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Armor & Weapons

Go into battle with new gear of all types.

11 files

  1. BH PPSh-41 (Submachine Gun) Custom weapon

    Hey there, fellow gamers!
    We've got something super exciting lined up for you. Ever heard of the legendary Soviet WW2 Open Bolt Submachine Gun PPSh-41? Well, get ready to use it in your modern combat scenarios!


    Our PPSh-41 SMG mod is all decked out with custom 1st and 3rd animations (and yes, it supports NPCs too!). We've also included custom models, textures, and sounds to make your experience as authentic as possible.

    But that's not all. We're bringing you a tactical reload and TR Alpha support, plus side aim framework support with custom animations and fire mode selection. And let's not forget about the new standalone ammo - 7.62x25mm Tokarev.

    Want to customize your weapon? No problem. We've got 20 sight options, 14 muzzle options, and 8 laser/light attachment options. You can even change laser settings and colors! Plus, choose from 6 different stock materials options and adjust the damage modifier to suit your needs.

    Now, where can you find this awesome new weapon? The PPSh-41 and its ammo will be craftable at the chemlab. And if you install the optional level list patch, the weapon will randomly spawn on NPCs once you hit level 20.

    We can't wait for you to try out the PPSh-41 SMG mod. We're confident you'll love the blend of historical accuracy and modern combat readiness we've built into this. Happy gaming!








    0 downloads

    1 comment

    Submitted

  2. Glowing Plasma Gun

    ==================
    GLOWING PLASMA GUN
    ==================
    Author: MadCat221 (MadCat221@gmail.com)
    Version: 1
    First release: July 18, 2018
    1. Introduction
    2. Details
    3. Installation
    4. Additional Info
    5. Version History
    ===============
    1. INTRODUCTION
    ===============
    For as much green glowing wads of plasma it shoots out, the Plasma Gun itself doesn't glow much. There are a few green bits, but... no glow. This mod rectifies this glaring oversight.
    ==========
    2. DETAILS
    ==========
    Glowmaps and enviro-cube maps appear to be mutually exclusive since Skyrim's NIF format, which is perplexing because it's a step backwards from FO3/NV's. I had to separate out the glowing bits and also make a third set of glassy reflective parts.
    Additionally, I tried to make the ports emit a light cone with a gobo to simulate the three port holes, but it seems that gobos don't work on light addon nodes attached to weapon meshes. Shame...
    ===============
    3. INSTALLATION
    ===============
    This is an module-less mod, solely comprised of loose asset files. Install into your Data folder.

    ==================
    4. ADDITIONAL INFO
    ==================
    For those who may be wondering where the unusually short "sniper" barrel on the screenshot plasma gun is from, it is another of my mods: Plasma Carbine Barrel (https://www.nexusmods.com/fallout4/mods/22679). Essentially, it is the missing step betwen the short "barrel" and "sniper" barrel for semi-auto fire, for those who want a better mid-range plasma gun.
    ==================
    5. VERSION HISTORY
    ==================
    v 1.0:
    * First release.
     

    50 downloads

    1 comment

    Updated

  3. Gourdnade

    Grenades that look like gourds and melons.
    Craft at chemlab.
     
    nexus
    PS4
    Xbone

    0 downloads

    1 comment

    Submitted

  4. Old Marine Tweeks, CC AMR

    A Anti-Material Rifle is designed to engage and disable or destroy light to medium armored vehicles and tanks at ranges beyond normal small arms.  A Anti-Material Rifle is designed to fracture or destroy a vehicles engine block on impact. Consequently, soft targets have NO chance when engaged with a Anti-material Rifle.
    Further, the CC Anti-material Rifle uses .50 Caliber ammunition. This ammunition has a Maximum effective range of 1200 Meters (approximately 1300 yards) and an actual range of 1800 Meters (approximately 1.1 miles). The CC Anti-material Rifle falls far short of that range.
    So ... this mod was born in an effort to fix these shortcomings.
    This mod starts by fixing the .50 Caliber Ammunition itself, making it's range more appropriate (something which will benefit all .50 Caliber weapons).
    With that out of the way, this mod ups the impact of the CC Anti-Material rifle to something inline with a .50 Caliber weapon.
    Once that is fixed it ups the range of the weapon so that one can effectively hit targets at longer rangers. 
    That pointed to a shortfall in the optics, so the Recon Scope was enhanced to allow the shooter to actually focus on a target at those longer ranges.
    So, with all that, I give you Truck Stop. This weapon, based on the CC Anti Material Rifle, will stop just about any soft target in one hit, and do so at ranges which will often not alert the targets companions.
    You can find Truck Stop lying in the chest of a dead Raider in the Glowing Sea. Just follow the Distress Signal.
    Now, there is a caveat with this weapon.   This weapon operates at the extreme limits of the games engine.  If you engage a target at the extreme range of this weapon, there is a chance that the cell will reset before you can get to it, and the spoils will be lost.  So either expect downed targets to be lost to you, or use the weapon at shorter ranges.
    Finally, if it isn't already obvious, this mod requires the CC DLC Anti-Materiel Rifle (ccfrsfo4002-antimaterielrifle). 

