A weapon I've been working on of my idle animations is basically a weapon inspect animation inspired from Modern Warfare Remastered. FO4 recently got back into fallout 4 modding, over 500 mods, reasonably stable, and very playable! 102 comments. Save hide report. Nov 25, 2017 CTD when using the Armor Workbench in FO4 - posted in General Skyrim Support: So Ive recently bought FO4, after putting it off for so long, and as I have been modding it up I now have come across a problem I cant seem to rectify. Whenever I activate the Armor Workbench and then move the mouse to select another item I instantly crash to desktop. Ive tried deactivating any and all mods that I. Like gatherer818 said, you can equip and unequip a weapon manually in your Pip-Boy, or assign it as a favorite. However, there is another, faster way to address your concern of not wasting ammo on pathetic enemies like radroaches. You can melee using your gun, which the game refers to as 'bashing'.
Author:Zagruzka | Date: 26-03-2020, 20:11 | Views: 490 | Comments: 0
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Version Game - 1.10.163+
Fallout 4 Weapon CodesDescription about « Fostech Origin 12 Shotgun v1.0 for Fallout 4: »
Mod weapon Fostech Origin 12 Shotgun v1.0 for Fallout 4 game.
Fostech Origin 12 - is a semi-automatic magazine-fed combat/tactical shotgun, developed by Fostech Outdoors. Based on the AK action, it is basically a heavily modified, modern version of Saiga-12.
This weapon mod designed to be an alternative to the vanilla Combat shotgun, all stats are almost the same with the exception of a two high-end auto receivers.
The weapon comes with unique 1st and 3rd person animations and custom sounds (except for firing sounds, those are vanilla).
Fallout 4 Inspect Weapon Mod
Features mod Fostech Origin 12:
17 Receivers: everything you can expect from a Combat shotgun plus a little extra;
1 Muzzle: Suppressor;
4 Sights: Ironsights, Trijicon RX01 reflex, Aimpoint PRO reflex, Vortex Strike Eagle 1-6x24 optic with variable magnification;
2 Rail attachments: Tactical flashlight and Laser sight;
2 left hand types: Default and Vertical foregrip;
3 Stocks: Standard, Marksman, Recoil Compensating.
Important:
After the November 2019 Fallout 4 update Bethesda implemented a version check: the mods created after the update WON'T WORK in outdated Fallout 4! If your game version is below 1.10.162 you won't be able to use this mod.
- update your Fallout 4 to the latest version
- use FO4Edit to change version in Header to 0.9500 (you'll need to do it again if I will release any .esp update)
Also if your Fallout 4 game version is lower than 1.10 even if you'll edit file header in FO4Edit you will most likely experience crashes in workbench and inspect menus!
Gameplay / Videos:
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Article #2 in a 5-part series.
In the first part I went over my goals in overhauling combat, and here I review the mods that build the foundation. In Part 3, I’ll cover my changes including adjustments to several weapon and armor mods to complete the overhaul.
Fallout 4 Weapons Guide
DRO
“Difficulty and Realism Overhaul” is a work in progress by Cruor32. As of December 2017 for v1.4, the description (dated 18 December 2016) mentions the author has been fixing missed changes and balancing armor. I’ve spent the last several months building off of this including tweaking and balancing which I’ll go over in Part 3. The mod is good enough as is, but you may want to open the plugins up in FO4Edit and take a look. The mod includes several modular plugins, and I recommend all four unless you plan on replacing one. In particular the NPC plugin is pointless without weapon-and-armor plugin. In the posts, the author has stated interest in moving to a single plugin in a future update.
Note that the author recommends using at least the combat AI module of “Arbitration” as the changes are designed with it in mind.
Primary changes:
The reasons for removing ballistic perk damage bonus is that it’s unrealistic and unfair to NPCs potentially making combat one-sided. A skilled shooter has an increased chance to hit the target and will do no more damage, ignoring critical shots, than a novice using the same gun on successful hit. The critical shot covers improved aim on vital body parts. The Heavy Gunner damage bonus is halved, and that seems fair for handling a heavy weapon. Health point maximum is limited, because real creatures don’t ignore bullet wounds, and we want to ensure taking damage hurts!
To compensate for increased risk, Cruor32 adjusted the weapon level lists so decent weapons show up sooner. Other adjustment include more damage at longer range the head target made more vulnerable for those headshot kills. See the author’s “More Detail” section on the mod description about the design decisions.
