fallout 4 мод weaponsmith extended

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About this mod

Simple mod that change name of vanilla weapons in WSE2 to make it more immersive.

DLC requirements

Nexus requirements

Author’s instructions

File credits

Thanks Khormin for permission to release this and thanks Gambit77 for your glorious mod.

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This mod is not opted-in to receive Donation Points

Version 1.1

Version 1.00


I made this mod because I feel like it’s so unimmersive that weapons in WSE2 are refer by its model name but weapons in vanilla game refer like a ‘generic’ weapons despite they have their own name. So I decide to make this mod.

Requirements:
— Fallout 4
— Far Harbor DLC
— Weaponsmith Extended 2 and its prerequisite mods.

List of changed names:

10mm Gun => Colt N99
A classic pistols that featured in every Fallout game. Colt N99 is common sight in the New California, DC and the Mojave Wasteland but in the Commonwealth, the most common variant of N99 usually come with short barrel instead of long barrel. I have no idea if the short barrel version actually has its own model name but N99 should be fine.

Deliverer => Walter PKK
Nothing needed to explain here. It’s obviously a Walter PKK with suppressor.

.44 Revolver => Smith & Wesson Model 29
Like an above. It’s obviously Smith & Wesson Model 29, like those in Fallout: New Vegas.

Hunting Rifle => Remington Model 700
Its wooden material, stock, barrel, design. It’s obviously Remington Model 700.

Assault Rifle => M2050 Lewis

I believe America in the Fallout universe still do the development on old weaponry despite they’re technologically advanced than our real world. So the old gun from Great Britain, Lewis automatic rifle in an American version, M1917 Lewis got its modernized version while back before Resource War on 2052. This gun in Fallout 4 looks very identical to Lewis rifle, featuring its big Lewis style barrel. So it looks like Lewis for me.

Combat Rifle => M1918A5 BAR
Like an above. Combat Rifle looks identical to Automatic Rifle from Fallout: New Vegas and they’re actually M1918. I believe those M1918 got further development by US Army after World War II and turned out like this.

Radium Rifle => Volkssturmgewehr 1-5
This gun is an old German rifle from World War II. Although they’re modified to shoot radium rounds but they’re unofficially modified by Children of Atom personals. So their model name will be remain unchanged.

Gauss Rifle => M70 Gauss Rifle
Based on M72 in Fallout Tactics. These models used by The Railroads looks older and less futuristic than those used by BoS in New California. So yeah.

Lever Action Rifle => Marlin Model 1895
It is a Marlin Model 1895.

Submachine Gun => M1928 Thompson
Classic SMG since Fallout 2. It should be like an old time, eh?

========== Shotguns ==========

Double-Barrel Shotgun => Beretta 470
It looks like Beretta 470 without silver receiver. That’s all.

Combat Shotgun => Winchester Model 2100
According to lore, Combat Shotguns manufactured by Winchester on Pre-war era. The model name based on Winchester Model 1200 which is most likely identical to it. There are real world modernized Winchester shotguns called Model 3500 and SXP but they’re sounds too modern for Fallout.

Minigun => Rockwell CZ53
Like in Fallout 3 and New Vegas. These minigun should be CZ53, a personal minigun developed by Rockwell.

Flamer => FT13 Flamerthrower [1.1]
It got FT13 written on its frame.

Missile Launcher => Rockwell M21A4
According to lore, rocket launcher we used since Fallout 1 made by Rockwell and known as ‘Big Bazooka’. Although it’s based on RPG-7 and PIAT, I think it’s rare to find firearms not made in USA being distributed throughout American soil. So I think it might be a modernized version of old M20 Bazooka.

Laser guns => AEC12
This name also based on Khormin’s mod. Laser guns in Fallout 3, New Vegas actually have different model name. For Laser Pistol, it is AEP7 and for Laser Rifle, it is AER9. But in Fallout 4, this gun can be modified into either pistol or rifle so it should be called AEC and «C» stands for «Combined».

Cryolator => Vault-Tec D-XD1
In its concept art, its model name is visible on its receiver.

Plasma guns => REPCONN Urban [1.1]
Just like in Fallout 3 and New Vegas. It should still be this name. Although there is an Institute’s variant which has different model name pattern. But it shouldn’t be distribute in the Commonwealth. So its name will be like in previous games.

