Fallout 4 mod modern small arms. Modern firearms - Modern small arms

Foreword:
First of all, I want to say that the translation was long and difficult, the mod is huge, about 6000+ lines in esp, errors / typos are hard to avoid, which means, most likely, this is not the last version of the translation. I had to google a lot to figure out what in question, so I have a big request for you, do not write about errors / typos in the comments, write me a personal message right away (preferably with a screenshot - it will be easier to identify which line contains the error). I am also open to suggestions to improve the translation of certain modules (if you are an expert in weapons) weapons - just write to me directly.

Description:
Mod adds a huge collection of modern small arms. Starting from the Kalashnikov assault rifle and ending with the KwK36 88mm tank gun. A total of 26 pieces (If I didn't count wrong). All weapons have huge options modifications (receivers, sights, muzzle attachments, etc.). New ammo types are added. All weapons have support for switching bipods, grenade launchers, changing the rate of fire, sight options (magnification and HB), silencer equipment without using a workbench - this means that at any time in the battle you can switch the magnification of the sight or use the grenade launcher, etc. The mod also adds a small amount of armor / clothing (tactical armor, backpacks, gas masks, jetpacks, etc.). Improving weapons only from sticks and stones will not work, almost all modifications require elements obtained by disassembling weapons from the mod.

Update: 2.5beta-1.4
- The mod is packed in a .ba2 file, when upgrading from older versions, completely delete all mod files.
- Fixed military uniform
- Added bayonet for AK and AR-15 series weapons
- Conversion kit .40S&W for UMP and MP5 added to lvl lists
- Fixed lack of modifications on the armor for the right leg
- Fixed TA31 ACOG sight
- Fixed Saiga drum magazine, capacity reduced to 20 rounds
- Reduced the chance of mod hints appearing on the loading screen (from 30% to 5%)
- Many other minor fixes

Update:2.5beta-1.1
- New weapon category: Shotguns
- Added new caliber 6.8SPC
- New functionality: Change ammo type (Cause stun and knockdown effects)
- New weapons: UZI, AR57, Barrett REC-7, Styer AUG, Felin FAMAS, IWI TAR-21, Mossberg 500, Benelli M3 and M4, SPAS-12, Striker, AR-12(RAS-12), Saiga-12 , M79, Repeating grenade launcher
- New types of camouflage for armor (24 pieces)
- Adjusted the distribution of weapons
- Added animations from the respective modders: robersonb1(SCAR-H) for carbines, asXas for rifles with right-handed reloading.
- Your companions now have their own named weapons from the mod by default.

List of weapons:
- (Update 2.5: UZI, AR57, Barrett REC-7, Styer AUG, Felin FAMAS, IWI TAR-21, Mossberg 500, Benelli M3 and M4, SPAS-12, Striker, AR-12(RAS-12), Saiga- 12, M79, Repeating Grenade Launcher)
- G36/MG36
- ACR
- AK74, RPK, AK 100 series (101,102,103,105), AK 47, AKU, PSL-1 (Romanian SVD based on the RPK)
- AR (AR-EU, AR15, AR308, AR50)
-AS50
-ATG
- AWM
- DSR
- FAL
- HK 416/417
- Kris Vector
- M14
- M60
- M82
- F2000
- Minimi
- MP5
- MP7
- SCAR-H/L
- SIG SAUER 550/551
- SR47
- Tank gun KwK36 88mm
- TRG
- UMP
- WA2000

How to get a:
- All weapons added to the level lists and can be found in the Commonwealth with opponents. Be careful, opponents with this weapon are very dangerous.
- Build a vending machine in your settlement and buy weapon modifications, armor and accessories.
- Upgrade existing weapons to modified versions for pre-war money.
- Change weapons to pre-war money.
- Buy ammo with pre-war money.

Getting via console:
In order not to paint each weapon separately, use the console command help "Box" 4.
There will be 2 options, "Crate with armor" and "Crate" after use the command placeatme and the code of the box you need. The box will move towards you.
After you have taken everything you need, click on the box in the console menu and write disable. The box will disappear.
Use help "[M]" 4 WEAP to get a ready modified version of the weapon.