Some issues that need addressing in v1.4:
(1) As I’ll cover in Part 3, I have reduced light combat armor and increased the modifications so Sturdy and Heavy offer much more protection than light.
(3) I find that increasing metal armor resistance relative to normal resistance takes away the player’s decision about best weapon choice. If the regular and energy resistances are too similar then the player can just ignore an entire weapon type. As I pointed out in Part 1, metal conducts energy.
(5) DRO AdjustedPerks reduces the perk damage bonus to Big Leagues (melee) and Iron Fists (hand-to-hand) from 20% down to 6% per rank which makes the perks nearly useless. When calculating sword damage against a Raider in average armor, each perk level only increases a couple points of damage. Even with maximum Big Leagues on a critical hit the player can’t kill human opponents outright. Real sword fights tend to end quickly, and a practiced master is much deadlier than a novice. Same for using a baseball bat.
The following shows DRO sword with strength 4 for 72 weapon damage calculations against Gunner in combat armor of resistance 157:
Notice a DRO maxed Big Leagues only deals 9 points more damage compared to no perk. That’s only an additional 4% of total health points for five perk purchases! Using the default perks, the maximum Big Leagues more than doubles damage (against light armor) for an additional 20% of opponents health. A critical hit would hurt bad, but not kill outright without sneak or other bonuses. I suggest including in your patch override reverting Big Leagues and Iron Fist. You may also want to reduce DRO bashing weapons base damage slightly to compensate in consideration of armor and lack of differentiating bashing from piercing.
When using other modded armor and weapons, you’ll want to check them for damage or resistance increases and patch as necessary. For weapons, compare the ammunition type since damage per DRO ammunition types are fairly consistent. Some custom armors I’ve found need no or little adjustment especially ones designed for Survival in mind making them overpowered on normal difficulty. Compare with similar armors and consider amount of unprotected areas.
I’ll go over these changes and more in Part 3 including reviewing adjusting several custom weapons and armors.
Arbitration
“Arbitration” is modular allowing you to choose the types of adjustments you want. Get “Recommended Core” with “Sneak Detection Distance Increase” or the following:
Enemies flanking and taking cover makes a huge difference in gameplay. The only other thing that may need to be addressed is likelihood of characters fleeing. All NPCs seem stupidly brave. I’m working on some adjustments regarding bravery and panicking.
Create Your Own Difficulty Rebalance
Since we’re making weapons more deadly to friend and foe, we can adjust Survival to have closer relative damage coming in and out of player character. Companions fighting enemies always do 1-to-1 damage. Recall that Survival defaults to 0.75x damage done by player and 4x damage to player character. This is accomplished by using a hidden perk that multiplies Very Hard outgoing * 1.5 (0.5 x 1.5 = 0.75) and incomming by 2 (2 x 2 = 4). Let’s make in and out more even. You may choose double damage, 2-to-2, if you’d like to make the weapons even deadlier per hit. I aim for 1-to-1 for testing my armor and weapon adjustments. Remember that these difficulty damage multipliers affect resulting damage dealt, not weapon damage.
C”reate Your Own Difficulty Rebalance” by The Iron Rose offers several plugins to choose from to adjust the damage multipliers as you like for any difficulty level. Since the hidden perk for Survial always multiples whichever plugin you choose by 1.5-out and 2.0-in, choose the one that results in the desired total. There are no multiplier choices to achieve 1-to-1 on survival, so I edited the xPlayerDamage plugin. You can get close by choosing 0.75xPlayerDamage (1.5 x 0.75 = 1.125) and 0.5xEnemyDamage (0.5 x 2 = 1) for 1.125-to-1.0 or 9/8-to-1 Changing the xPlayerDamage to 0.6667 results in (1.5 x 0.66667 = 1) 1-to-1.
Try these damage-multiplier combinations for Survival:
lowered weapons
Never aim a loaded gun at a friend! I like how the guns auto-lower when moving very close to an object, but without a control what a strange method to lower a gun. “Button Lowered Weapons” by JackArbiter allows the player to lower the gun by holding the reload/holster button and then holding the same button a second time holsters the weapon. It’s a small feature that makes a big difference to gameplay enjoyment.
This shows all the modular plugins from these mods placed in relation to each other for best result. If you like before playing you may rename the DRO plugins with a “DRO” prefix to make them easier to spot. Some of the DRO plugins override each other, so after inspection with FO4Edit I’ve ordered them accordingly.
Article #2 in a 5-part series.
Fallout 4 is a trademark of Bethesda Softworks LLC. All other trademarks belong to their respective owners. Comments are closed.
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