     
    This mod was cleaned with Xedit 4.04.
    Can't find the rifle by following the directions in the Distress Signal, here is a short video which may help:
    https://youtu.be/-RRgXhRJMtA

    If you wish to contact me about this mod, you can do so here or on Discord at
    https://discord.gg/jW7m65uNW7

    This mod may be downloaded for use during gameplay only.  Any other use is prohibited.  This mod may NOT be shared, reuploaded or modified without my EXPRESS WRITTEN permission.
    This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.

    6 downloads

    0 comments

    Updated

  5. Power Armor Digital Camouflage

    A collection of Paint Schemes for all of the base games power armor.  
    This mod requires Digital Paint Schemes, Master.
    This mod was originally created by Poorly Aged.  I have been given permission to maintain and update this mod as necessary.  See the link below for the transfer of ownership.
    https://www.afkmods.com/index.php?/profile/9955-unshodcobbler/&tab=field_core_pfield_11
    This Mod has been cleaned with Xedit 4.0.4.
    This mod may be downloaded for use during gameplay only.  Any other use is prohibited.  This mod may NOT be shared, reuploaded or modified without my EXPRESS WRITTEN permission.
    This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.

    12 downloads

    0 comments

    Updated

  6. Power Armor Frame Core Socket Hole Fix

    ====================================
    POWER ARMOR FRAME CORE SOCKET FIX
    ====================================
    Author: MadCat221 (MadCat221@gmail.com)
    Version: 1
    First release: April 15, 2018
    1. Introduction
    2. Details
    3. Installation
    4. Version History
    ===============
    1. INTRODUCTION
    ===============
    When the BGS modelers made the Power Armor frame, they probably thought they were saving a bit on the polycount when they omitted filling in the back of the fusion core socket.
    Unfortunately, you look straight down the socket whenever you pop in a fusion core to power up a frame. You end up seeing the back side of the chest frame when you do. No socket
    prongs that plug into the fusion core, not even just a dark cavity. Straight through.
    This mod corrects that with a simple darkened cavity and a proper cap at the back of the socket.
    ==========
    2. DETAILS
    ==========
    As stated, the fusion core socket is filled in with a cover on the back end so you don't see straight through. Vertex coloration ensures that it looks like a darkened nook that light can't easily get into.
    ===============
    3. INSTALLATION
    ===============
    This is an ESP-less replacer, so just plop straight into your Data folder. I only foresee one overwrite; concerning power armor frame material bugs. This is based off the fix for that used in UFO4P, and won't interfere.
    ==================
    4. VERSION HISTORY
    ==================
    v 1.0:
    * First release.

    52 downloads

    0 comments

    Submitted

  7. Re-Spawning Raiders in Full Power Armor

    There are seven re-spawning Raiders who have power armor with random plates.  This mod equips those Raiders a full set of plates.  
    The Raiders affected are located at:
    - Lexington (2)
    - Dunwich Borers
    - Revere Station
    - Libertalia
    - USS Riptide
    - Roadside Pine Hotel
    This mod was originally created by Poorly Aged.  I have been given permission to maintain and update this mod as necessary.  See the link below for the transfer of ownership.
    https://www.afkmods.com/index.php?/profile/9955-unshodcobbler/&tab=field_core_pfield_11
    This Mod has been cleaned with Xedit 4.0.3.
    This mod is available on Xbox: https://bethesda.net/en/mods/fallout4/mod-detail/4241252
    This mod may be downloaded for use during gameplay only.  Any other use is prohibited.  This mod may NOT be shared, reuploaded or modified without my EXPRESS WRITTEN permission.
    This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.

