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Select Rapid Machinegun
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Adds an all new custom animated Fallout friendly submachine gun to the game, complete with all power armor animations and various cosmetic customizations.
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The sixth addition to the Select series, the Select Rapid Machinegun is a submachine gun found in an abandoned Bar & Grill inbetween Easy City Downs and Nordhagen Beach. Like the other Select weapons, this one isn’t a real world weapon and was designed to fit the universe in a lore friendly way.
Features some of the usual weapon modifications, paint jobs, and all. You can even customize the body texture separately from the metal accents. The video below shows some of the customization options. My favorite is the Steel Metals with Rubber Accent trim!

The weapon can be found inside a Bar & Grill building in between Easy City Downs and Nordhagen Beach. The last photo up above shows the building. Once inside, the weapon can be found under a filing cabinet upstairs. Once obtained for the first time, the weapon can be crafted at a Chemistry Bench under SEL. RAPID MG.
This weapon is fully animated for both 1st person and 3rd person, as well as 1st person and 3rd person Power Armor. This gun can be modified at a weapons workbench to be either Full Auto or Burst Fire. Full Auto makes use of the Commando perks and Burst Fire makes use of the Rifleman perks.
They can also be legendary, the Select Rapid Machinegun was added to the random Legendary roll. Starts showing up at level 20.
For console commands: ‘help select 4 weap’ or use XX000F99
Installs like any other mod. No DLC or Mod requirements. Install with NMM/Vortex or enable through the Mods menu in Fallout 4.
Why the big file size?
This is mostly from the many texture customization options lol, I was surprised too. Xbox does not include the customization options because of this.
There is also a Lite version of the mod in the files tab that includes none of the cosmetic textures for those of you wanting something simpler.
Collections?
I don’t mind this mod being in Collections, but if a problem arises from someone’s mod pack relating to this mod. well in short I won’t be fixing it. I ain’t got time for that! That’s the mod pack author’s problem lol.
Vanilla compatibility: This mod makes a persistent edit to an unnamed worldspace cell but doesn’t break precombined.
Mod compatibility: For mod patches, (Horizon, AWKR whatever lol, etc) contact me should you make your own for upload to the Nexus so I can post links below.
For Mod Authors: This mod uses ‘SRMG’ as the shorthand for all form ID’s and file paths.
Available patches:
None yet
Check out the Facebook page below, I post project updates and stuff every Wednesday!









Fallout 4 мод на лазган имперской гвардии
Tiamatis_Aka_Innos
Локализатор
—>
Добавлено: 28 Декабрь 2010
Просмотров: 48889 | Загрузок: 3201 | Комментарии: 119
Фанаты WK40K могут порадоваться! Этот плагин добавляет несколько видов брони Имперской гвардии на просторы Мохаве.
Локализатор и довел до ума :Tiamatis_aka_Innos
Версия мода : 1.4 (обновлённая)
были исправлены рецепты,и где их создавать. (просто доделал то,что видимо незаметил в автор.)
Броня находится в ДжейкобсТауне.
(для ленивых см. скрин и player.coc JacobstownBungalow03 )
Оружие чинится отходами электроники.
По патронам и где искать:смотрим скрин в Титульном листе (если не дошло ) в ДжейкобсТауне рядом с Аркой где написано само название города
Рецепты для создания патронов добавляются к вам автоматически после взятия патронов,делать на верстаке для патронов.
Водородный Заряд:5 эл. зарядов (хотел сделать МяБ,но. ) (может потом сделаю какой нибуть очень весёлый рец )
Водородный Заряд улуч. сборки:2 эл. заряда.
Силовой Заряд 19мт:1 эл. заряд.
Перегруженный Силовой заряд 23мт:1 истощенный заряд (гильды,добавляются автоматически с 90% шансом при стрельбе) 1 эл.заряд.
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40K Weapons
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Conversion of weapons from the 40K Warhammer genre. Includes Bolt Pistols, Bolters, Storm Bolters, Lasguns, plasma weapons and much more. All able to be found in the Commonwealth by the player.or built at the Chem Station. NOTE: 3.7.2 is available via esp upgrade in the Optional section (main, no schematics and no insect versions done)
This mod does not have any known dependencies other than the base game.
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Version 3.7.2
Version 3.7.0
Version 3.6.5
Version 3.6.0
Version 3.5.0
Version 3.4.0
Version 3.3.0
Version 3.2.0
Version 3.0.0
Version 2.5.5
Version 2.5.0
Version 2.1.0
Version 2.0.0
Version 1.9.5U2
Version 1.9.5U1
Version 1.9.5U
Version 1.9.3
Version 1.9.2
Version 1.9.1and2U
August 29, 2020: First release of new version. Please read the documentation with the file as the changes included can cause certain weapons to be removed or require the player to reassemble the weapon at the ‘Weapon Station’ to cause it to be visible in the game.
WARHAMMER 40K WEAPONS
TBD: based on inputreceived from users
ISSUE: If theweapons/items do not appear in the game (invisible) then will need to do the
below to allow the game to use loose files.
