фоллаут 4 моды вархаммер 40000

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Some patches to add AWKCR and VIS-G to some of the more popular Warhammer 40K mods and move all 40K crafting to the Advanced Engineering Bench (AKA Workbenchius Manufactorum)

I also compiled a listing of mods related to Warhammer 40K for fans out there like myself.

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Version 3

I temporarily removed the mod for 40K weapons. My patch was in bad need of updating for the latest release of the 40K mod.

I made some patches to add AWKCR and VIS-G to popular Warhammer 40K mods. Crafting for 40K armor, weapons, and gear, is moved to the Advanced Engineering Bench from AWKCR (AKA Workbenchius Manufactorum). See the images section for the new Warhammer 40K crafting menus. I think 40K fans will enjoy having a one-stop-shop for all their 40K crafting needs.

BURN THE HERETIC.
KILL THE MUTANT.
PURGE THE UNCLEAN.
IN THE NAME OF THE EMPEROR, LET NONE SURVIVE.

I also compiled a list of mods related to Warhammer 40K. I’m a huge fan of the 40K universe and there’s lots of mods that bring 40K elements into Fallout 4, but they’re scattered all over and not well tagged. So here’s my attempt to bring it all together. To be clear, none of the below mods are my creations. All I did was create a few patches.

Feedback and endorsements are appreciated!

And thank you to the REAL mod creators for all their great work.

NPCs, Presets, and Other
WH4TK Character Preset: Face preset for the Emperor of Mankind; May the Emperor protect you
Warhammer Servo Skulls: Several different styles; Provide character bonuses
Warhammer 40K Names for Fallout 4: NPC name replacer
Sister of Battle Overhaul for Curie: Curie replacer and presets
W40k Dreadnought Voiced Power Armor Pack: As it says
Replacement Sound for Boltgun: This is for the Boltgun from the Space Marine mod, not the 40K Sister of Battle
FCOM Space Marines: Replaces the FCOM Enclave option with a new faction called Space Marines (requires The Space Marine by Metaking above and FCOM Fallout Commander)

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GREAT PATRIOTIC WARHAMMER 40K

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Adds the ultimate fascist crushing power armour for all your anti-imperiumism needs.

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Matthew Hore for The Space Marine mod.

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This is a small request I got, namely for a Soviet themed Warhammer 40k power armour. It has a lot of details, including Red Army tank slogans/division symbols, the Soviet Space Programme insignia (space marines after all), some hammers and sickles, a T-34 kneepad. And probably a few things I forgot.

It’s based on this cosplay image, although concessions had to be made due to the mesh. Also I got a bit creative too.

Has (hopefully) working specular maps and normal maps. My Fallout 4 is not configured to be playable right now, as I am working on a big mod. So I could only preview it in Nifskope. Looked good there though.

So, hope you enjoy and good luck killing heretics western spies.

To get it ingame: Just use the Space Marine mod like usual, and get the Vault 111 skin. It just replaces that. No fuss.

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ТОП 20: Лучшие моды Fallout 4 на силовую броню

фоллаут 4 моды вархаммер 40000. luchshie mody fallout 4 na silovuyu bronyu novaya bronya iz warhammer bioshock i fallout 3 drugie dzhet paki novye moduli i funkcii sbor s trupa silnye pryzhki i bronya naparnik 51868. фоллаут 4 моды вархаммер 40000 фото. фоллаут 4 моды вархаммер 40000-luchshie mody fallout 4 na silovuyu bronyu novaya bronya iz warhammer bioshock i fallout 3 drugie dzhet paki novye moduli i funkcii sbor s trupa silnye pryzhki i bronya naparnik 51868. картинка фоллаут 4 моды вархаммер 40000. картинка luchshie mody fallout 4 na silovuyu bronyu novaya bronya iz warhammer bioshock i fallout 3 drugie dzhet paki novye moduli i funkcii sbor s trupa silnye pryzhki i bronya naparnik 51868. To enjoy the benefits of Nexus Mods, please log in or register a new account

За эти годы Fallout 4 получила множество модов, но статистика показывает наибольший интерес у игроков к новой силовой броне и геймплейным улучшениям. Если вы такой игрок, то специально для вас мы собрали все лучшие и популярные моды на силовую броню Fallout 4 в этой статье.

