Fallout 4

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Jkroovy

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Jkroovy

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About this mod

Update 1.4 has happened! A new receiver made from user submitted edits :) Visible Weapons compatibility and hopefully i fixed the sound a bit more too.
Ive changed things around a bit, new file paths etc, so now this will require the weaponry key from here > http://www.nexusmods.com/fallout4/mods/7140/?

Permissions and credits
Donations
Still my second favourite weapon ;)

Wow it got past 10k downloads! gg wtf hope ya'll still like it and im sorry im not working on F4 anymore! No really it makes me a little a sad but i was already experienced in animation and 3d mesh construction when i first got the confidence to start uploading, ive got a little too good (but not good enough lol) to be dishing out my scratch built weapons armour and character models for free. Im making my own games now alot of what i had built for F4 (and there was ALOT) is now left half weight painted, flopping about the place and abandoned in bodyslide (</3 caliente) because im using my completely original pieces and personal efforts for things that are far more educational and productive for myself :) I will try and finish off and upload a bunch of material slot textures... when/if i have time (and reinstall F4) a HUGE thank you to everyone that liked/endorsed/tracked. But consider my mods... not dead... but dormant... little volcanoes that may suddenly erupt into creative magma one day :D Keep workin' Keep Playin' Keep Livin' ... Peace out x - Jim "TheChoppingBoard" Kroovy

Update 1.4 has been uploaded!! Well it was and it was broken... then i uploaded the wrong "fixed" file in a sleep deprived state, all fixed now! apologies :3 Please let me know if ive broken anything! I had issues using this update on progressed saves which already had the weapon, so i would recommend proper uninstallation of the old version (markfordelete, save, delete old versions, load without old version, save game, install new version)

The weaponry key .esp no longer comes with the mods and has its own home along with a few other things im working on. There is a link below.


Many thanks to Chayification for his video, it highlights a few more mistakes id made in that 1.1 update haha, all of that seems to be fixed now though!



And more thanks to dat guy ^^ Tyrannicon

Latest Additions:
I added the Z-Machine Zapper receiver! you cant use a muzzle with it BUT it overcharges the explosion for more damage and greater force and makes the shooting a whole lot faster. This mod was made from the edits to the pistol that ZMACHINE00 sent me, i tweaked a few things to turn it into a receiver but most of the credits for the edits should go to him :)

There is now basic Visible Weapons compatibility. That is to say... the pistol has a sheath that will stay at your lower back but it only has one handle at the moment, i cant easily make the weapons armor model change in appearance along side the actual weapon, so im working on a weapon armor/sheath model that you can modify to look the same as the weapon itself. Currently it will only appear as in the screen shots when sheathed/unsheathed. It is set to use the 58 equip slot, there is a patch in the optional downloads that should swap it to 55 if you so wish.


I played around with sound again I think its a bit better.

What else do people want to see happen to this Gun!?? Please don't be shy drop me a pm or post a comment!

Features:

The Weaponry Station can be found under the crafting section of the workshop menu or there is an AWKCR patch that you must Load AFTER the Main .esp, it turns off my category keywords and workbenches and uses theirs instead. If your using my workbench then its under Ranged: Pistols. If your using the AWKCR patch its under ENERGY FIREARMS.

Everything requires various perks and materials.

There is now only 1 .esp in the Main download. This mod requires the Jk1WeaponryKey.esp from my master .esp collection, < theres the link, you will need the Weaponry Key or it wont work! and there is an AWKCR patch here in the optional downloads.

Make sure the Jk1WeaponryKey.esp is loaded BEFORE any of my weapon mods and the AWKCR patch (if you use it) is loaded AFTER the main weapon .esp.

The load order should look a bit like this:

1. Jk1WeaponryKey.esp
2. Jk2WEAP-L.A.E.P-Laser Assisted Electrical Pistol.esp
3. Jk5LoadAfter-AWKCR-L.A.E.P.esp (this one is optional)

There are bunch of mods for you to choose from, the muzzles change projectiles, there's a stock for it etc... if you equip the Z-Machine Zapper you cant equip a muzzle and vice versa.

The weapon armor model for Visible Weapons is set to always be on (option 5) if you want to change it just unlink the armor model and relink it and/or the holster model to whatever settings you want. I will not be giving much support for the in game use of visible weapons armor models, ive got them to work how i like them and the mod itself explains quite well how it works and how to link/unlink and change the settings.The armor models are craftable in ze workbenches under "other" i think.

Everything in this upload was hand crafted from original game files by myself.

On compatibility:
In order that I can make my weapon mods more standalone I made an extra .esp to make the needed keywords and changes that many of my weapons will need. This and any other weapon I make will depend on that esp. For more info check the link above to the master .esp collection.

I already use a similar system on my own saves to merge and patch other peoples mods and its working well so I thought id use it here. Now this Jk1WeaponryKey.esp doesn't make any serious changes and shouldn't be able to cause crashes (if loaded properly) its nothing but keywords and a workbench to make my weapons from.

This little keyword .esp also means if I find an incompatibility its easier to patch a fix that will span any of my mods using the Jk1WeaponryKey.esp and if another mod author wanted to they could use the same .esp to make their mods compatible with mine without sifting through loads of keywords. (in theory)

And finally the main reason I decided to use this method. Choice. I intend on making plenty of weapon mods amongst other things and making some of the edits that they are all going to need in one file means I don't have to bundle all of the weapons together into one file nor would I end up making the same edits 101 times.

My little note:

I have made my mods for myself, that is to say my mods therefore that are mine herein these mods that I made... ahem... So its my way or the highway with anything i create for me.

I still want to hear other peoples idea's and I'm not against change, I just wanted to say that I'm creating things to my own standards and sharing them because other people might like them, I'm in no way super experienced and there are plenty other people out there that can make much better than I am able, but I enjoy the creative process and being able to play with the things I've made so will continue undiscouraged if trolled :)

These files where ripped straight out of my fallout 4/data/ folder after I triple checked everything though its still possible I missed something (obviously lol) but once its on your computer its your responsibility to put it in the right place... so just download NMM and blame nexus if it goes wrong ;) jokes.

Please ask for permissions before using/abusing/editing/eating/uploading my files.

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Some of my other stuff:

Jetpack Enabled Clothing Lining - Standalone with fall damage reduction by Jkroovy
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