Make the following edits to your Fallout4.ini:
Under [Archive] add the following line:bInvalidateOlderFiles=1
Also under [Archive] change the value forsResourceDataDirsFinal= to blank (nothing after the equals sign).
ISSUE: Glowing Sea Barge stretches over the world boundry at this point. If run into invisible walls will need to add the below to your ini
1). Open Fallout.ini located in «My Documents/My Games/Fallout4»
2). Add the following line under the [General] section: bBorderRegionsEnabled=0
Can either make the above change or use the 3.0.5 patch where the barge has been rotated into the used area of the Commonwealth.
ISSUE: If used prior version of this mod and overlaid with this, then will need to reconstruct all the bolter based weapons left in queue at a
Weapon Station. In effect the weapon is still there but all the parts being new are invisible. (Expand on this)
ISSUE: Bolter weapons are to powerful. Solution ID’d by acaron in comments section. As stated ‘ammo they use and the mod from heyyou lets you change used ammo on every weapon but it also lets you decrease damage if you want’. So if not using some of the mods that increase difficulty may wish to use this to customize the weapons to your taste.
ISSUE: LasCannon and Multi Melta ar invisible in the game. Posted a fix for this in the optional section that has the meshes that may have been corrupted.
I have the same issue, and following the comment in another thread I confirmed that it is apparently the VIS-G compat patches that break the
bolter meshes, and possibly others?
ANIMATION TWEAKS: If wish to improve the grip for my bolters and other weapons that use Combat Shotgun and SMG animations the below 2 mods may help with this.
Reanimation Pack for Combat Shotgun and Rifle: https://www.nexusmods.com/fallout4/mods/30141
Submachine Gun 1st Animation Adjust: https://www.nexusmods.com/fallout4/mods/43432 (Have tested all 3 and find that as recommended on the mod page V2 works the best.) Note if use it changes this for all SMGs in the game that use the vanilla animations.
(1) Schematics: At a certain point when trying to upgrade the weapons you will require the appropriate
schematic. Without this item will only be able to do the first 3 or so receiver upgrades and then will not be able to
proceed to enhance the weapons. Most schematics can be found on one of the barges, other special locations in the
Commonwealth or at the Imperial Cathedral floating above the Glowing Sea.
NOTE: Alternate version of the esp has been posted that does not require schematics to build the weapons. This is for those that may have issues with the weapons not showing at the chem station or for those who just want the weapons now and do not want to hunt for them or the schematics.
(2) Old Version of Weapon Invisible:In many cases if used prior version of this mod and overlaid with this then
will need to reconstruct all the bolter based weapons you had at the Weapon
Station. In effect the weapon is still there but all the parts being new are invisible and must be added back onto the
weapon. In some cases the weapon is now gone as did not overlay with a new version in this version of the mod see (5)
below for the list of these weapons.
a. If you have one of these in use would recommend that you change to a supported version at the chemistry station
before use this mod.
(3) Use Both Current and New Versions:Not Recommended but if change the name of the new version you can do this but
will run into issues as many of the containers are in the exact same
locations. This has been know to cause crashes but one of the testers was able to play with both active at same time
.. if run into issues let us know and we ‘may’ make changes to the locations if
enough players want both versions active.
(4) Dual Upgrades Listed: We still have the issue with weapon upgrades being listed twice for the weapons. Known problem and hope to find cause at some point.
(5) Weapons not in Update: Almost allthe special Bolt Pistol and Bolter Upgrades (the _F, _S, _H, _Special, and
_Suppressed) are not in the new release as the effects are achieved via magazine changes. If have any of theseweapons in your inventory it is recommended that you downgrade to the normal version of the weapon before install the new version. Additionally, not all Storm Bolters are implemented in the new version. See thetable below for the weapons not in the new release.