Подборка актуальна для PC, но часть модов можно найти на Xbox One и PS4, если у вас есть учетная запись Bethesda.net. Мы выбрали те моды, которые поддерживаются авторами и имеют лучшие показатели совместимости с другими модификациями, но лучше иметь полную версию Fallout 4.

В этом ТОПе нет глобальных модов, так как они слишком сильно меняют игру и конфликтуют даже с простыми модификациями.

Для установки модов лучше использовать программу Nexus Mod Manager, либо выбрать интересующую текстуру и закинуть её в папку Data, в корневом каталоге игры. Также установку можно сделать через меню игры, мы указали название каждого мода на английском.

InstitutePowerArmor

Фанаты выпустили для Fallout 4 много новых видов силовой брони, но чаще всего речь идет об обычном рескине. Заглянув глубже, мы нашли несколько модификаций, добавляющих новые или уникальные варианты силовой брони.

Силовая броня Института — одна из них, она фигурировала в промо-материалах к игре, но не была реализована. Обидно, но фанаты это исправили. У данной брони необычный и футуристичный вид, показатели защиты на уровне Т-60, а также встроенный джет-пак.

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Чтобы получить её, нужна любая силовая броня с джет-паком. Запрыгните на крышу Форт-Хейгена и найдите там ящик с элементами брони, после чего на верстаке поставьте на любой каркас. Экземпляров три, что позволит прокачать их для разных задач. Единственный недостаток — отсутствие модуля головы как такового, что может ухудшить геймплей. Технически, шлем соединен с торсом.

Есть также версия с улучшенными текстурами — скачать её можно с официального сайта.

Liberty Power Armor

Силовая броня Либерти выполнена в стилистике огромного робота Либерти-Прайма. Присутствует несколько расцветок — Института, Анклава, Подземки, Минитменов, Братства Стали, а также пара уникальных улучшений. Она предлагает улучшенные параметры защиты, а найти её можно на одном из уровней пирамиды Дозорный участок «Прескотт» в Светящемся море.

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Есть еще вариант скрафтить эту броню через химическую лабораторию, в разделе Liberty для чего потребуются прокачанные перки на химию.

Enclave X-02 Power Armor

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Броню можно подобрать в Светящемся море, на заправке Red Rocket, которая погребена под грунтом.

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Submersible Power Armor

Хотели ощутить себя Большим Папочкой из BioShock? С данным модом вы можете это сделать! В игре можно собрать несколько вариантов этой силовой брони, а также поставить один из трех вариантов шлема — Submersible и Protector, а также установить разные шлемы — Rosie, Alpha и классический Big Daddy.

Помимо классической прокачки, обычных и уникальных модулей есть несколько раскрасок.

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Первую силовую броню можно найти на маяке, недалеко от Гавани Ривер-бич — снимите элементы с Большого папочки. Вторую броню и фигурки можно обнаружить, если отправиться на батискафе в сам город Восторг. Отправляйтесь налегке, чтобы забрать броню оттуда.

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Relic Space Marine

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фоллаут 4 моды вархаммер 40000. . фоллаут 4 моды вархаммер 40000 фото. фоллаут 4 моды вархаммер 40000-. картинка фоллаут 4 моды вархаммер 40000. картинка . To enjoy the benefits of Nexus Mods, please log in or register a new account

Armor of the Storyteller

Уникальная броня T-49 из этого мода завоевала сердца фанатов благодаря своему уникальному виду броньки, доработанной в полевых условиях ядерного апокалипсиса (учись, Bethesda):

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Если вы состоите во фракции Институт, то сможете выкрасить костюм в соответствующие цвета и получить бонус к Интеллекту, Подземка делает то же самое, но только с Восприятием. Броню можно подобрать на станции ремонта силовой брони к северо-западу от убежища 111, но не затрагивает Красную Ракету или Сэнкчуари, за счет чего не конфликтует с другими модами.

Kooj’s Power Armor Frames

Скачать с VGTimes.Ru версии: 1, 2, 3 и 4.

Как известно, силовая броня крепится на каркас. Однако в Fallout 4 эта модель использует текстуры низкого качества и представлена только в одном виде. Мод Kooj’s Power Armor Frames улучшает стандартный каркас 4К-текстурами, включая текстуры фибро-пластика, углеволокна, титана и модный цифро-камуфляж:

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Из-за ограничений движка можно использовать только один из пяти предложенных типов каркаса. Но когда он надоест, вы можете выбрать другой.

