Realistic Guns And Bullets Overhaul

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  1. Fallout 4 Realistic Weapons Mod Ps4
  2. Realistic Guns And Bullets Overhaul Fallout 4

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I've been scouring the sub's history back to FO4 release and found several threads on this from 'back then', the most recent one being more than half a year old. Lots of moons have passed since then, lots of updates and new approaches to realistic guns have been released and the mods themselves have matured. I think it's time to pool some experience about if and how they work together. I've tried some of those myself over the past year, others I've never tried but would like to.There's several aspects to a realistic gun combat experience in FO4 actually. A simple one to start would be the actual guns themselves.

Of course it's Fallout, so there's got to be laser and plasma guns of all kinds but the ballistic weapons actually have a rather narrow selection of 'base' weapons. In a more plausible setting, there'd be all kinds of firearms with a broader selection of ammunition distributed throughout the game. I haven't messed with additional gun mods up until now because I know the mess they create in your leveled lists.

It seems there are these popular weapon packs (listing each individual custom weapon would be futile, sorry):.: Provides a huge pack of guns. Has a long list of dependencies to other mods that are not AWKCR though, which seems it will cause bigger problems with other interesting mods. Does not include the Bozar.:-/.: Is less expansive, only includes ballistic weapons (unsure if that's good or bad). Injects into LLs by script, which is a huge plus. No Bozar either.Modern Firearms (Search it for yourself, it's only on ModDB for non-legal reasons): Can't really find good information on this one. What does it do besides adding a pack of realistic guns? I know it's got no Bozar.Are there packs that I missed?

Which one of these have you tried,? Did you manage to combine them with ammunition or game mechanics mods? This leads me to the next point, the actual topic.

Realistic guns, which also means mechanics. That's a complex topic as there's mods that do different things in totally different ways. Let's go.: Implements the FNV weapon degradation and ammo system which in itself is huge.

You can debate whether weapon degradation is realistic (hint: depends on the numbers) but the immersion it provides was a fun gameplay element to many in FNV. It's not compatible with the weapon packs above in any way on its own though. Patching those together is a huge pile of work.: Hugely popular and I know why. Only works for guns that shoot vanilla ammunition, there's a patch for though, which in turn has a patch for Doombased and Modern Firearms. So it's incompatible to Weaponsmith Extended. Is somebody on here running this along AmmoTweaks?

WeaponsRealistic Guns And Bullets Overhaul

Just from a quick overview they should be largely compatible.: Seems like a huge numbers game. Provides a patch for WOF but I'm not really sure why you'd run both. No mention of AmmoTweaks.Finally, there's complete game overhauls that edit the limb damage model of actors and weapon balancing as well as a ton of other things. They're all incompatible to each other. The most popular ones seem to be:.: I like this one, shit is intense. Has a very good damage model and scales out nicely.

Its loot overhaul is not drastic enough for my tastes though. Has a patch for WOF.: Have only tried it very quickly, did too much for my setup. It does seem to provide incredible gun realism though. No patches for other gun realism mods.: Very expansive, touches things you might not like to be touched.

No patches for gun realism.So there we are,. These seem to be the ones worth pursuing the most, as they offer the most in one go. Mixing and matching them however can provide undesirable results though. Which have you tried, and what did or did not work together? What should be mentioned here but was left out?. I first gave Better Locational Damage a shot, and for the first few hours i absolutely loved it.

Fallout 4 Realistic Weapons Mod Ps4

Realistic

As time went on though, it felt less. I don't know how to describe it but a majority of my deaths just felt cheap and killing enemies wasn't satisfying. Something about the damage just felt off to me.So i kicked that mod and replaced it with Realistic Guns and Bullets Overhaul, because I admire its design philosophy (basing weapon damage off of real world muzzle velocities).

Realistic Guns And Bullets Overhaul Fallout 4

RBGO makes gunfights feel pretty fair to me, and I also added the Weapons of Fate patch because ballistic drop and tracers are cool as hell. I topped that combo off with Fallout 4 Loot Overhaul, and now I'm walking around a wasteland full of deadly, but balanced, combat and an alarming scarcity of loot. It's provided a very satisfying challenge, though i am still in the early levels so i am not sure how the combo will hold up in late game. MF dev here - our stuff is clean, has been since June or July of 2016. We aren't on the Nexus due to some toxic/hostile attitudes and actions from others in the community.What we did is add a shitload (56 or so in MF itself, an additional 12 if you run MSidearms as well) of real-world weaponry, ranging from MP5 subguns and Benelli M3/M4 shotguns to record-holding sniper rifles like the L115A3 (which can be built off of the base AWM), and some outlandish stuff like M134/M61 miniguns, anti-tank changuns and an honest-to-god cannon that, IRL, was the main gun on the German Tiger I heavy tank. We've also got hot-swap functionality so you can do things like detach/reattach suppressors, flip from semi to full-auto, switch from a rifle to an under-barrel grenade launcher (of which there are three, plus a Masterkey shotgun attachment) or adjust your optics' magnification with just a quick keystroke, and to my knowledge no one else has done that before or since. We've also got some new armor, and we're working on adding various BDUs and similar clothing, but that's slow going.I'll admit, the textures suck, but that's primarily because we don't really have anyone with experience in that area (our one texture guy is primarily focused on clothing/armor), and if we did overhaul all the textures the file size would probably double (as-is, the textures folder alone is just under two gigs uncompressed).