xx20541A BolterSalamande
xx04098D BP_OrcStorm
xx0324ED BolterUltimaSpecial
xx205419 BolterUltra
xx0401E5 BP_SistersStorm1
xx0324EC bolter_chaos1F
xx2044D8 BolterBlackDHead1
xx0401E4 BP_SalamanderStorm1
xx0324EB bolter_chaos1H
xx2044D2 OrkTaken
xx0401DF BP_ChaosStorm1
xx0324E4 BP_SistersSpecial
xx04747B BP_WolfF
xx03FA3D BP_RedStorm1
xx0324E3 BP_Exotic2Special
xx047470 BP_ChaosV
xx039EFB BolterStd2suppressed
xx0324E2 BP_Exotic1Special
xx04746F BP_Exotic1v
xx039EF8 Boltersalamandersuppressed
xx0324D1 BP_Exotic2S
xx04746E BP_Exotic2V
xx039EF7 bolter_alphalegion1suppressed
xx0324D0 BP_Exotic2F
xx04746D BP_SistersV
xx03975C BP_SalamanderSuppressed
xx0324CF BP_Exotic2H
xx04746C BP_WolfH
xx038823 bolterwolfsuppressed
xx0324CE BP_Exotic1F
xx04746B BP_WolfV
xx038822 BolterUltimaSuppressed
xx0324CD BP_Exotic1H
xx046CC3 bolterInquisitorsuppressed
xx038821 BolterStd1Suppressed
xx0324CC BP_ChaosH
xx046CB8 bolterInquisitorSpecial
xx038820 BP_Exotic2Suppressed
xx0324CB BP_ChaosF
xx046CB7 bolterInquisitorS
xx03881F BP_Exotic1Suppressed
xx0324CA BP_OfficerF
xx046CB6 bolterInquisitorH
xx03881E BP_ChaosSuppressed
xx02E7F7 Bolterred1aH
xx046CB5 bolterInquisitorF
xx03714E Bolterred1aSuppressed
xx02943B BP_OfficerH
xx046512 BolterStd3_S
xx03714B bolterGrey1Suppresed
xx029438 BP_SistersS
xx046511 BolterStd3_F
xx03714A BP_RedSuppresed
xx029437 BP_SistersH
xx046510 BolterStd3_H
xx037149 BP_BlackSuppressed
xx0284FE BolterExotic2Sp
xx046506 BolterSOB_F
xx037147 BP_OfficerSuppresed
xx0284FC BolterExotic1Sp
xx046505 BolterSOB_S
xx03620F BolterUltimaF
xx0284F5 bolterwolfS
xx046504 BolterSOB_H
xx0324F1 Bolterred1aSpecial
xx0284F4 bolterwolfH
xx046500 bolter_alphalegion1Esuppressed
xx0324F0 bolterGreyDHead1F
xx0284F3 bolterGreyDHead1S
xx0464FF bolter_alphalegion1E
xx0324EF BolterwolfF
xx0284E4 bolterGreyDHead1H
xx0464FE bolterSOBSuppressed
xx0324EE BolterwolfSpecial
xx0284E3 BoltersalamanderS
xx0284E2 BoltersalamanderH
xx0284E1 BP_SalamanderS
xx0284E0 BP_SalamanderH
xx0284DF BolterUltimaS
xx0284DE BolterUltimaH
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Description:
Conversion of WH40K Bolters, Storm Bolters, Bolt Pistols,Lasguns, Heavy Bolters, Plasma, Flamers, Melta guns and other weapons for use
in FO4. Included are some melee weaponsbased very minimally on 40K. Usedexisting assets in FO4 and from the mod The Elder Swords and re-textured them, plus added in 3 unique 40K items as described below.
For many weapons (bolter based) many different chapters have been included in the mix and you may go for them all or only those you
prefer. I love the Salamanders so may have spent more effort there but all the others have plenty of options and
upgrade potential. We tried to not make them overpowered but as you move up the modification path they will become more
and more powerful if this is more then the player desires then do not upgrade.
Detail:
1. General: This is a work in progress with changes still planned for many of the weapons. The weapons work, can be enhanced and do a serious amount of damage to whatever they hit but then they are WH40K weapons not BB rifles. In version 3.0.0 the damage has been reduced to make the weapons less overpowered.
2. Weapons: Most of the weapons are found within special containers scattered throughout the Commonwealth in varied internal and external locations. These weapon containers do not respawn so once looted that is it, the ammo boxes will respawn.
2A. Bolt Pistols Data: There are presently 18 different versions of the Bolt Pistol and all are upgradeable with separate barrels, grips, ammo cartridges, receivers and scopes. Additionally there are currently 4 unique muzzles that may be added to the barrels.
Location Data: Where each of the distinct Bolt Pistols are placed in the mod.
(2) BP Blue: xx10EC26 Loc: Vault Tech Office (interior location)
As you upgrade the receiver for this weapon it will eventually upgrade into a Ultra Marine Bolt Pistol and go from single shot to
full automatic.
(3) BP Green:xx117287 Loc: General Atomics Factory(interior location)
As you upgrade the receiver for this weapon it will eventually upgrade into the Salamander Bolt Pistol and go from single shot to
full automatic.
(4) BP Red: xx10EC25 Loc: MiltonGeneral01 (interior location)
As you upgrade the receiver for this weapon it will eventually upgrade into the Griffon Bolt Pistol and go from single shot to full
automatic.
(6) Chaos Based Bolt Pistols: There are 2 main weapons from the chaos side of the aisle in this class of bolt weapons.
(7) Inquisitor BoltPistols. There are 3 Ordos weapons that can be found in the game.
(12) BP Krieg: XX101ED1 – Loc: USAFSatelliteExt (-11, 22).
(13) BP Unique: There are 3 unique/named Bolt Pistols that can be found in the game. Each is described separately below.
(14) Standard Bolt Pistol Upgrades: As in the prior mod the BP has an assortment of upgrades that can be done to the weapon as described below.
(a) Barrels: In addition to the standard barrel that the weapon comes with there are 6 enhanced barrels that may be mod’d onto the weapon. Four ofthese add increased damage and range to the weapon (Medium, Long. Stacked and Sniper) and two of them add a power charge to the weapon (Power/Potestas and
Fulmen) to inflict extra damage on the target.
(b) Grips: In addition to the standard grip that the weapon comes with there are 5 enhanced grips that may be mod’d onto the weapon. The primary effect of the grips is to increase the accuracy and stability of the weapon. The grips are Comfort (Sulian), ComfortStable (Inquisitus), Comfort Marksman (Centurion), Sniper (Iaculator) and Assassin (Sicarius).