Accessory use:
Switches are bought at the vending machine. Set the switch to a hotkey and use it at the time you want.
- Grenade launcher / bipod switch
The grenade launcher becomes functional, the bipod slows down movement speed by up to 90%, but increases accuracy and minimizes recoil.
- Aim switch
Enables disables the night sight mode / changes the magnification of the sight / turns on the magnifier / changes the type of sight used (optical and collimator)
- Silencer switch
Removes / puts on a silencer on a weapon
- Fire rate switch
Change the rate of fire between automatic and semi-automatic
- (New) JOJO Magazine for fans to have some fun :)

Patches:
Patch for - embeds this weapon into the MF crafting system

Requirements:
Fallout 4
(Optional)

Known issues:
The main and perhaps the biggest trouble is that all weapons are right-handed, so the reload animation will not match. (Let's hope that a suitable animation will appear soon and the mod will be rebuilt)
Personally, some scopes/magnifiers have blue lenses.

Installation:(You can manually or through the NMM manager)
1 step. Download original mod version 2.5beta1-4 at the link of the authors.
2 step. Download the translated .esp file from our website (DOWNLOAD button) and install it into the game with the file replacement.

This mod new modern weapon AR, ACR, H&K MP5, HK416/417, H&K G36, FN SCAR-L/H, SIG SAUER SG550 Series, AK for Fallout 4.

Description:

I am not an expert of background settings, but I do think we always received old-fashioned and improper weapon in the Fallout universe. The “Great War” was happened in the last quarter of 21 century, but judging by the pre-war weapons that existed, the 21 century itself seemed never existed. I am not living in North-America, yet according to my knowledge, the most popular and wildly used firearm over military and civilian market in the pre-war U.S., probably to be the AR family.

I used to hate AR series, no kidding. But whether you are an AR love or hater, you can't just ignore that they are “commonly seen” in North America, so that is the first thing I made in this project.

Wait a second. WHAT is AR? I mean, I know what AR is, but WHICH AR exactly is in your mod?

With the creation of C.U.T.E. I am forced to be familiar with parent linking system of FO4, even when my first time creating a weapon, there are only a few problems appeared. So yes, those weapons (primarily the AR series) are fully and maybe over modifiable.

So, let's skip the question, most variations of AR family can be “created” by your own. That's also the purpose of calling it "Gunsmith Edition".

Also, I have created independent dynamic naming system for all these weapons, it may surprise you for a bit I think.

For everyone of you who had ever built an AR, or thought of building an AR would know what's the point of making this mod, just do not criticize me for separating the buffer tube from receiver itself, or separating the barrel from barrel – upper receiver assembly, it is for the convenience of best effect, not because of ignorance.

Introduction:

The fun of this mod depends on yourself to discover it, I can simply explain what you will probably have:

Various brands of receiver sets, some are more precise than the other, some suffer less recoil, civilian receiver are not allowed to fire at full-auto…etc.

Various kind of barrels, besides the basic different attributes for each barrel length, only the barrel with RAS system allowing you to make additional attachments.

Various butt-stocks, magazines, iron sights for fitting your own taste.

Various RAS attachments, but currently most of them are just accessories. Probably they will be functional in the future, eventually.

Wild range of randomized spawning, you will hardly get bored with it.

Compatibility over weapons. Besides MP5, all the NATO rifles with the same spec will be allow to reach those modifications.

Fire mode (currently only semi-auto/full-auto) can be set through workbench, I will try studying in script (or with some help) and aim to make it changeable any time any where. As well as the COMBO sights, flip them in or out by choice.

Acquiring:

Those firearms are already written into Level List, you will find them from enemies and vendors (but not from the chest currently, I just forgot to edit it). To modify it further, you will need to scrap similar items (yes, these shiny guns). Indeed, I will not allow you to create those fancy weapons from junk.

If you insist to acquire these weapons by console commands, the item form id is XX00A001 ~ A003, each number indicates the creation number, which was listed above.