    14 downloads

    0 comments

    Updated

  8. Recharging Laser Musket

    OVERVIEW - The mod gives to you a recharging laser musket (The RX-1 Laser Musket, to be exact) along with the ability to create weapon-specific mods for it. There is one script in this mod; Players take notice.
    INSTALLATION - Unzip the file and use the file structure within to place the files accordingly OR use a mod manager to perform those actions automatically.
    UNINSTALLATION - The mod has a script; Based upon how Fallout 4 deals with save game files, it is best to "try" the mod out with a saved game that is disposable before you commit towards using the mod with playthroughs that you care about. The best practice if you do want to delete the mod is just that: Delete the mod (either manually or using a mod manager) and erase any saved game files that uses the mod.
    LOCATION OF MUSKET - For those who want a challenge, the location of a musket is outside but hidden in a camouflaged container. For those who just want to get their hands on the thing:
    FUTURE PLANS - Perfection is the enemy of Good Enough and this mod, at the moment, is "good enough" for release. I have a few more ideas and I'm sure the mod could be cleaned up 'a little' but, for the most part, I'm happy with it. The goal was to create a laser musket that even I would use and I have. So long as you don't think that it's the next automatic weapon or six-shooter, you'll be fine with it. It's a musket, after all.
    FINALLY - Please do not place this mod on any other site (such as NexusMods). I don't hate anyone in regards to mod hosting; I just want one place where I may monitor the progress of the mod and to make any revisions as desired or necessary. Thank you.

    4 downloads

    0 comments

    Updated

  9. Recharging Laser Pistol

    OVERVIEW: This mod provides to the player a "Recharger" weapon, functionally similar to what appears in the game "Fallout: New Vegas." The weapon is not considered overpowered although "overpowered" is always in the eye of the beholder (It is 50% more powerful than a stock laser pistol, just as the recharger pistol in F:NV is 50% more powerful than a stock laser pistol in that game). The mod does contain two scripts for those who are sensitive to adding scripts to their gameplay experience. It is Power Armor-compatible & may be modded in-game just as you would any other laser gun. This mod only requires the base game (although everyone likely has the Game of the Year edition by now but, if you do not, now you know).
    INSTALLATION: Please use the directory structure provided, either by installing it manually or via a mod manager. I have not tested this with the Nexus mod manager program (I think it's called "Vortex" so 'buyer beware' in that regard) as I do not use it.
    UNINSTALLATION: Because there are two scripts involved, my understanding is that save game files 'embed' the scripts into them and so they can not be 'untangled,' so to speak. Before experimenting with this mod, create a "clean" save game file that does not involve this mod. Should you feel that this mod is not right for your gameplay experience in any way, revert back to that "clean" save game file. Otherwise, standard uninstallation practices apply: Drop the mod-exclusive materials onto the ground when you are in the game, save the game, uninstall the mod, restart the game and proceed with your game.
    WHERE MAY I FIND THIS LOVELY WEAPON? The first clue is that it is outdoors (not in an interior cell).
    Second clue?
    Third clue?
    Fourth clue?
    "Oh, just tell me where it is already!" clue -
    NOTES (Contains spoilers):
    TO DO (contains mild spoilers but I won't hide these): There isn't that much left to do with this mod. If this is the final release then I'm pretty happy with it. I suppose, if I really wanted to get technical, I could slow down the rate at which the weapon recharges. However, the recharging rate for this weapon is the same as the recharger pistol in F:NV. I could make the laser beam a different color just to differentiate the weapon a tiny bit from a normal laser gun. There is a blue laser option already in the game; I think that, at one point, I tried it out and, for whatever reason, I didn't stay with it. I could make the holotape that contains the sales points a bit more organized (give it sub-menus and things like that). Beyond that, though... I'm happy with how it turned out.
    FINALLY please do not re-distribute this mod elsewhere (such as at Nexusmods). I do not hate anyone; I only wish to monitor this mod's progress and feedback from one central location. All constructive feedback is good feedback. While I can't promise updates, I will take that feedback into consideration. What's the point of publishing a mod if no one is happy with it? Thank you for downloading the mod and I hope that you enjoy it.

