Fallout 4 Modern Weapons Mod

Modern Firearms

PC

Fallout 4 Modern Weapons Mod

Requirements

Today I show you guys what are in my opinion the best weapons mods for Fallout 4 in every category including: melee, pistols, submachine guns, shotguns, assa. Modern Firearms (You can get it on Lover's Lab) Alien Assault Rifle Anti-Materiel Rifle Black Widow Shotgun Chinese Assault Rifle Any Mod Any Weapon More Weapon Mods There's also Loads of Ammo - Switchable Ammo Types that adds weapon ammo types from New Vegas into Fallout 4. Modern weapons - posted in Fallout 4 Mod Requests: I would love to see some modern weapons implemented in Fallout 4. I would love to see some modern weapons. Hey y'all I have never modded a game before in my entire life but the guns in fallout 4 are so damn ugly and I hate them so much so I installed 'Modern Weapon Replacers' from the Nexus mods site and enabled everything and all that.

(Optional):Bullet Counted Reload – If you want proper, New Vegas-style reloads for tube-fed shotguns, then BCR is mandatory. Otherwise, you’ll be stuck with vanilla reloads. “Vanilla reloads” meaning, with the current shotgun animations, you’ll reload 5 shells even if you only shot 1. BCR fixes this.
(Optional):Mod Configuration Menu – Modern Firearms now includes MCM support. Within the MCM Menu, there are options to tweak global (outgoing & incoming) damage, toggle stagger on/off, bind keys to the weapon functions, and access the debug container.

Additions

9 new muzzle devices:

  • Fortis Classic, 9mm (all Fortis brakes are available with or without the Control Shield)
  • Fortis RED 5.56
  • Fortis RED 7.62
  • Rex Silentium Gunfighter, .45 ACP
  • Rex Silentium K-Type Compact, .45 ACP
  • Rex Silentium Razor Tactical, 9mm
  • Rex Silentium Tri-Delta, .45 ACP
  • SilencerCo Hybrid46 suppressor, up to .45-70 Gov’t
  • VG6 Precision Gamma, 5.56

1 new weapon:

Rheinmetall Maschinengewehr 3, the modern successor to the infamous MG42. Available in 5.56, .300 Blackout, 6.8 SPC and 7.62x51mm/.308 Winchester. Non-.308 conversions are temporary, until we have proper assets for a CETME Ameli.

2 new animation sets:

Finally, the belt-feds are properly animated! Don’t think I need to say much more than that, other than it’s about Goddamned time, right?

2 new cartridge conversions:

Added in .460 and .960 Rowland ammunition and caliber conversions. .460 is only available for the Vector, but both the Vector and MP5 can be chambered for .960 Rowland. Will be expanded to all other locked-breech handguns and SMGs in either 9mm or .45 ACP at some point next week.

Mod

1 new magazine:

Added 50 round magazine for the Vector, in all available calibers.