The damage of 5.56 caliber was set to 80, 100 for 7.62×39 Soviet caliber, while 7.62×51 is 120. It may look too high, but please note that THERE WON'T BE ANY MODIFICATION INCREASES THE DAMAGE as the Vanilla game, consider it is fully upgraded to 175% as a Vanilla one does, it is not over-powered (in my own balance setting environment at least).

But BE AWARE that now it may appear in early stage of the game, and your enemies will be more vicious, as you are.

Known Issues:

Some modifications cannot be re-used even if it is in inventory.
-Vanilla holding animation does not fit the custom weapons, that's not something doable.

NOTE: DO NOT report any of those known issues, I am fully aware of them and certainly working on them. Especially reporting the animation issue was forbidden.

Compatibility Note:

Leveled Lists was heavily edited in this mod. To be accurate, the weapon and vendor lists. Conflicts should be expected if you are using a mod that also modifies it.

permissions:

Feel free to make re-texture, sound replacement or compatibility patch for this mod. Especially welcome if you are going to paint the stock/grip/handguard in Tan/OD green 😛

Exciter_GB:
Exciter Guns Mini Pack
Exciter MAGPUL Masada ACWS Pack
Exciter HK MP5 Mini Pack
Thanks generous Exciter who was gladly to share his excellent work with me without hesitation. Fans of Exciter weapon packs, remember where your favorite weapons are from!

Slam53:
Models of M203/.308 receiver/.308 magazine/Olympic Arms receiver/GemTech suppressor/KAC GS seris suppressor/Surefire SOCOM suppressor

Z06Frank:
Thanks Z06Frank for sharing his beautiful model of Magpul Angled Forgrip from his HK G3 Battle Rifle, I have searched for it for a long time and never knew he has created on Nexus. Now we are more tactiCOOL thanks to him!

White Shades:
She kindly taught me how to handle the old textures, and even helped me to transfer/create them. With her delicate, we have proper sights since version 1.2!

Credits: idlesheep, WhiteShades

Foreword:
First of all, I want to say that the translation was long and difficult, the mod is huge, about 5000+ lines in esp, errors / typos are hard to avoid, which means, most likely, this is not the last version of the translation. I had to google a lot to understand what was at stake, so I have a big request for you, do not write about errors / typos in the comments, write me a private message right away (preferably with a screenshot - it will be easier to identify which line contains the error). I am also open to suggestions to improve the translation of certain modules (if you are an expert in weapons) weapons - just write to me directly.

Description:
Mod adds a huge collection of modern small arms. Starting from the Kalashnikov assault rifle and ending with the KwK36 88mm tank gun. A total of 26 pieces (If I didn't count wrong). All weapons have huge modification options (receivers, scopes, choke tubes, etc.). New ammo types are added. All weapons have support for switching bipods, grenade launchers, changing the rate of fire, sight options (magnification and HB), silencer equipment without using a workbench - this means that at any time in the battle you can switch the magnification of the sight or use the grenade launcher, etc. The mod also adds a small amount of armor / clothing (tactical armor, backpacks, gas masks, jetpacks, etc.). Improving weapons only from sticks and stones will not work, almost all modifications require elements obtained by disassembling weapons from the mod.

List of weapons:
- G36/MG36
- ACR
- AK74, RPK, AK 100 series (101,102,103,105), AK 47, AKU, PSL-1 (Romanian SVD based on the RPK)
- AR (AR-EU, AR15, AR308, AR50)
-AS50
-ATG
- AWM
- DSR
- FAL
- HK 416/417
- Kris Vector
- M14
- M60
- M82
- F2000
- Minimi
- MP5
- MP7
- SCAR-H/L
- SIG SAUER 550/551
- SR47
- Tank gun KwK36 88mm
- TRG
- UMP
- WA2000

How to get a:
- All weapons added to the level lists and can be found in the Commonwealth with opponents. Be careful, opponents with this weapon are very dangerous.
- Build a vending machine in your settlement and buy weapon modifications, armor and accessories.
- Upgrade existing weapons to modified versions for pre-war money.
- Change weapons to pre-war money.
- Buy ammo with pre-war money.