(c) Muzzles: At this point there are only 4 that are implemented for adding to a weapon (Brake, Compensator, Focuser and Fortifier). Each has a somewhat different effect added onto the BP to enhance it’s performance. NOTE: these are subject to change at this point as the impact of each is being reviewed.
(d) Ammunition Magazines: In addition to the standard magazine that the weapon comes with there are 8 to 9 different magazines that may be mod’d onto
the weapon. Many of these change the specific ammunition type that the weapon will use whereas 2 to 3 use the standard BP round (medium, large and drum – if available). The other types are detailed in the ammunition section later on in the “Read Me”.
(e) Scopes: Besides the iron sight that the weapon starts with you may add approximately 6 scopes to the weapon. In general there are 2 standard,2 night vision and 2 recon scopes. Thismay vary by +/- 1 for different BP types and the magnification power will also vary.
(f) Receivers: The player may enhance the power of the BP via upgrades. Most BP start as non-automatic and as you progress up the path will switch over to automatic and a Space Marine Chapter flavor. The number of upgrades here vary for each line but overall there are around 12+ in each family.
2B. Bolters: There are presently 17 different versions of the Bolter and all are upgradeable with separate barrels, grips, ammo cartridges, receivers and
scopes. Additionally there are currently 4 unique muzzles that may be added to the barrels.
Location Data: Where each of the distinct Bolters are placed in the mod.
As you upgrade the receiver for this weapon it will eventually transform into a Blood Raven Bolt Pistol and go from single shot to
full automatic.
(2) Caeruleum Bolter(Bolter_Blue): XX010AEE – Loc: FortStrong02(interior – small room of large power generator). As you upgrade the receiver for this weapon it will eventually upgrade into a Ultra Marine Bolt Pistol and go from single shot to full automatic.
(6) Chaos Based Bolt Pistols: There are 2 main weapons from the chaos sideof the aisle in this class of bolt weapons.
(7) Inquisitor BoltPistols. There are 3 Ordos weapons that can be found in the game.
(11) Iron GuardBolter (bolterGrey_IronGuard): XX2044D5– Loc: RoboticsDisposalExt (-13, 24; inside the building within the fenced area,
see image below. Replaces the former Boltergrey1)
(12) BolterKrieg: XX101ED1 – Loc: near TenPinesBluff in ruined Valkyrie by railroad track. (-6, 19).
(13) BolterUnique: At this point there is 1unique/named Bolter that can be found in the game.
Available Versions/Chapters are as follows: Blood Raven (Black), Black Templar (Black), Ultra Marine (Blue), Inquisition (Gold), Space Wolf (Gray), Salamander (Green), and Sisters of Battle (Red). They all start as automatics and all Receiver upgrades are to more powerful automatic versions. Additionally, they have grip, barrel, scope and magazine upgrades like the standard bolters.
NOTE: If further chapters/versions are desired just ask and as time permits will attempt to add them in.
(16) Standard Bolter Upgrades: As in the prior mod the Bolter has an assortment of upgrades that can be done to the weapon. The upgrades are similar to what is described in 2A-14 for Bolt Pistols and will not be repeated here except for grips where more variety is available.
Grips: In addition to the standard grip that the weapon comes with there are 3 more Standard grips and 4 more ‘Comfort’ grips that may be mod’d onto the weapon. The primary effect of the grips is to increase the accuracy and stability of the weapon. The grips are Comfort (Sulian), Standard (adeptus) and Comfort Stable (Inquisitus), Standard (Centurion) and Comfort Marksman (Centurion Potere), Standard Sniper (Iaculator) and Comfort Assassin (Sicarius).
(a) Grips: In addition to the standard grip that the weapon comes with there are 3 more Standard grips and 4 more
‘Comfort’ grips that may be mod’d onto the weapon. The primary effect of the grips is to increase the accuracy and stability of the weapon. The grips are Comfort (Sulian), Standard(adeptus) and Comfort Stable (Inquisitus), Standard (Centurion) and Comfort
Marksman (Centurion Potere), Standard Sniper (Iaculator) and Comfort Assassin (Sicarius).
2C. Storm Bolters: There are presently 16 different versions of the Storm Bolter and all are upgradeable with separate barrels, grips, ammo cartridges, receivers and scopes. Additionally there are currently 4 unique muzzles that may be added to the barrels (not implemented yet). ALL Storm Bolters start out as automatic weapons.
(2) CaeruleumStormWind (SB_BlueStorm): XX03FA45(former BP_BlueStorm) – Loc: MassFusion02. As you upgrade the receiver for this weapon it will eventually transform into the Ultra Marine Storm Bolter.
(3) Viridi StormWind(SB_GreenSalamanderStorm): XX03FA3A(former BP_SalamanderStorm) – Loc: SentinelSite01, next to lift and double
entry doors. As you upgrade the receiverfor this weapon it will eventually transform into the Salamander Storm Bolter.
(4) Rubrum StormBolt(SB_RedStorm): XX03FA39 (formerBP_RedStorm) – Loc: WPVRBroadcastCenter01, near the latrine. As you upgrade the receiver for this weapon it will eventually transform into the Griffon Storm Bolter.
