Modern Firearms (Gunsmith Edition)
Priority Messages:
This mod currently contains 8 custom weapons (2.0beta), which are:
#1 AR
#2 ACR
#3 H&K MP5
#4 HK416/417
#5 H&K G36
#7 FN SCAR-L/H
#8 SIG SAUER SG550 Series
#A AK
#2 ACR
#3 H&K MP5
#4 HK416/417
#5 H&K G36
#7 FN SCAR-L/H
#8 SIG SAUER SG550 Series
#A AK
I have implanted all the things I promised to put into the game, after reaching version 2.0, I am aiming for improving the system, balance, and distinction within this mod. That doesn’t mean I will stop adding new things, as long as I found decent models with permission to use, I will still give the audience new surprises. But the attributes of the weapons are something needs to be seriously adjusted – I am not making a fancy skin mod at all, I want to create a new shooting experience for all of you.
Apr 21
Description:
I am not an expert of background settings, but I do think we always received old-fashioned and improper weapon in the Fallout universe. The “Great War” was happened in the last quarter of 21 century, but judging by the pre-war weapons that existed, the 21 century itself seemed never existed. I am not living in North-America, yet according to my knowledge, the most popular and wildly used firearm over military and civilian market in the pre-war U.S., probably to be the AR family.
I used to hate AR series, no kidding. But whether you are an AR love or hater, you can’t just ignore that they are “commonly seen” in North America, so that is the first thing I made in this project.
Wait a second. WHAT is AR? I mean, I know what AR is, but WHICH AR exactly is in your mod?
With the creation of C.U.T.E. I am forced to be familiar with parent linking system of FO4, even when my first time creating a weapon, there are only few problems appeared. So yes, those weapons (primarily the AR series) are fully and maybe over modifiable.
So, let’s skip the question, most variats of AR family can be “created” by your own. That’s also the purpose of calling it “Gunsmith Edition”.
Also, I have created independent dynamic naming system for all these weapons, it may surprise you for a bit I think.
For everyone of you who had ever built an AR, or thought of building an AR would know what’s the point of making this mod, just do not criticize me for separating the buffer tube from receiver itself, or separating the barrel from barrel – upper receiver assembly, it is for the convenience of best effect, not because of ignorance.
Introduction:
The fun of this mod depends on yourself to discover it, I can simply explain what you will probably have:
Various brands of receiver sets, some are more precise than the other, some suffer less recoil, civilian receiver are not allowed to fire at full-auto… etc.
Various kind of barrels, besides the basic different attributes for each barrel length, only the barrel with RAS system allowing you to make additional attachments.
Various butt-stocks, magazines, iron sights for fitting your own taste.
Various RAS attachments, but currently most of them are just accessories. Probably they will be functional in the future, eventually.
Wild range of randomized spawning, you will hardly get bored with it.
Compatibility over weapons. Besides MP5, all the NATO rifles with same spec will be allow to reach those modifications.
Fire mode (currently only semi-auto/full-auto) can be set through workbench, I will try studying in script (or with some help) and aim to make it changeable any time any where. As well as the COMBO sights, flip them in or out by choice.
Acquiring:
Those firearms are already written into Level List, you will find them from enemies and vendors (but not from the chest currently, I just forgot to edit it). To modify it further, you will need to scrap similar items (yes, these shiny guns). Indeed, I will not allow you to create those fancy weapons from junk.
Those firearms are already written into Level List, you will find them from enemies and vendors (but not from the chest currently, I just forgot to edit it). To modify it further, you will need to scrap similar items (yes, these shiny guns). Indeed, I will not allow you to create those fancy weapons from junk.
Modern Firearms Fallout 4 2.5 1
If you insist to acquire these weapons by console commands, the item form id is XX00A001 ~ A003, each number indicates the creation number, which was listed above.
Debates:
The damage of 5.56 caliber was set to 80, 100 for 7.62×39 Soviet caliber, while 7.62×51 is 120. It may look too high, but please note that THERE WON’T BE ANY MODIFICATION INCREASES THE DAMAGE as the Vanilla game, consider it is fully upgraded to 175% as a Vanilla one does, it is not over-powered (in my own balance setting environment at least).
But BE AWARE that now it may appear in early stage of the game, and your enemies will be more vicious, as you are.