Gatling Laser => AEG3 [1.1]
Judged from its design, It looks like AER9 rifle so I think it developed by the same company. So named it AEG should be fine.

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========== Weapons will be left unchanged (For now) ==========

Pipe guns, Railway Rifle, Junk Jet, Broadstrider, Gamma Gun, Laser Musket, Syringer
There is no point to change this because they’re makeshift firearms made from various stuff.

Harpoon Gun, Flare Gun, Melee Weapons
They sound like everyday items. No need to change their names.

Alien Blaster, Tesla Gun
Out of ideas for this.

Q: I see there’re little (or none for now) name changes on WSE2’s weapons. Why bother make it for WSE2?
A: Because vanilla weapons for WSE2 are using keywords from WSE2 prerequisite mods and I made this mod for personal playthough at the first place and just want to share my mod here.

Q: Why ______ named like this? It isn’t right.
A: Please suggest your opinion in the comment section. If I see it fit, I will change it.

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Weaponsmith Extended Extension

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About this mod

Prepends gun name and appends WSE to the names of guns and removed weapon mods in inventory / containers

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This author has not credited anyone else in this file

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Update 0.2.1 now prepends gun names in addition to appending WSE for all weapon mods appearing in crafting bench to aid in recognizing which mods will actually work. (for use with Weaponsmith Extended 0.2 & 0.3)

Have you thought about testing out Weaponsmith Extended?

This is just a small patch to Weaponsmith Extended that renames all the weapons and attachments adding WSE to the end of them.

1. If you are a modder and want to debug a mod for one/all of the guns, maybe concurrently with debugging a non-weaponsmith extended version, it allows you to tell the difference between the different weapons that would otherwise have the same name, but different formids.
2. If you are in the middle of a play-through and considering a switch, this might help a lot. It would allow you to run Weaponsmith Extended and the original guns side by side for a while until you have replaced all instances of the original guns with replacements, and see the visible difference in the names of the guns.

I made this for my own use in debugging, then thought other modders might find it helpful so modified the names on all the weapons, not just the weapon I was interested in.

I would have uploaded it as just a modders resource, but then I realized I have at least 200 settlers on my current play-through equipped with «standalone» weapons, and being able to tell the difference would speed up reallocating new armament.
If you didn’t realize, if you deactivate the standalone weapon ESP to use Weaponsmith Extended on its own, weapons created with it will disappear.

I will keep this updated for a while and the primary version numbers will be based on the version of Weaponsmith Extended that I baased it on.

This patch will probably not be compatible with other patches to Weaponsmith Extended as it overrides more than half the entries in FO4Edit, though it doesn’t touch levelled lists.

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File information

Last updated

Original upload

Created by

Uploaded by

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Tags for this mod

About this mod

A simple compatibility mod to combine the two biggest weapon packs and level them out to fit with each other better.

Nexus requirements

Off-site requirements

Mods requiring this file

Author’s instructions

File credits

Donation Points system

This mod is not opted-in to receive Donation Points

Straight donations accepted

Created a plugin with FO4Edit. The purpose of this mod is to combine the assets of the two largest weapon packs, while ensuring they are compatible, feel balanced, and show up at vendors and on enemies. In addition to create a more dynamic and realistic fallout world where your loadout matters heavily on what you can take on.

This is a work in progress mod and more planned features will be implemented over time if life allows. If you find any bugs please feel free to report them. Any feedback is appreciated and if you like the mod give it a thumbs up.. or endorsement I think what it is.

Future additions include; introduce the best features of each mod into one plugin, for example, MF weapons can «Shock» an enemy down temporarily when shot. (Implemented in 1.1.0)

Update 1.2.0
Mod is back updated to the latest of Weaponsmith Extended 2.4 v9 and Modern Firearms 2.5 1.4.

Improved leveled lists to include less powerful guns at start of game and more variety on enemies. Also updated Realistic Ballistics to the new improvements and latest New Calibers patch (download link below).