Only other drawback is that we did the LL injection via direct edits, so you'll have to make a Bashed Patch to avoid any conflicts with other mods. Also, our stuff hits very fucking hard - one of our rifles in 5.56, with a 16' barrel, is a direct match for a vanilla Advanced Assault Rifle in terms of raw DPH. I've got a damage patch set, just haven't had time to upload it anywhere other than Dropbox, so if you want it shoot me a PM.Sorry for the huge-ass pitch.Personally, I can't not recommend asXas' stuff.

His M1 Garand is a damn nice rifle, as is his Varmint Rifle redux. His right-handed hunting rifle animation set is rather nice as well, and he's awesome for letting others use it in their stuff (in MF, all of our bolt-actions are running on his animations). He also does good work reviving weapons from FO4's concept art - his Crude Blowback is a personal favorite, and IMHO what the Pipe Gun should've been from the jump, same goes for his Handmade Revolver.There's also The Shiny Haxorus/robersonb1's' SCAR-H/L - good model, impressive textures, and custom animations (that, again, he's letting other people use). I just wish it had proper leveled-list implementation - I've never liked weapon mods that just drop the damn thing somewhere in the world and leave it at that.And of course, can't have a FO4 or FNV weapons thread without mentioning Millenia's stuff. He's only got two releases so far, but they're both extremely high quality (though TBF he does 3D modeling/texturing for a living), and his OTs-02 has custom animations as well.My final favorite is covadonga's Remington 870, because it's about fucking time we got a proper pump-action shotgun. Sounds are good, model is fairly well-done as are the textures - only real problem is the janky third-person animations, which as I understand it is an unfortunate consequence of how the round-by-round reload script/function works.

I like modern firearms but there are a lot of issues with it currently, the level list is a mess, with everyone spawning with any kind of weapons. There are very little difference in how each individual gun handle, this make it seem like it's all the same weapon with just different model. There is no damage progression, a weapon found in level 1 will do the same damage found in level 80, while this is realistic it makes the game dull as you don't have any sense of progression in the game. Personally I use with my own rebalancing patch, that redid the weapon damage, balancing and level list.

I would have published it but awhile back I asked idlesheep for permission and he denied it. I actually took a shot at re-doing the LL edits via script, but there's something in the MF.esp that doesn't agree with the CK, so editing anything in it and trying to save corrupts the.esp (but for some reason using FO4Edit works just fine). Unless and until we can get that figured out, the LLs will continue to be direct-edit changes, so you'll need to make a Bashed Patch ti ensure there's no compatibility issues.The damage thing was a deliberate choice, though we understand and respect that some people may not like it. I've got a set of damage reduction patches for 2.5, but I won't be publishing them myself because 'Sheep doesn't want an 'official' patch for whatever reason.Not sure why 'Sheep would put the kibosh on you releasing a patch, but if your patch wasn't built for 2.5 (I can PM you the package if you don't have it already), you'll have to rebuild it anyway if/when you update to 2.5 because of how much stuff got changed around. Thanks for the offer but I already did a rebuilt off the 2.5 beta hostes on moddb, unless there is a more recent build available that I am not aware of. I did my damage reduction a bit differently than most.

I reduce the base damage to about half, then I add a mod called weapon condition that range from bad to perfect, with the perfect one increasing the damage by 100%. This way the damage will go up as the player level up. For weapon range I halved it to make it more inline with vanilla weapon. I took out alot of the extra ammunition such as.50 Beowulf, 6.8 and 300blk as they are rare and I haven't found a way to balance it yet. I also removed alot of the newer weapons as I am trying to balance and differentiate them. To me a weapon should be in the game only if it's properly balanced and differentiated from one another. We shouldn't have variety just for the sake of variety.

The level list I redid it so that certain weapons only spawn for certain faction such as hk416/17 spawn on BOS, G36 on Railroad Agent, AK on raider, AR on Gunners, etc. The patch is still a work in progress though as I am trying to reintroduce the rest of the guns, making new custom aim model for recoil, and general balancing.Edit - I actually like direct edit level list as I can more easily see who spawn with what weapons and make changes to my liking. MF dev here - our stuff is clean, has been since June or July of 2016.

We aren't on the Nexus due to some toxic/hostile attitudes and actions from others in the community.This is both great and sad to see. I'll edit the OP.We've also got some new armorI hope this is compatible to Armorsmith Extended.?

If not, is it optional?How do the gun attachments work under the hood? Especially the attach/detach on the fly sounds like it's somewhat complicated. I hope you don't attach scripts to the guns directly?Sorry for the huge-ass pitch.No worries, you're proud of your work. Enjoy, you earned it.:).

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