran111
    • member
    • 2 kudos
    the reflex sights on the .22 machine pistol are slightly misaligned for me. the dot is lower then the actual bullet goes.
    edit: the sights seems to be aligned fine, the bullet goes high for seemingly no reason? any idea as to what might cause this?
  7. SacerdosIacobvs
    SacerdosIacobvs
    • supporter
    • 11 kudos
    Is anybody else experiencing broken 3rd person animations with the autorevolver?
    I don't use any animations mod
  8. nitrogenox
    nitrogenox
    • supporter
    • 0 kudos
    Absolutely  brilliant little weapon pack! love it!

    I would love it more with, .22 Win Mag round? I think it's called. 

    I'm a disgusting Swede (So I know about jack squat) but I figured I'd embrace firearms knowledge now that we're entering Nato. 
  9. EngineGaming
    EngineGaming
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    Trending thumbnails cooperation be like,

    1. GarageToad
      GarageToad
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      Dak cooperating with himself
  10. MrVandenPlas
    MrVandenPlas
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    God bless ya