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Update 1.1.0
New update is out. Took a while to finish this as I needed to modify every single weapon of WSE2 but I think you guys will like the results.
This update introduces the shock effect from Modern Firearms onto every gun in the mods and vanilla weapons. I also tested compatibility with my other mod ‘Realistic Ballistics’. Works perfectly and while not required I highly recommend it as it changes the experience in fallout completely and goes well with this mod.

Installation
Simply drop the esp into your Fallout 4 data folder or install via NMM.
Requires the mods listed below to function. Contains no external mod assets.

Upgrading 1.1.0 to 1.2.0.
Because of all the new weapons, I strongly recommend you uninstall both WSE2 and Modern Firearms, make a new save. Followed by installing WSE2, testing in game that it is working, then installing Modern Firearms 2.5 1.4 and this patch. (Note you will lose all your weapons by doing so but that’s the best method to upgrade to the latest version of WSE2 and MF anyways.)

Источник

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File information

Last updated

Original upload

Created by

Uploaded by

Virus scan

Tags for this mod

About this mod

A simple compatibility mod to combine the two biggest weapon packs and level them out to fit with each other better.

Nexus requirements

Off-site requirements

Mods requiring this file

Author’s instructions

File credits

Donation Points system

This mod is not opted-in to receive Donation Points

Straight donations accepted

Created a plugin with FO4Edit. The purpose of this mod is to combine the assets of the two largest weapon packs, while ensuring they are compatible, feel balanced, and show up at vendors and on enemies. In addition to create a more dynamic and realistic fallout world where your loadout matters heavily on what you can take on.

This is a work in progress mod and more planned features will be implemented over time if life allows. If you find any bugs please feel free to report them. Any feedback is appreciated and if you like the mod give it a thumbs up.. or endorsement I think what it is.

Future additions include; introduce the best features of each mod into one plugin, for example, MF weapons can «Shock» an enemy down temporarily when shot. (Implemented in 1.1.0)

Update 1.2.0
Mod is back updated to the latest of Weaponsmith Extended 2.4 v9 and Modern Firearms 2.5 1.4.

Improved leveled lists to include less powerful guns at start of game and more variety on enemies. Also updated Realistic Ballistics to the new improvements and latest New Calibers patch (download link below).

Update 1.1.0
New update is out. Took a while to finish this as I needed to modify every single weapon of WSE2 but I think you guys will like the results.
This update introduces the shock effect from Modern Firearms onto every gun in the mods and vanilla weapons. I also tested compatibility with my other mod ‘Realistic Ballistics’. Works perfectly and while not required I highly recommend it as it changes the experience in fallout completely and goes well with this mod.

Installation
Simply drop the esp into your Fallout 4 data folder or install via NMM.
Requires the mods listed below to function. Contains no external mod assets.

Upgrading 1.1.0 to 1.2.0.
Because of all the new weapons, I strongly recommend you uninstall both WSE2 and Modern Firearms, make a new save. Followed by installing WSE2, testing in game that it is working, then installing Modern Firearms 2.5 1.4 and this patch. (Note you will lose all your weapons by doing so but that’s the best method to upgrade to the latest version of WSE2 and MF anyways.)

Источник

Please log in or register

To enjoy the benefits of Nexus Mods, please log in or register a new account

File information

Last updated

Original upload

Created by

Uploaded by

Virus scan

Tags for this mod

About this mod

Simple mod that change name of vanilla weapons in WSE2 to make it more immersive.

DLC requirements

Nexus requirements

Author’s instructions

File credits

Thanks Khormin for permission to release this and thanks Gambit77 for your glorious mod.

Donation Points system

This mod is not opted-in to receive Donation Points

Version 1.1

Version 1.00


I made this mod because I feel like it’s so unimmersive that weapons in WSE2 are refer by its model name but weapons in vanilla game refer like a ‘generic’ weapons despite they have their own name. So I decide to make this mod.

Requirements:
— Fallout 4
— Far Harbor DLC
— Weaponsmith Extended 2 and its prerequisite mods.

List of changed names:

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10mm Gun => Colt N99
A classic pistols that featured in every Fallout game. Colt N99 is common sight in the New California, DC and the Mojave Wasteland but in the Commonwealth, the most common variant of N99 usually come with short barrel instead of long barrel. I have no idea if the short barrel version actually has its own model name but N99 should be fine.