(5) Flavus Storm Bolt(SB_YellowStorm): XX01EF22 (no formerweapon for this model) = Loc: DBTechHighSchool02, back in the corner where the
Raider Turret was located. As you upgrade the receiver for this weapon it will eventually transform into the Fist Storm Bolter.
(6) Chaos Based Storm Bolters: There are 2 main weapons from the chaos sideof the aisle in this class of bolt weapons.
(b) Iron WarriorStormBolt (SB_IWStorm): XX04C0AC (former BP_Chaos2Storm) – LOC: GlowingSeaPOIDB05Int (Red Rocket)
(7) Inquisitor StormBolters. There are 3 Ordosweapons that can be found in the game.
(8) Sister’sStormWind (SB_SistersStorm): XX03FA40(former BP_SistersStorm) – LOC: Boston AirportExt11 (inside broken pipe/tunnel)
(10) Iron GuardStormWind (SB_Gray1_IGStorm): XX03FA44(former BP_GreyStorm) – LOC: HestersRobotics01 (at the back of storage area on
a walkway).
(11) Krieg StormBolt(SB_Gray2_KriegStorm): XX0401E2 (former BP_GreyStorm1) – LOC: FederalRationStockpile01 (back where the Power Generator
is with the Fusion Cell)
(12) Black TemplarStormBolt (SB_TemplarStorm): XX0401E3(former ) – LOC: BarneysBunkerext02 (22, 20: Sitting on top of an air unit on
building face)
(14) Standard StormBolter Upgrades: As in the prior mod theStorm Bolter has an assortment of upgrades that can be done to the weapon. The upgrades are similar to what is described in 2A-14 for Bolt Pistols and will not be repeated here.
2D. Heavy Bolter: There are 8 different Heavy Bolters that can be found within the Commonwealth. Six(Black ….) of the 8 are in the ‘Phobos’ style and 2 (Templar and Space Wolves)
are in a ‘Wolf’ pattern found in some images on the net.
(9) Standard HeavyBolter Upgrades: As in the prior mod theHeavy Bolter has an assortment of upgrades that can be done to the weapon.
(a) Barrels: In addition to the standard barrel that the weapon comes with there are 7 enhanced barrels that may be mod’d onto the weapon. Five of these add increased damage and range to the weapon (Medium,Long. Xtend1, 2 and 3) and two of them add a multi-round capability to the weapon (Dual Barrel and Quad Barrel) to inflict extra damage on the target.
(b) Grips: In addition to the standard grip that the weapon comes with there are 3 enhanced grip for the Phobos and Wolf versions of the Heavy Bolter that may be mod’d onto the weapon. The primary effect of the grips is to increase the accuracy and stability of the weapon. The grips are Comfort (Sulian), Marksman (Arcas), Sniper (Iaculator) and Assassin (Sicarius).
(c) Muzzles: At this point there are no muzzles implemented for the Heavy Bolter. NOTE: these are subject to change at this point as the impact of each is being reviewed.
(d) Ammunition Magazines: In addition to the standard magazine that the weapon comes with there are up to 4 different magazines that may be mod’d onto the weapon. Two of these change the specific ammunition (Inferno and Hellfire) type that the weapon will use whereas 2 use the standard Bolter round (Standard and Primus). The other types are detailed in the ammunition section later on in the “Read Me”.
(e) Scopes: The ironsight and 2 recon scopes are implemented for the weapon at this point for the Heavy. The 2 tracking sights although in the mod the meshes for them have not yet been completed.
(f) Receivers: The player may enhance the power of the Heavy Bolter via upgrades. All Heavy Bolters start as automatic and some will evolve into a specific Space Marine Chapter As enhanced. The number of upgrades herevary for each line but overall there are around 12+ in each family.
2E. Melee Weapons:
Hammer of Skulls (40KHammerOfSkulls): xx01F770 Loc: SaugusIronworks02 (mesh and texturesredone)
2E1. Added in five addition melee weapons using assets from the mod ‘The Elder Swords’. In each case there is a base model that can be found with an upgrade that can be made to it for an enhanced version.
Ork Basher (40K_3e_club_ORKswatter): xx03436E Loc: SkylanesFlightExt02 (may be upgraded to an enhanced version = Ork Smasher (textures redone) – XX03436F)
Ork Batem Up (40K_3e_Orkclub): xx03436D Loc: BostonPoliceRationingCenter (may be upgraded to an enhanced version = Ork Knock You (textures redone) – XX03436C)
Silver Wolves Axe (40K_3e_axe_DualHead): xx02AB0C Loc: (may be upgraded to an enhanced version = Dragon Fire Axe (40K_3e_axe_DualHead1)– XX34369)
Ultor Axe (40KX1Axe): xx02AB0B Loc: FederalSurvCenter01 (may be upgraded to an enhanced version = Ultors Favor (40KX2Axe) – XX03436B)
2E4: Blood for the Blood God (40KKhorneAxe1): XX048DDB (new melee weapon see credits at end of document) – LOC: GlowingSeaOutpost (-14,
-20: up on raised road above the ground)
2E5: Sacristus Power Sword (40KPowerSword): XX01A2C0 Wreathed in flames this sword smites the mutant and all unworthy with the power of the Inquisitors. May be built at the chem station if have the required materials and perks.