    3 downloads

    0 comments

    Submitted

  10. Recharging Laser Pistol - Automatic variant

    OVERVIEW: This mod provides to the player an automatic-fire "Recharger" laser weapon, functionally similar to the "MF Hyperbreeder Alpha" in "Fallout: New Vegas." The weapon is not considered overpowered although "overpowered" is always in the eye of the beholder (It follows the same per-shot damage ratio of 'Stock laser pistol : Recharger pistol : MF Hyperbreeder' in FNV). The mod does contain two scripts for those who are sensitive to adding scripts to their gameplay experience. It is Power Armor-compatible. It is PARTIALLY moddable in-game; Only the muzzle, stock/grip and scope may be modified. This mod only requires the base game (although everyone likely has the Game of the Year edition by now but, if you do not, now you know).
    INSTALLATION: Please use the directory structure provided, either by installing it manually or via a mod manager. I have not tested this with the Nexus mod manager program (I think it's called "Vortex" so 'buyer beware' in that regard) as I do not use it.
    UNINSTALLATION: Because there are two scripts involved, my understanding is that save game files 'embed' the scripts into them and so they can not be 'untangled,' so to speak. Before experimenting with this mod, create a "clean" save game file that does not involve this mod. Should you feel that this mod is not right for your gameplay experience in any way, revert back to that "clean" save game file. Otherwise, standard uninstallation practices apply: Drop the mod-exclusive materials onto the ground when you are in the game, save the game, uninstall the mod, restart the game and proceed with your game.
    WHERE MAY I FIND THIS ADORABLE WEAPON? The first clue is that it is 'realistically' INdoors but 'technically' OUTdoors (it is not in an interior cell).
    Second hint?
    Third hint?
    Fourth hint?
    "Oh, I just want to look at the thing, play around with it briefly and not leave you a comment about it!" hint -
    NOTES (Contains spoilers):
    I consider this mod "clean" in that there were no extraneous edits in the creation of this mod.
    TO DO: There is nothing left to do with this mod. It works as intended. It has minor but sufficient lore building. I suppose that I could combine this and another one of my Recharger mods into one but, considering that they are so small, there's no point. When you go full auto until you have no rounds left in the weapon itself, it will stop until you manually re-load. I don't consider that to be an egregious bug and most people will figure out that you can reload the weapon.
    FINALLY please do not re-distribute this mod elsewhere (such as at Nexusmods). I do not hate anyone; I only wish to monitor this mod's progress and feedback from one central location. All constructive feedback is good feedback. While I can't promise updates, I will take that feedback into consideration. What's the point of publishing a mod if no one is happy with it? Thank you for downloading the mod and I hope that you enjoy it.

    4 downloads

    0 comments

    Updated

  11. The Great Power Armor Refresh

    Brought to you from the sweepings of the cutting room floor, the imagination of a frustrated player and the rantings of a madman, I give you a reset of the games power armor.
    Not all power armor mind you, just power armor which exists in the game files but ain't in the game. Power Armor like the power armor from the Contraptions Workshop DLC.
    Or power armor which should have a more descriptive name, rather than just Power Armor, like the Power Armor in Nuka World.

    This mod is available for Xbox at https://bethesda.net/en/mods/fallout4/mod-detail/4284445
    This mod requires the Digital Paint Schemes Master :
    This Mod has been cleaned with Xedit 4.0.4.
     
    The power armor and their locations are:
    Minute Men is in the armory in The Castle (yes, you have to deal with Ronnie Shaw).
    Railroad in the Railroad Headquarters.
    Institute in the Atrium, on the catwalk outside your quarters.
    Military in a bunker in the Glowing Sea  behind an Expert Terminal.
    VaultTec in VaultTec headquarters.
    Sugar Bombs in the Super Duper Mart in Lexington.
    Abraxo in the Mahant Research Center.
    Gunner in Vault 95 (see note below).
    Gunner in GNR (see note below). 
    As an added bonus, there is a power armor frame named Overboss Raider Power Armor located in Fizztop Grill, for the plates you get of of Coulter. 

    Please note, the gunners will use the Gunner Power Armor in both places.  To get the PA with the name Gunner Power Armor, you must either wait for the gunner to exit the armor before killing them, or pickpocket their fusion core, forcing them out of the armor and then killing them.  No matter how you get it, the Gunner Power Armor will still show as stolen  
     
    This mod may be downloaded for use during gameplay only.  Any other use is prohibited.  This mod may NOT be shared, reuploaded or modified without my EXPRESS WRITTEN permission.
    This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
     

    11 downloads

    0 comments

    Updated


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