About this mod
Real guns are made of wood and steel; plastic and polymer are for pussies!
- Requirements
- Permissions and credits
- Mirrors
- Changelogs
> Degenerate Dak - Assets, a lot of asset...
> The6thMessenger - Concept, Scripting and Integration
> Brainstormepilog - Animation
> Its_Strong - Screenies
> Ten Speed - Screenies
Preface:
Features:
> Multiplicative Damage - Properly scaling damage between rechambers and attachments.
> Can fire in single-shot, 3-round burst, or in long-burst full-auto - select from 18 different receivers." Standard" doesn't count, who TF picks those?
> 4 Magazine types, with Quick-Eject variants, and rechambering: Uses the rapid 5mm by default, the stalwart 5.56mm during high-levels, and the heavy .44-Mag on occasion.
> Grenade Module - Can fire 25mm Grenades. Choose between experimental or stable grenade mode, with different flavors.
> 8 various lengths. Will also affect Grenade Module accuracy
> Injected within Leveled List -- Spawns in Gunners as soon as Lv.1, in 5mm, and 5.56mm at Lv. 25.
Overbarrel Grenade Launcher:
> Experimental Mode - Overrides grenade-equipment, offering a faster way to fire explosive shells. Note that it only works well in 1st-Person.
> Stable Mode - Overrides primary-fire, though requires switching into, offers a stable way to fire explosive shells that works even in 3rd-Person, and in VATs.
> Built-In Ammo-Switching System - Can ammo-switch between shell types with a hotkey, or even disable it if need be.
> Has 6 different grenades, with comprehensive grenade crafting:
- Anti-Tank - Small AOE, damage goes through walls.
- High-Explosive - Has large AOE, reduced damage.
- Cryogenic - Has large AOE, severely reduced damage, slows and knocks enemy down.
- Pulse - Deals increased damage against Robots, and will reduce perception.
- Plasma - Deals heavy mixed damage.
- Micro-Nuke - Deals heavy physical damage, with radiation damage.
> Chem Workbench has "Objective Rifle" Section. Can craft the Switching Tool, the Settings Holotape, and ammunition crafting or scrapping.
> Settings Holotape are able to change Grenade-Launcher mode.
> Use Ammo-Switching tool WHILE weapon is equipped, and select ammo from the menu. After reload, the weapon will switch.
> When in Console, use "set T6M_OICW_IsExperimentalGrenade to 1" to activate Experimental mode, or 0 to Stable Mode.
> When in Console, use "set T6M_OICW_DebugMode to 1" to activate Debug Mode, which makes crafting have no requirements, and can craft weapons, and unlocks Grenade Spawning cheat section in the holotape.
Compatibility
> Does not work with Right-Handed Reanimations - to clarify, it works ALONG these animations, because it uses a separate duplicate of the animations. Besides, the meshes are only built for and around the Left-Handed animation.
> Munitions has a patch, but it will disable the grenade flavors. It will also change the 44-Mag to use 12.7mm round.
> No See-Through Scope or Fake-Through Scope patch.
Legendaries:
> Wanda - an Optimized Objective Rifle by Commander Kaylor, in Nuka-World Transit.
> Le Perforateur - an Irradiated Objective Rifle sold by Sister Mai in the Nucleus.
> Doomer's Carbine - a high-powered incendiary Objective Rifle by Captain Wes, inside the Gunner's Plaza.
Disclaimer:
> Issue - Due to the fixed origin, projectile on Experimental Mode is on a slight offset, at 26 units to the right. Try not to rely on hitting targets directly.
> Issue - Can only be used in First-Person -- to clarify, it can be used 3rd-person, but it will defer to standard grenade-toss.
> Issue - Locks to a fixed grenade, which means you can't use other grenades.