Changes

  • Edited most barrel meshes to remove previously-integral muzzle devices. G36 barrels still need fixing, but all others should work fine.
  • Replaced the old AN/PVS-4 and the old IFF/NV combo optics with a new ATN X-Sight II.
  • Replaced the M249/FN Minimi in leveled lists with the MG3. Existing M249s will still work, however the Maximi conversion kit will be invisible, as it relied on assets that got deleted as part of the M60 replacement.
  • Total replacement and re-animation of the M60 machine gun. Check it out, it’s fucking gorgeous!
  • Replaced the stand-alone Aimpoint CompM3 with a CompM4s, so all of those will need to be re-zeroed.
  • Shotgun animations are still janky. I honestly just haven’t had the energy to get started on that front.
  • Optics may still be mis-aligned, especially things that got replaced. Need y’all to help with that, see previous pins for the spreadsheet and tools to use.
  • Lots of missing MiscMods, again some help from y’all on that front would be awesome.
  • The synthetic magazine for the 5.56 AKs is purple. It was accidentally skipped over when replacing old PMAG assets. Will be fixed soon.
  • The window in the new PMAG assets looks odd. Will be fixed soon.
  • If you run See-through Scopes, make sure you have the F4NV service rifle patch manually selected during StS install, or the ARs will be broken. Not our fault, it’s something StS did to the animations, by the author’s own admission. This will be fixed permanently within MF itself Soon­™.
  • If using BCR, any magazine tube on shotguns that holds more than 5 shells will require you to reload twice to get the full capacity. This is an issue with the animation we are using. No ETA on when it will be fixed.
  • If not using BCR, the reload animation of any tube-fed shotgun will always show you “reloading” 5 shells, even if only one was fired and regardless of the magazine tube capacity. This is a vanilla game issue. It cannot be fixed without using a mod like BCR.
  • Tube-fed shotguns do not work properly in power armor. Animations are incomplete, no ETA on when they’ll be finished.
  • First-person ADS animations on the shotguns are jank. This is an issue with the animation itself, no ETA on when it will be fixed.
  • Steyr AUG Instance Naming Ruleset (INNRs) needs to be re-worked.
  • The Smith & Wesson R8 is invisible. The .NIF for it corrupted itself so that loading it in-game caused an instant CTD. We are still trying to fix it.
  • Sights on some handguns are aligned but low. Unsure how to fix.
  • The M14 is effectively disabled and can only be obtained via console command, pending better assets and a complete overhaul. DO NOT REPORT THE M14 AS A BUG. If you console in a disabled weapon, you should expect it to be broken.
  • The MP5K is effectively disabled and can only be obtained via console command, pending proper animations. DO NOT REPORT THE MP5K AS A BUG. If you console in a disabled weapon, you should expect it to be broken.

Xbox

From 2.5 Beta-1 to 2.5-1.4: https://docs.google.com/document/d/1_5fojuf5Qhsf_VI54kDoncvsec19yU-ttdTdOULD3Hw/edit?usp=sharing

  • A lot of improper animations, most of which will be fixed in the next version. Necessary anims literally didn’t exist at the time of implementation. E.g Shotguns.
  • Red-dot/See-through type optics severely misaligned on certain guns. E.g The Uzi and some snipers. This will likely always be WIP, but many will be fixed over time.
  • Some of the scripted modifications (e.g the new suppressors) will take a moment or two to actually cycle. That’s due to how the hot-swap scripts work in this build. This will be remedied in the next version.
  • Limb Armor (Arms and Legs) camos showing as missing/pink/purple textures. Only the base colors work for the Limb Armors. DTO Vest, all 3 Holsters, and the BDU camos should work fine though, with the exception of the DTO Vest CADPAT Arid not working.
  • For the AK family of rifles, the KAC and Magpul handguards sit way too low. We’ll be removing them in a future update (possibly) or updating them with newer, better assets.
  • Stealth BDU Hood being pink/purple. That specific BDU is marked as [WIP] for a reason.
  • BDU Cap fits too small, causing clipping of hair, etc, regardless of modded or vanilla hairstyles.
Weapons

Modern SidearmsIS COMPATIBLE with this version of the mod. They work flawlessly together. Be sure to load MS after MF. Aka, load MS under MF.

Modern Armors

Fallout 4 Modern Firearms Tactical Edition

Mod

PC

  • Fixed LL injection. Armors and BDUs should now start spawning on Raiders and Gunners, at the least.
  • Added the missing Prototype Vending Machine (PvM) meshes, so the mod no longer requires Modern Firearms for the PvM to properly show.
  • Solved a conflict with PipBoy replacers that would result in backpacks not equipping properly and permanently increasing carry weight.
  • Camo for the limb armor pieces display as bright pink (missing textures). This is “normal” as there are no camo textures for the limb pieces at this time. This will be fixed in the future.
  • Some BDU types are broken in some fashion or another. Quick tip: If it’s marked with “WIP” in the name of the item, avoid using it.
  • Some of the armors, BDUs, etc, are not craftable in the MA PvM. This will be fixed in the future.

Compatibility Patches

Modern Sidearms Mod

MA Compatibility patch for D1v1n122’s Fallout 2287 Nuclear Winter thanks to TatenSkate#8667