2F: PlasmaWeapons. So far have 1 pistol, 1 rifle and 1 Cannon. Recreated in Blender but based off andersh work, came as close as possible to the look of prior versions of these weapons. The textures for these weapons have been redone.
Plasma Pistol = Purity Soul (40Kplasmapistol): xx047C1A Loc: BostonPublicLibrary02 (where main chestis located behind locked door; textures redone)
Plasma Rifle = Purity Flame (40Kplasmarifle): xx047C19 Loc: CollegeSquareExt (-8, 4: up from theBOS police department (in the truck); textures redone)
Plasma Cannon = NEW: XX026CE1. LOC: Inside the Imperial Church above the Glowing Sea (-15,-33). Will have to hunt for within the Marine Challenge Maze (Level 2). May improve this via limited upgrades to the Receiver resulting in more powerful bolts and increased range. Uses ‘PlasmaCannon Cell’ as ammunition (XX024E1D) each cell has about 40 charges available and more can be built at the Chemistry Station.
NOTE: This weapon is based on a resource available in FO3 done by Ummthingy.
2G: Flamer based Weapons. All the below weapons use Promethium fuel(xx04FDA6). This produces a longer stream of ‘fire’ that has the ability to excite explosive combustion in targets. The textures for these weapons have been redone.
Heavy Flamer = Capable of massive fire damage the Heavy Flamer is normally used with Power Armor and is held with one hand. It uses a Heavy Promethium cartridge that is good for 150 or more charges. This weapon may be upgraded 8 times (receiver only) to increase it’s damage and flame effects. May be found at the Coast Guard Pier in a strange vehicle half off the road leading into the river. Both the weapon and the cartridges may be built at the Chem Station if have the right materials and the correct schematic. The ID for this weapon is xx019E99.
Promethium Fuel: xx04FDA6
Heavy Promethium Fuel: xx019E85
2H: Tau Weapons by DaiShi («Have Fun! And use the mod as u like (give me Creditplz)»)
Tau Rail Rifle: xx058E7C Loc: JamaicaPlainExt06 (in water near the Settlement)
Ammo: Tau Rail Round xx057796
2H1: Tau Pulse/Plasma Rifle: This heavy weapon for the TAU Empire may be found on top of the movie screen at Starlight. Early weapon with a heavy duty punch for the player.
Weapon ID: XX014582. There are 4 receiver upgrades for this weapon.
AMMO ID: XX01457F. Note there are 3 additional magazine upgrades for the weapon
2I: 40K Missle Launcher
Ammo: 40K Missle (ID = xx059DBA) and Case. Original mesh source is blend (AircraftPayload) by manfro1981 available under CC-BY license (not a fan base
model). Redid the mesh and texture but original idea and look was this so credit to work done here.
Launcher: UniversityPoibt02 (Credit Union, inside the vault)
2J: 40K Melta Weapons. Two versions completeso far, uses it’s own mmo and has some special upgrades unique to it. The textures for these weapons have been redone.
Pistol: Location: CabotHouseExt (4,0), look up on thebalcony and prepare to jump.
Rifle: xx05CB74. Location: NeponsetParkext04 (6,-18), inside yellow shipping containernear where Mirlurk King is, around Atom Cats place.
Melta Ammo Cartridge ID: xx05CB7B
2J1: 40K MultiMelta. Heavy Melta Cannon that can befound hidden with the Imperial Cathedral somewhere within the Glowing Sea.
ID = XX02D210
Ammo = XX02D20E – High power cell that is good for 40charges before depleted.
NOTE: This weapon is based on a resource available in FO3done by Ummthingy.
2K1. Guard Lasgun. The basic laser used by the various infantry forces in the 40K universe.. well at least I think so.
ID = xx05DAE4
Location = Wilderness (11, 10) near a large billboard nextto the road, close to large satellite array, see posted image (there be green
skins).
2K2. Salamander lasgun. ID = xx0645D4. Located at (5,-11) AndrewStationExt, place is crawling with Raiders.
2K3. Hellgun. Supercharged Laser that can be found hidden within the Imperial Cathedral somewhere within the Glowing Sea.
ID = XX030238
Ammo Starting cell fires a green beam and is good for 12 charges only. There are 5 othercells that may be used to enhance the power and the number of charges available to the weapon.
NOTE: This weapon is based on a resource available in FO3done by Ummthingy.
2K4. LasCannon. Lasercannon capable of well causing a lot of pain and can be found hidden with the Imperial Cathedral somewhere within the Glowing Sea.
ID = XX02AA83
Ammo holds 20 charges.
NOTE: This weapon is based on a resource available in FO3done by Ummthingy.
2K5. Three new laserweapons based on UMMTHINGY FO3 resource file. There are 2 lasguns and one laspistol. All 3 of these weapons can be found on the 2nd barge over the Atlantic Ocean in one container along with the schematic that allows you to build these lasers plus the other base lasers in this mod.