Known Issues:
Uri full movie online. It broke 3rd week collection records, beating Sanju and Padmawat.
-Some modifications cannot be re-used even if it is in inventory.
-Vanilla holding animation does not fit the custom weapons, that’s not something doable.
-Vanilla holding animation does not fit the custom weapons, that’s not something doable.
NOTE: DO NOT report any of those known issues, I am fully aware of them and certainly working on them. Especially reporting the animation issue was forbidden.
Compatibility Note:
Leveled Lists was heavily edited in this mod. To be accurate, the weapon and vendor lists. Conflicts should be expected if you are using a mod that also modifies it.
Permissions:
Feel free to make re-texture, sound replacement or compatibility patch for this mod. Especially welcome if you are going to paint the stock/grip/handguard in Tan/OD green 😛
Credit:
Exciter_GB:
Exciter Guns Mini Pack
Exciter MAGPUL Masada ACWS Pack
Exciter HK MP5 Mini Pack
Thanks generous Exciter who was gladly to share his excellent work with me without hesitation. Fans of Exciter weapon packs, remember where your favorite weapons are from!
Exciter Guns Mini Pack
Exciter MAGPUL Masada ACWS Pack
Exciter HK MP5 Mini Pack
Thanks generous Exciter who was gladly to share his excellent work with me without hesitation. Fans of Exciter weapon packs, remember where your favorite weapons are from!
Slam53:
Models of M203/.308 receiver/.308 magazine/Olympic Arms receiver/GemTech suppressor/KAC GS seris suppressor/Surefire SOCOM suppressor
Models of M203/.308 receiver/.308 magazine/Olympic Arms receiver/GemTech suppressor/KAC GS seris suppressor/Surefire SOCOM suppressor
Z06Frank:
Thanks Z06Frank for sharing his beautiful model of Magpul Angled Forgrip from his HK G3 Battle Rifle, I have searched for it for a long time and never knew he has created on Nexus. Now we are more tactiCOOL thanks to him!
Thanks Z06Frank for sharing his beautiful model of Magpul Angled Forgrip from his HK G3 Battle Rifle, I have searched for it for a long time and never knew he has created on Nexus. Now we are more tactiCOOL thanks to him!
WhiteShades:
She kindly taught me how to handle the old textures, and even helped me to transfer/create them. With her delicate, we have proper sights since version 1.2!
She kindly taught me how to handle the old textures, and even helped me to transfer/create them. With her delicate, we have proper sights since version 1.2!
Posted by2 years ago
Fallout 4 Modern Firearms 2.4 Vs 2.5
Archived
EDIT: Just so everyone knows. I have comment/reply notifications DISABLED for this thread. If you need help, check the FAQ, join our Discord, or shoot me a PM.
Also. We have an official Discord server, invite link here: https://discord.gg/dsJ2cvv Do us and yourself a favor, follow the rules.
Oh good God. Sorry for the massive wall of text, guys. I can't remember how to get more than one line between paragraphs >.< Plus I tend to be a bit long-winded anyway..
Hey y'all, dev team member/community rep for the Modern Firearms team here. We just finished a massive update, figured making a thread would be easier than sending out a ton of PMs and hoping people find the link from the FAQ thread on BethNet.
First off, the bad news. For now, this is a PC-only update. Idlesheep, the team member who handles the BethNet uploads and thus the XBox version is unavailable due to real life (specifically he's trying to get into a PhD program and raise a kid), thus we can't get this out on both platforms. If you're one of our umpty-thousand console users, I'm sorry to say it, but you're gonna have to be patient. Unless and until 'Sheep gets the free time, there is NO legal way for us to push an update for y'all. If there were, we would've done it ages ago, believe me when I say that.
Second, install/update instructions. If you're already running one of the 2.5 versions, simply uninstall your current version (including any and all loose files you may have from previous updates) and install the 2.5-1.4 package in its place. Nothing else necessary.