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Restore Power Armor Frames

Теперь рассмотрим моды, улучшающие работу силовой брони, исправляющие те или иные баги, а также добавляющие новые функции.

Один из самых полезных модов в этой категории — полностью снимает силовую броню и её каркас с убитого врага. Чтобы воспользоваться этой функцией, нужно подойти к NPC и, если у него есть силовая броня, появится новый вариант взаимодействия с телом Restore Frame:

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Нажмите «пробел», после чего запустится скрипт и через несколько секунд рядом с телом появится полноценная, полнофункциональная силовая броня.

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Она не будет считаться кражей. Учтите, что это действие занимает около 30 минут игрового времени, и не забудьте вытащить все самое ценное с трупа, иначе содержимое его инвентаря пропадет.

Buildable Power Armor Frames

Если вы читаете нашу статью, собрав сотню-другую элементов силовой брони, то у вас будет другая проблема — отсутствие каркасов. Но установив этот мод вы сможете собирать в меню «мастерской» каркасы, после чего экземпляр можно разместить на станке силовой брони. Далее уже пользуетесь и настраиваете как угодно.

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No Aggro Impact Landing

Следующий мод мы бы тоже советовали поставить каждому игроку. Он убирает урон, наносимый при супергеройском приземлении в силовой броне по нейтральным или дружественным NPC. Теперь можно не думать о том, куда прыгаешь!

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More Power Armour Mods

Если вы любите прокачивать свою броню, то наверняка были расстроены возможностью поставить всего один модуль на каждый её элемент. И модификация, которую мы предлагаем вам скачать, снимает это ограничение, но стремится сохранить баланс — можно поставить второе улучшение.

Теперь можно сделать реактивную стелс-броню или защиту от физического и энергетического урона:

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Взяв перк «физик-ядерщик» можно сделать дополнительное улучшение торса, на втором уровне разрешат поставить еще одно улучшение на ноги и руки, а третье — на голову. Этот мод совместим с большинством модов, однако конфликтует с большими модами, глобально меняющими прокачку силовой брони, вроде Power Armor Overhaul.

Power Armor Jump Upgrade

С предыдущим модом хорошо согласуется (и вписывается в геймплей) Power Armor Jump Upgrade, благодаря которому не нужно страдать от низких прыжков в силовой броне.

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Установив усиленные пружины всего на одну ногу, вы будете прыгать вдвое выше обычного, а поставив мод на две ноги — втрое выше. Мод не заменяет оригинальный модуль, а добавляет еще один — он называется Spring Loaders.

Mogomra’s Power Armor Mods

Но если вы захотите увеличить число модулей для силовой брони, то можете поставить Mogomra.

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Он добавляет 7 новых модулей, по одному для торса (препараты действуют на 50% дольше) и головы (респиратор), три для рук (меньше разлет пуль, больше точность стрельбы и переносимый вес) и два для ног (меньше заметность и больше скорость передвижения в присяди).

Power Armor Autopilot

Наверняка вы сталкивались с ситуацией, когда отправившись по пустяковому делу без силовой брони попадали в серьезный переплет. Мод Power Armor Autopilot добавляет новый элемент — модуль искусственного интеллекта для силовой брони, превращая её в напарника, а также телепортируя её к вашей позиции. Его можно собрать в химлаборатории.

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Важно! После установки мода накиньте фикс с заменой всех файлов, чтобы избежать вылетов.

Моды на реактивные ранцы Fallout 4

Джет-паки вызывали много негатива из-за своей недоработанности и страшноватого внешнего вида. Фанаты исправили это и даже отменили расход очков действия при использовании джет-пака. Поэтому можно смело летать и мы даже знаем, где — прочитайте наш гайд «Места Fallout 4, Far Harbour и Nuka-World которые нужно посетить с реактивным ранцем», чтобы удостовериться в красотах Содружества.