Deliverer => Walter PKK
Nothing needed to explain here. It’s obviously a Walter PKK with suppressor.

.44 Revolver => Smith & Wesson Model 29
Like an above. It’s obviously Smith & Wesson Model 29, like those in Fallout: New Vegas.

Hunting Rifle => Remington Model 700
Its wooden material, stock, barrel, design. It’s obviously Remington Model 700.

Assault Rifle => M2050 Lewis

I believe America in the Fallout universe still do the development on old weaponry despite they’re technologically advanced than our real world. So the old gun from Great Britain, Lewis automatic rifle in an American version, M1917 Lewis got its modernized version while back before Resource War on 2052. This gun in Fallout 4 looks very identical to Lewis rifle, featuring its big Lewis style barrel. So it looks like Lewis for me.

Combat Rifle => M1918A5 BAR
Like an above. Combat Rifle looks identical to Automatic Rifle from Fallout: New Vegas and they’re actually M1918. I believe those M1918 got further development by US Army after World War II and turned out like this.

Radium Rifle => Volkssturmgewehr 1-5
This gun is an old German rifle from World War II. Although they’re modified to shoot radium rounds but they’re unofficially modified by Children of Atom personals. So their model name will be remain unchanged.

Gauss Rifle => M70 Gauss Rifle
Based on M72 in Fallout Tactics. These models used by The Railroads looks older and less futuristic than those used by BoS in New California. So yeah.

Lever Action Rifle => Marlin Model 1895
It is a Marlin Model 1895.

Submachine Gun => M1928 Thompson
Classic SMG since Fallout 2. It should be like an old time, eh?

========== Shotguns ==========

Double-Barrel Shotgun => Beretta 470
It looks like Beretta 470 without silver receiver. That’s all.

Combat Shotgun => Winchester Model 2100
According to lore, Combat Shotguns manufactured by Winchester on Pre-war era. The model name based on Winchester Model 1200 which is most likely identical to it. There are real world modernized Winchester shotguns called Model 3500 and SXP but they’re sounds too modern for Fallout.

Minigun => Rockwell CZ53
Like in Fallout 3 and New Vegas. These minigun should be CZ53, a personal minigun developed by Rockwell.

Flamer => FT13 Flamerthrower [1.1]
It got FT13 written on its frame.

Missile Launcher => Rockwell M21A4
According to lore, rocket launcher we used since Fallout 1 made by Rockwell and known as ‘Big Bazooka’. Although it’s based on RPG-7 and PIAT, I think it’s rare to find firearms not made in USA being distributed throughout American soil. So I think it might be a modernized version of old M20 Bazooka.

Laser guns => AEC12
This name also based on Khormin’s mod. Laser guns in Fallout 3, New Vegas actually have different model name. For Laser Pistol, it is AEP7 and for Laser Rifle, it is AER9. But in Fallout 4, this gun can be modified into either pistol or rifle so it should be called AEC and «C» stands for «Combined».

Cryolator => Vault-Tec D-XD1
In its concept art, its model name is visible on its receiver.

Plasma guns => REPCONN Urban [1.1]
Just like in Fallout 3 and New Vegas. It should still be this name. Although there is an Institute’s variant which has different model name pattern. But it shouldn’t be distribute in the Commonwealth. So its name will be like in previous games.

Gatling Laser => AEG3 [1.1]
Judged from its design, It looks like AER9 rifle so I think it developed by the same company. So named it AEG should be fine.

========== Weapons will be left unchanged (For now) ==========

Pipe guns, Railway Rifle, Junk Jet, Broadstrider, Gamma Gun, Laser Musket, Syringer
There is no point to change this because they’re makeshift firearms made from various stuff.

Harpoon Gun, Flare Gun, Melee Weapons
They sound like everyday items. No need to change their names.

Alien Blaster, Tesla Gun
Out of ideas for this.

Q: I see there’re little (or none for now) name changes on WSE2’s weapons. Why bother make it for WSE2?
A: Because vanilla weapons for WSE2 are using keywords from WSE2 prerequisite mods and I made this mod for personal playthough at the first place and just want to share my mod here.

Q: Why ______ named like this? It isn’t right.
A: Please suggest your opinion in the comment section. If I see it fit, I will change it.

Источник

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