However, if you're upgrading from 2.4 (or God forbid one of the older versions), you'll have to do a bit more work. First, completely uninstall whatever version you have now. Then load up your last save, ignoring the warning about missing content. Make a new HARD save (either via the menu or a quick nap if you're playing Survival mode), then exit the game. Then and only then can you safely install 2.5-1.4. As a warning, you WILL lose any and all MF gear you currently have, so either sell it off to a merchant or refund it via the PVM (and no, there's no way to avoid losing all your kit due to how much has changed from the older versions). FAILURE TO FOLLOW THESE INSTRUCTIONS WILL NEGATE ANY COMPLAINTS OF SHIT BREAKING. If you can't be arsed to do this relatively simple thing, you have no right to complain that your laziness caused you trouble.
EDIT: Also, if you run into any leveled list issues with items spawning too frequently or certain items not spawning at all, make sure you're running a Bashed Patch. http://www.nexusmods.com/fallout4/mods/20032/? Instruction on how to build one are somewhere in the comments if you need help, but it's pretty simple to do.
Now then. http://www.mediafire.com/file/60atggsen2koh6s/Modern_Firearms_2.5-1.4.zip There's the main package. There's a changelog included, so feel free to read up on what all has been fixed, changed/tweaked and added. Here are some highlights.
1: We finally got the fucking [BDU] Military Uniform armor piece fixed. It no longer looks like a bad acid trip, and IMO looks kinda badass.
2: Added bayonets for the AK and AR-15 rifle families. The full versions clip like hell, so there are blade-only versions available if that bugs you. Fair warning though, they hit HARD.
3: Massively buffed gun bashing damage across the board. Base bash DPH is now 25% of the gun's base DPH, so anywhere from 10 (dinky little MP7) to 125 (KwK 88mm) per smack/stab/buttstroke (yes that's the actual name for it).
4: Fixed a few dozen bugs ranging from the minor (janky modifiers on optics throwing off AP usage) to the major (the janky BDUs). See the included changelog for details.
Also included in that package is a sanitized Hotkeys.ini file, for those of you that want to use FO4 Hotkeys to get the most out of our on-the-fly mod swapping capabilities. If you already use it, then ignore that .ini file (unless you want a backup or something). If you want to start using it, here's what ya do. First, install FO4 Hotkeys from here: http://www.nexusmods.com/fallout4/mods/11664/?. Once that's done, replace the default Hotkeys.ini with the one from the 2.5-1.4 package. Open that .ini up, and set whatever keybinds you prefer for the listed script functions.
Also, because I know someone's gonna ask for it, here's the rest of our stuff.
Modern Sidearms: http://www.mediafire.com/file/d3e1sw5wjna786v/Modern_Sidearms_9-23-2016_Archived.zip
Contraptions patch: http://www.mediafire.com/file/v25mnztmzp2acvc/MFContraptionsPatch.zip
Stagger removal patch: http://www.mediafire.com/file/2eqzallumrg0ocz/Modern_Firearms_Stagger_Remover.zip
Collection of damage patches: http://www.mediafire.com/file/13hb1f4gboewjol/MF%2BMS_Damage_Patch_Set.zip The value in the plugin name is the percentage that a weapon's base DPH is reduced to. So the 25% patch will knock an AR-15 from 100 to 25 base DPH, etc etc.
48 comments
This mod does not have any known dependencies other than the base game.
Mods requiring this file
Mod name | Notes |
---|---|
Big E's 2 for 1 |
Credits and distribution permission
- Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
- Upload permissionYou are not allowed to upload this file to other sites under any circumstances
- Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
- Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
- Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
- Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation pointsYou must get permission to earn Donation Points for your mods if they use my assets
- Console modding permissionThis mod will not be available on Bethesda.net for console users
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
This mod is not opted-in to receive Donation Points
Version 1
- Fixed missing AK and Saiga mods,some other weapons.Added training manual recipes for Frost mod Lone Wanderer perk on chemlab and without requirements
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.
*Added Shock knock down effect for all weapons. Effect is based on weapon type and caliber. For example a .50BMG will likely knock an enemy down with a shot to the chest while a 9mm pistol or smg may require a good spray.
*Tweaked weapon balance
*Compatible with Realistic Ballistics New Calibers
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.)