Getting via console:
In order not to paint each weapon separately, use the console command help "Box" 4.
There will be 2 options, "Crate with armor" and "Crate" after use the command placeatme and the code of the box you need. The box will move towards you.
After you have taken everything you need, click on the box in the console menu and write disable. The box will disappear.
Use help "[M]" 4 WEAP to get a ready modified version of the weapon.

Accessory use:
Switches are bought at the vending machine. Set the switch to a hotkey and use it at the time you want.
- Grenade launcher / bipod switch
The grenade launcher becomes functional, the bipod slows down movement speed by up to 90%, but increases accuracy and minimizes recoil.
- Aim switch
Enables disables the night sight mode / changes the magnification of the sight / turns on the magnifier / changes the type of sight used (optical and collimator)
- Silencer switch
Removes / puts on a silencer on a weapon
- Fire rate switch
Change the rate of fire between automatic and semi-automatic

Requirements:
Fallout 4

Known issues:
The main and perhaps the biggest trouble is that all weapons are right-handed, so the reload animation will not match. (Let's hope that a suitable animation will appear soon and the mod will be rebuilt)
Personally, some scopes/magnifiers have blue lenses.

Installation:(You can manually or through the NMM manager)
The archive contains only translated esp. Download the mod from the mod's home page, then replace the original esp with the translated one.

Fallout 4 mods and cheats

Modern Firearms (Gunsmith Edition)

Priority Messages:

This mod currently contains 8 custom weapons (2.0beta), which are:

#1 AR
#2 ACR
#3 H&K MP5
#4 HK416/417
#5 H&K G36
#7 FN SCAR-L/H
#8 SIG SAUER SG550 Series
#AAK

I have implanted all the things I promised to put into the game, after reaching version 2.0, I am aiming for improving the system, balance, and distinction within this mod. That doesn’t mean I will stop adding new things, as long as I found decent models with permission to use, I will still give the audience new surprises. But the attributes of the weapons are something needs to be seriously adjusted – I am not making a fancy skin mod at all, I want to create a new shooting experience for all of you.

Description:

I am not an expert of background settings, but I do think we always received old-fashioned and improper weapon in the Fallout universe. The “Great War” was happened in the last quarter of 21 century, but judging by the pre-war weapons that existed, the 21 century itself seemed never existed. I am not living in North-America, yet according to my knowledge, the most popular and wildly used firearm over military and civilian market in the pre-war U.S., probably to be the AR family.

I used to hate AR series, no kidding. But whether you are an AR love or hater, you can’t just ignore that they are “commonly seen” in North America, so that is the first thing I made in this project.

Wait a second. WHAT is AR? I mean, I know what AR is, but WHICH AR exactly is in your mod?

With the creation of C.U.T.E. I am forced to be familiar with parent linking system of FO4, even when my first time creating a weapon, there are only a few problems appeared. So yes, those weapons (primarily the AR series) are fully and maybe over modifiable.

So, let's skip the question, most variations of AR family can be “created” by your own. That's also the purpose of calling it "Gunsmith Edition".

Also, I have created independent dynamic naming system for all these weapons, it may surprise you for a bit I think.

For everyone of you who had ever built an AR, or thought of building an AR would know what's the point of making this mod, just do not criticize me for separating the buffer tube from receiver itself, or separating the barrel from barrel – upper receiver assembly, it is for the convenience of best effect, not because of ignorance.

Introduction:

The fun of this mod depends on yourself to discover it, I can simply explain what you will probably have:

Various brands of receiver sets, some are more precise than the other, some suffer less recoil, civilian receiver are not allowed to fire at full-auto…etc.

Various kind of barrels, besides the basic different attributes for each barrel length, only the barrel with RAS system allowing you to make additional attachments.

Various butt-stocks, magazines, iron sights for fitting your own taste.

Various RAS attachments, but currently most of them are just accessories. Probably they will be functional in the future, eventually.

Wild range of randomized spawning, you will hardly get bored with it.

Compatibility over weapons. Besides MP5, all the NATO rifles with the same spec will be allow to reach those modifications.