Kommisar LasPistol/>Kommisar Ammo/>
Cadian Lasgun/>Cadian Ammo/>
Catachan Death Korps Lasgun/>Catachan Ammo/>
Available via upgrades are the following ammo cells.
ID = xx067B61
Location = CambridgeDiner01 (on a shelf)
2L2. IronLasPistol. Different color (black) andslightly different performance.
ID = xx068302
Location = Cambridge Kendall Hospital(near the bottom)
2M: Chainguns. Based on ‘Primnulls’ EMDG (everything must die gun) resource availablehere on FO4 nexus. Have redone inblender and then UV mapped it to the textures using which are the teams here. The base chaingun uses bolterpistol ammo and the Heavy and Armored use rifle ammo at the start. Each has a
series of receiver upgrades that can enhance damage, range and/or speed.
2M1. Base Chaingun. Two handed grip.
ID: xx06B115
Location: Poseidon Energy01 (in room with the raider bossand trunk)
2M2. Heavy Chaingun.
ID: xx06B8BB
Location: PickmanGallery01 (where the final confrontationtakes place and the raider boss is found).
2M3. Power Chaingun. One handed grip, designed for power armor equipped folks.
ID: xx06CFCE
Location: TrinityChurch01 (where the minigun wielding SuperMutant Boss islocated.)
2N. Zombie Sonic Blasters. Looking like a Guitar and using regular bolter ammo these weapons sendout sound waves to rip apart the target into many parts. The base weapon and the schematic can befound in Kellogg’s hidden room in Diamond City and requires expert level lockpicking to open.
Base Weapon ID: XX016E39
Weapon Schematic ID: XX019644
3. Ammunition: Created different rounds for the pistol andthe bolter. Multiple ammo boxes asindicated below are available. Allrounds may be crafted at the Chem Workbench. The first 8 rounds may be used by Bolt Pistols, Bolters and StormBolters. Heavy Bolters generally usejust the Bolter round plus the inferno and hellfire (may add the others at a
later date but seems like overkill).
(1) Bolt Pistol Round (Ammo40KBPistol): xx10266C (Standard Bolter ammunition is designed to penetrate the target and then detonate, causing
immense damage and leaving little opportunity for survival.)
(2) Bolter Round (Ammo40KBolterRifle):xx100F9A (Standard Bolter ammunitionis designed to penetrate the target and then detonate, causing immense damage and leaving little opportunity for survival.)
(3) InfernoBolt (Ammo40KInfernoRound): XX047468 (Inferno Bolts are designed to immolate their targets and destroy them withsuperheated chemical fire.)
(4) Stalker Round (Ammo40KStalkerRound): XX0284DA (Stalker Silenced Shells are Bolter Roundsthat possess low sound signatures, intended to be used for covert combat and
sniping.)
(5) Hellfire Round (Ammo40KHellfireRound): XX026634 (Core and tip are replaced with a vial of mutagenic acid with thousands of needles that fire into the target upon the shattering of the vial, pumping the acid into the foe.)
(6) Flux Core Bolt (Ammo40KFluxRound): XX013970 (stable flux-core bolt rounds that can melt ceramite as if it were wax just like Vengeance Rounds, but without the danger implicit in their use.)
(7) Kraken Bolt (Ammo40KKrakenRound): XX01396F (Kraken Rounds are powerful armour-piercingrounds)
(8) Dragonfire Round (Ammo40KDragonfireRound): XX01396E (explode with a gout of superheated gas that can eliminate the value of cover for enemy troops as any targets struck receive full damage even when partially protected by cover.)
(9) Power Core: XX0483B8 (used by the plasma weapons)
(10) Promethium Fuel: xx04FDA6 (flamers)
(11) Tau Rail Round: xx057796
(12) Tau Pulsor Round: xx05779A
(13) Missle Round/Case: xx059DBA
(14) Melta Ammo Cartridge ID: xx05CB7B
Note: There is a generic script implemented that also places ammo on select critters and caravans run into in the FO4 world.
4A. SCOPES: Allscopes are sized to the given weapon and thus unique to them. Additionally each weapon has their own uniqueID for the scopes. Because of this it isnot possible to list all the IDs for the scope anymore. In general there will be 6 scopes availablefor each weapon as indicated in the section for the Bolt Pistol, in some cases there will be more but not generally.
4B. AMMUNITION: Other then the ammunition found in boxes you may build all rounds at the Chemical Workbench under 40K Ammo. The general formula for this is as indicated below.
Bolter Pistol Ammunition := 90 AmmoFusionCell + 1 Circuitry. yields 70 rounds. RequirementsChemist Lvl 2 and 3 in Science.
Inferno: 90 Flamer Fuel + 17 Nuclear Material + 9 Circuitry+ 500 Caps yield 175 rounds. Requirements Chemist Lvl 2, Gun Nut Lvl 3 and 3 in Science.
Kraken: 70 Alien Blaster Ammo + 9 Circuitry + 17 NuclearMaterial + 500 Caps. yield 175 rounds. Requirements Chemist Lvl 3, Gun Nut Lvl 3 and Science 4.