На ваш выбор два мода, которые конфликтуют между собой:

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X-01 Invisible Flashlight Remove

Этот небольшой мод возвращает нормальные осветительные лампы броне Х-01. Как вы могли заметить, фонари в этой броне встроены в глаза, но на деле игрок видит только пятно света перед собой. Мод превращает пятно в «бабочку» и хорошо увеличивает обзорность ночью:

фоллаут 4 моды вархаммер 40000. 1537897361 014. фоллаут 4 моды вархаммер 40000 фото. фоллаут 4 моды вархаммер 40000-1537897361 014. картинка фоллаут 4 моды вархаммер 40000. картинка 1537897361 014. To enjoy the benefits of Nexus Mods, please log in or register a new account

Raider Power Armor Chop-Shop

Фанаты рейдеров и «Безумного Макса» были разочарованы тем, что силовая броня рейдеров имеет всего несколько модулей для улучшения. Фанаты исправили это с модом Raider Power Armor Chop-Shop (поглощает мод Raider Overhaul).

фоллаут 4 моды вархаммер 40000. 1537897405 017. фоллаут 4 моды вархаммер 40000 фото. фоллаут 4 моды вархаммер 40000-1537897405 017. картинка фоллаут 4 моды вархаммер 40000. картинка 1537897405 017. To enjoy the benefits of Nexus Mods, please log in or register a new account

Установив её, рейдеры в игре станут куда опаснее, по крайней мере, визуально. В техническом плане данная модификация полностью восстанавливает функционал рейдерской брони по прокачке и модулям, предлагает десяток самых разных раскрасок, а также серьезно увеличивает запас здоровья.

фоллаут 4 моды вархаммер 40000. . фоллаут 4 моды вархаммер 40000 фото. фоллаут 4 моды вархаммер 40000-. картинка фоллаут 4 моды вархаммер 40000. картинка . To enjoy the benefits of Nexus Mods, please log in or register a new account

Если вы играете с билдовым персонажем, то появляется смысл использовать её, чтобы убивать врагов не обращая внимания на их урон. Вдобавок, рейдеров с силовой броней будет больше, но они будут носить разные по глубине прокачки варианты, чем ранг рейдера выше, тем он круче.

Новые скины для силовой брони Минитменов

В обзоре модов на силовую броню невозможно упомянуть о главных скинах, которые стоит попробовать. В базе Bethesda.Net и NexusMods и ModDB можно найти тысячи вариантов, но смотрите внимательно описание — не все из них доработаны до конца. Мы выбрали наиболее полезные.

Так, многие игроки заметили, что нет окраски минитменов для силовой брони Т-51, Т-60 и Х-01, только силовую броню Т-41 можно выкрасить в цвета этой фракции. Мод MMP4APA устраняет это недоразумение и предлагает аж две раскраски.

фоллаут 4 моды вархаммер 40000. 1537897399 018. фоллаут 4 моды вархаммер 40000 фото. фоллаут 4 моды вархаммер 40000-1537897399 018. картинка фоллаут 4 моды вархаммер 40000. картинка 1537897399 018. To enjoy the benefits of Nexus Mods, please log in or register a new account

Армейская силовая броня в Fallout 4

Military Power Armor Skin Pack перекрашивает броню T-45, T-51, T-60 и X-01 в современный армейский полевой камуфляж — «цифра», «пустыня» и «город». Выглядит круто, а еще повышает здоровье у полностью выкрашенной в один цвет брони:

фоллаут 4 моды вархаммер 40000. 1537897449 019. фоллаут 4 моды вархаммер 40000 фото. фоллаут 4 моды вархаммер 40000-1537897449 019. картинка фоллаут 4 моды вархаммер 40000. картинка 1537897449 019. To enjoy the benefits of Nexus Mods, please log in or register a new account

Новые текстуры силовой брони Fallout 4 в 4K-качестве

Если вы ищите не просто новые текстуры, но еще в повышенном качестве, то обратите внимание на Power Armors Redone. Автор мода использовал набор текстур от разработчиков, а также добавил туда, где не хватало, свои. В итоге каждая силовая броня выглядит невероятно детализировано:

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40K Weapons

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About this mod

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.

Mods requiring this file

Author’s instructions

File credits

Donation Points system

This mod is opted-in to receive Donation Points

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

October 2021: Added optional file here for autoguns. Only one version in it so far. (Note flagged esp will be up shortly for those that have to many mods and need to keep the count down).

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
——————————————————————-
——————————————————————-

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.

——————-
Manual Installation:
———————
7zip file contains the esp and supporting folders(textures/meshes/sounds). Copy all intoyour DATA folder in FO4.

—Uninstallation:—
———————
Manual Uninstallation:
———————-
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:
———
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:
———————-
(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:
———
Leave a message here or send me a PM.

Tools Used:
————
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:
———————
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.

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