Load order should look like this:
Modern Firearms.esp
Weaponsmith Extended 2.esp
NewCalibers_ModernFirearms.esp
WE2MFCombine.esp
Weapons of Fate.esp (optional)
WOF_NCPatch.esp (optional)
RAO - MF Patch.esp (optional)
Requires the following mods to be installed
Weaponsmith Extended 2 (Latest 2.4v9) and all respective mods associated with its install
Modern Firearms (2.5 1.4)
New Calibers for Modern Firearms and Modern Sidearms
Recommended mods:
Weapons of Fate| Realistic Ballistics New Calibers (WOF and New Calibers Merge)
Reverb and Ambiance Overhaul | Reverb and Ambiance Overhaul - Modern Firearms Patch
Modern Firearms Weapon Sound Replacer (2.0)
War Of The Commonwealth (recommend adding weaponsmith patch)
Extended weapon mods
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,
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.
*Added Shock knock down effect for all weapons. Effect is based on weapon type and caliber. For example a .50BMG will likely knock an enemy down with a shot to the chest while a 9mm pistol or smg may require a good spray.
*Tweaked weapon balance
*Compatible with Realistic Ballistics New Calibers
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.)
Load order should look like this:
Modern Firearms.esp
Weaponsmith Extended 2.esp
NewCalibers_ModernFirearms.esp
WE2MFCombine.esp
Weapons of Fate.esp (optional)
WOF_NCPatch.esp (optional)
RAO - MF Patch.esp (optional)
Requires the following mods to be installed
Weaponsmith Extended 2 (Latest 2.4v9) and all respective mods associated with its install
Modern Firearms (2.5 1.4)
New Calibers for Modern Firearms and Modern Sidearms
Recommended mods:
Weapons of Fate| Realistic Ballistics New Calibers (WOF and New Calibers Merge)
Reverb and Ambiance Overhaul | Reverb and Ambiance Overhaul - Modern Firearms Patch
Modern Firearms Weapon Sound Replacer (2.0)
War Of The Commonwealth (recommend adding weaponsmith patch)
Extended weapon mods
Posted by2 years ago
Archived
So I upgraded the modern firearms mod from 2.41 to the 2.5 After the upgrade, some gun have invisible parts(not a problem though as I think that the upgraded version get rid of some ancient part) and some become unmodabble. the one that have invisible part I get rid of them and reacquire by console command but they become unmoddable too. My question is, is it normal(as this version is still a beta) or it's because I fuck up the installation, and if there are a mean to port the missing part from 2.41 to 2.5 if the 2.5 miss it
my load order Fallout4.esm=1 DLCRobot.esm=1 DLCworkshop01.esm=1 DLCCoast.esm=1 DLCworkshop02.esm=1 DLCworkshop03.esm=1 DLCNukaWorld.esm=1 ArmorKeywords.esm=1 Loads.esm=1 NewCalibers.esp=1 Homemaker.esm=1 Homemaker - Unlocked Institute Objects.esp=1 Homemaker - Streetlights Use Passive Power.esp=1 DD_Spiral_staircases - Institute.esp=1 Loads of Ammo - Leveled Lists.esp=1 3dscopes-framework.esp=1 Crafting Workbench.esp=1 Crafting Workbenches - Ammo.esp=1 Crafting Workbenches - Ammo Expanded.esp=1 Armorsmith Extended.esp=1 Armorsmith All DLCs Patch.esp=1 Weaponsmith Extended 2.esp=1 Modern Firearms.esp=1 NewCalibers_ModernFirearms.esp=1 WE2MFCombine.esp=1 M1Garand.esp=1 P90.esp=1 Famas.esp=1 DPAssaultCarbine.esp=1 PipPOD.esp=1 BetterSettlers.esp=1 BetterSettlersCleanFacePack.esp=1 Flags of the Old World.esp=1 Maxson_Cape.esp=1 ChineseStealthSuit.esp=1 NanoSuit.esp=1 N7-Armor-Standalone_by_Ruddy88.esp=1 HN66-SiriusArmor.esp=1 The Rebel.esp=1 WestTekTacticalOptics.esp=1 TeleportGrenade.esp=1 Wasteland Sniper by Hothtrooper44.esp=1 AllCamoUniforms.esp=1 AllCamoUniformsAddon01.esp=1 AllCamoUniformsAddon02.esp=1 K9TacticalHarness.esp=1 Mercenary.esp=1 Combat_Helmet_Illumination 1.2.esp=1
sorry for my english
3 comments