Dragonfire: 80 FusionCell + 15 Circuitry + 21 Nuclear Material + 500 Caps. yield 150 rounds. Requirements Chemist Lvl 3, Gun Nut Lvl 3 andScience 3.
Missile Rounds: 8 Missiles + 6 Nuclear Material + 6Circuitry + 6 Fiber Optics. yields 6 rounds. Requirements Chemist Lvl 2, Gun Nut Lvl 2 and 3 in Science.
Melta Rounds: 80 Fusion Cell + 17 Nuclear Material + 12Circuitry + 12 Gold. yields 6 rounds. Requirements Chemist Lvl 3, Gun Nut Lvl 2 and 3 in Science.
4C. Bayonets: Available for the Lasgun (3 for the Guard anda different one for the Salamander), and for some bolters. These are still being developed for the bolter based weapons with more 40K looks planned, at this point what is there for bolt weapons can be considered to be place holders.
(1) Lasgun bayonets display and increase the melee damage of the weapon.
Serrated Blade is based on a CCBY model (SKS) by JackBryanReynardavailable on the blendswap web site.
Straight Blade is based on a CCBY model (SKS) byJackBryanReynard available on the blendswap web site.
(2) Bolter and BoltPistol bayonets are available for some of the weapons at this point more will be added over time as get chance to finish crafting them in Blender for use in the mod.
Note: Chaos Cleaver is based on a CCBYNCSA model by bornoaship available on the blendswap web site. Ork Axe is based on a CC0 model available on the blendswap web site.
5. Perks Needed: At the start the primary ones needed are Gun Nut and Science with Chemist and Nuclear Physicist coming in as you move up the more complex upgrade paths. For some as you go to the higher levels may need to have Hacker (for advanced programming) and Demolition Expert (so what
crafting does not blow up in your face).
To see all the requirements it is recommended that the player use one of the UIs available on Nexus to see more then the vanilla 2 that FO4 shows.
6. 40K Creatures
Robots: Dr Sturm enhanced mechs have been created to defend the stolen Imperial barges and equipment. In a strange way he has upgraded many robotic items to use the ammunition found on the ship on the dark side of the moon. It is said he and his 2 partners are preparing to begin large scale production of these units once a military contract is awarded.
NOTE: The first barge near Jamaica Plains and the Cathedral will repopulate over time with creatures and ammo to provide continued enjoyment to the player, The second barge over the Atlantic will not repopulate (we hope) and if use other mods may be turned into a player base.
7. OTHER ITEMS OF INTEREST
7.1 SCHEMATICS: There are 12 different schematics to be found in the commonwealth at this point in development. They are primarily required to upgrade the receiver components of a weapon after a certain point. Available ones are as detailed below and are found either on the Battle Barges or inside the Great Cathedral:
7.2 UNIQUELOCATIONS: Three 40K specific locationshave been added to the mod. All of themare above the ground to minimize potential impacts to the game or other mods that the player may be using.
Jamaica Plains: Battle Barge floating above the small lake. Threats on this barge will respawn.
Atlantic Ocean (south of Spectacle Island): Large Battle Barge (19,-21) that may become a player safe area after cleaned as threats do not
respawn. Set with a map marker so once get there may fast travel back.
7.3 BUILDABLE WEAPONS: May construct base Bolter, Storm Bolters,Bolt Pistol and Heavy Bolters at the Chemistry Station if you have the
appropriate schematic. Will find this option under 40K Weapons.
Use NMM/Vortex or your favorite Mod Manager. Can also do a manual install as have set allthe upload on the DATA folder.
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Manual Installation:
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7zip file contains the esp and supporting folders(textures/meshes/sounds). Copy all intoyour DATA folder in FO4.
—Uninstallation:—
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Manual Uninstallation:
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As normal uncheck the appropriate esp in your loading mods.Of course all the unused ammo may blow up but I am sure you can duck fast.
Upgrade:
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Is not non-destructive to saves in terms of select weapons,see chart at start of document for those that will be affected. As indicated existing weapons that have beenredone in the version will either have to be recreated at the Weapon Station or may no longer be in the mod as not used/replaced. Thus if use one that we decided not to redo with a new version it will no longer be available to you.
Known issues and bugs:
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(1) Dual listing of upgrade nodes for some of the weapons
(2) Aiming on some of the weapons(iron sight) needs tweaking.
(3) Grip on Wolf pattern Heavy Bolter is off, needs corrected
If another mod placed an item where the cases are then may have a Conflict.
If problems found during play please post a message so I can fix.
If someone desires another look/chapter also post and I will try to execute for player.
Contact:
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Leave a message here or send me a PM.
Tools Used:
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Pyròs: GuideLines (http://newvegasnexus.com/downloads/file.php?id=40278)
NifScope (http://niftools.sourceforge.net/wiki/NifSkope)
GIMP (http://www.tesnexus.com/downloads/file.php?id=14920)
Blender
3DF Zephyr Lite
3D Builder
DAZ Studio
FO4 CK
Audacity
Legal and licensing:
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You can modify, reuse assets and change to your hearts desire, but give credit to those I have credited above.
If any issues with use let me know so can fix that also.