Fire mode (currently only semi-auto/full-auto) can be set through workbench, I will try studying in script (or with some help) and aim to make it changeable any time any where. As well as the COMBO sights, flip them in or out by choice.

Acquiring:

Those firearms are already written into Level List, you will find them from enemies and vendors (but not from the chest currently, I just forgot to edit it). To modify it further, you will need to scrap similar items (yes, these shiny guns). Indeed, I will not allow you to create those fancy weapons from junk.

If you insist to acquire these weapons by console commands, the item form id is XX00A001 ~ A003, each number indicates the creation number, which was listed above.

The damage of 5.56 caliber was set to 80, 100 for 7.62×39 Soviet caliber, while 7.62×51 is 120. It may look too high, but please note that THERE WON'T BE ANY MODIFICATION INCREASES THE DAMAGE as the Vanilla game, consider it is fully upgraded to 175% as a Vanilla one does, it is not over-powered (in my own balance setting environment at least).

But BE AWARE that now it may appear in early stage of the game, and your enemies will be more vicious, as you are.

Known Issues:

Some modifications cannot be re-used even if it is in inventory.
-Vanilla holding animation does not fit the custom weapons, that's not something doable.

NOTE: DO NOT report any of those known issues, I am fully aware of them and certainly working on them. Especially reporting the animation issue was forbidden.

Compatibility Note:

Leveled Lists was heavily edited in this mod. To be accurate, the weapon and vendor lists. Conflicts should be expected if you are using a mod that also modifies it.

permissions:

Feel free to make re-texture, sound replacement or compatibility patch for this mod. Especially welcome if you are going to paint the stock/grip/handguard in Tan/OD green 😛

Exciter_GB:
Exciter Guns Mini Pack
Exciter MAGPUL Masada ACWS Pack
Exciter HK MP5 Mini Pack
Thanks generous Exciter who was gladly to share his excellent work with me without hesitation. Fans of Exciter weapon packs, remember where your favorite weapons are from!

Slam53:
Models of M203/.308 receiver/.308 magazine/Olympic Arms receiver/GemTech suppressor/KAC GS seris suppressor/Surefire SOCOM suppressor

Z06Frank:
Thanks Z06Frank for sharing his beautiful model of Magpul Angled Forgrip from his HK G3 Battle Rifle, I have searched for it for a long time and never knew he has created on Nexus. Now we are more tactiCOOL thanks to him!

Most Fallout 4 players already know about this Mod Modern Firearms, originally made by Idlesheep and now maintained by a group of enthusiasts. The modification includes great amount various types of weapons, all of which can be customised. There are also modern body armor and a huge list of options that can be customized to your liking. These include silencer on/off, firing mode, zooming, attachments, switchable in gameplay using "Fallout 4 Hotkeys" (by Registrator2000), removing the need to carry multiple types of weapons.

Mod Modern Firearms (Tactical Edition Latest) 2.5 1.4 by Idlesheep (download; .zip, 47.4 MB)
Adding modern ranged weapons to Fallout 4.
Version from August 06, 2017 of the year.
Required: FO4Hotkeys (download ; .zip, 12 KB).

Installation

Important: If you are updating a mod from an earlier version than 2.5, you will need a clean save. And in general! Before installing anything, make a copy of the files.

  • First install F04Hotkeys, then make a backup of the Hotkeys.ini file
  • Install MF2.5 1.4 agreeing to overwrite FO4Hotkeys
  • *recommended to use a mod manager for installation (makes updating easier)
  • If MS is also used, install it after the previous step, keeping the boot order (after MF)
  • If a damage patch is required, then unzip and install only the preferred level (if using MS, then the equivalent MS)
  • Other patches can be installed directly

Open Hotkeys.ini with any text editor and enter the selected keys at the beginning of each line. When using letters, write in capital letters. For example, =cgf "ModernFirearmsModSwitchScript.SwitchUnder" should become S=cgf "ModernFirearmsModSwitchScript.SwitchUnder". As a result, pressing the S key will switch your main weapon to an underbarrel.
Now you are ready to fight! Enjoy!