Fallout 4 is a post-apocalyptic role-playing game developed by Bethesda Game Studios[2] and published by Bethesda Softworks. It is the fifth major installment in the Fallout series (eighth overall), and was released on Microsoft Windows, PlayStation 4, and Xbox One on November 10th, 2015, except in Japan, where it was released on December 17, 2015, possibly due to the need to censor some footage and references to atomic war, while still keeping the plot intact.[3]
Fallout 4developerpublisherrelease dategenreFallout 4 Heavy Incinerator Modenginemodesratingplatformsmediasystem requirements
Minimum requirements:
OS: Windows 7/8/10 (64-bit OS required) Processor: Intel Core i5-2300 2.8 GHz/AMD Phenom II X4 945 3.0 GHz or equivalent Memory: 8 GB RAM Storage: 30 GB available space Graphics: NVIDIA GTX 550 Ti 2GB/AMD Radeon HD 7870 2GB or equivalent[1]Recommended requirements: OS: Windows 7/8/10 (64-bit OS required) Processor: Intel Core i7 4790 3.6 GHz/AMD FX-9590 4.7 GHz or equivalent Memory: 8 GB RAM Graphics: NVIDIA GTX 780 3GB/AMD Radeon R9 290X 4GB or equivalent Storage: 30 GB available spaceConsole: 28-35 GB free HDD space[1] AvailabilityPCXboxPlayStationFallout 4 Pre-order boxes, as shown in the trailer Setting and story
The player is the Sole Survivor of Vault 111, who emerges 210 years to the day and time after the Great War. Prior to this, there is a brief period of gameplay during the pre-War era showing the player living with their spouse and child.
The game takes place in Boston, Massachusetts. Famous local landmarks like the Paul Revere Monument, the USS Constitution, as well as the Massachusetts State House with its unique Golden Dome are included in the game world. Other notable locations that make an appearance in the game are Scollay Square, renamed Goodneighbor, Bunker Hill, and Fenway Park, which is renamed Diamond City. The events of Fallout 4 occur in 2287; a decade after Fallout 3 and six years after the events of Fallout: New Vegas.
The setting also includes mountains, coastal regions, the outskirts of the city and the downtown Boston area. A large and still inhospitable nuclear blast site called the Glowing Sea is to the southwest. The starting area in the northwest contains low level enemies and is relatively safe, but the enemies get progressively tougher towards the southeast area of the map.
The game features just over 111,000 lines of dialogue, more than all of the dialogue in Fallout 3 and The Elder Scrolls V: Skyrim combined.[4]
Gameplay
The gameplay is largely similar to that of Fallout 3 and Fallout: New Vegas, with the ability to switch from first to third-person view. Additional features include a split-piece armor system (reminiscent of the armor system in The Elder Scrolls III: Morrowind), base-building, a dynamic dialogue system, an in-depth crafting system that makes use of every lootable object in the game as a source of raw material and more. Enemies such as mole rats, mirelurks, raiders, super mutants, deathclaws, and ghouls return to the series.
The player character, the Sole Survivor, accesses the in-game menus through a Pip-Boy to manage statistics, maps, data, and items. Players can also find game cartridges with retro themed mini-games which can be played on the Pip-Boy. Another returning gameplay feature is the Vault-Tec Assisted Targeting System (V.A.T.S.), which can play a critical part in combat. While using V.A.T.S, real-time combat is slowed down, and action is played out from varying camera angles in a computer graphics version of 'bullet time.' Attacking in V.A.T.S. costs action points, limiting the number of actions available at a time, and the player can target specific body areas for attacks to inflict specific injuries; headshots can be used for quick kills or blinding, legs can be targeted to slow enemies' movements, and opponents can be disarmed by shooting at their weapons.
A new equipment system allows a wide variety of upgrades and customization for weapons and armor. Final fantasy 7 ps1 iso. Unlike the previous two Fallout games, weapons and armor do not deteriorate with use and no longer require constant maintenance.
A new feature to the series is the ability to build settlements. Within the boundaries of a settlement, players can scrap objects and structures for resources and use them to build their own structures, including housing, vegetable gardens, defenses, stores, and crafting stations. Each settlement can also connect to others by Brahmin caravan, which then share resources. Towns can be powered with electricity, using a dynamic power line system, as well as equipped with water pumps and crops/gardens to keep a steady income of food and drink. Merchants and non-player characters can inhabit player towns and help keep the settlements running as a community. Players can build various defenses around their settlements, such as turrets, guard towers, and traps, to defend the settlements from raids and attacks.
Skills have been removed, replaced with a 7x10 perk chart. At each level-up, the player can acquire a new perk, each with prerequisites based on SPECIAL attributes and level, and most have multiple tiers. A consequence of the new advancement system is that there is no hard level cap, allowing players to experience a little more freedom when it comes to exploring and combat. The player may continue playing even after they have finished all of the main quests, a feature returning from Broken Steel, which allows players to experience the aftermath of their decisions. There are plenty of side quests to pursue, many of which can also be experienced after the main story ends.
Development
Initially, in 2004, Bethesda Softworks licensed from Interplay Entertainment the rights to create and publish three Fallout games (Fallout 3, Fallout: New Vegas and Fallout 4). Later, in 2007, Bethesda purchased the entire franchise, and Interplay licensed back from Bethesda the rights to a Fallout MMORPG. The legal dispute is now over, with Bethesda Softworks and its in-house development studio retaining the rights to all of the Fallout franchise, including an MMO.
In 2009, Bethesda's Pete Hines said, 'The whole reason we went out and acquired the license and that we now own Fallout is that we clearly intended to make more than one.' He also added, 'This is not something we're going to do once and then go away and never do it again. When that will be or how long that will be God only knows, but we acquired it specifically because we wanted to own it and develop it and work on it like we do with The Elder Scrolls.'[5]
Development began right after Fallout 3's release, in 2008. The game had minor development due to Skyrim being developed at the same time. After Skyrim was released in 2011, Fallout 4 became the primary project for Bethesda.
Release date
Todd Howard revealed in an August 2010 interview with Eurogamer that Bethesda was working on two projects; one had been in development for two years (beginning after Fallout 3 was released), and the other was still in pre-production.[6] It is now known that the title farther along in development was The Elder Scrolls V: Skyrim, while Fallout 4 was title in pre-production.
On January 9, 2013, the voice actor behind Three Dog (Erik Todd Dellums) was given permission by Bethesda to hint towards his appearance soon. On his Twitter account, he stated, 'To all my #Fallout3 and #ThreeDog fans: There may be more of the Dog coming! Fingers crossed!'[7] However, in July of the same year, Dellums tweeted that the game he is working on is not being produced by Bethesda Softworks, therefore, it was not the anticipated new Fallout title.[8]
Bethesda Game Studios announced on Bethblog on April 15, 2013, that they had completed all new content for Skyrim and were moving the studio's attention to an as of yet unknown title that had previously been in pre-production since 2010. Although Bethesda Softworks did announce The Evil Within during the same week, it was developed by another studio and had no direct impact on the project Bethesda Game Studios was working on.
Todd Howard was interviewed on Rock, Paper, Shotgun on February 18, 2014, and said that a new game announcement would be very far away. 'We don’t [have a timeframe for our next game announcement],' he said, 'but I think it’s gonna be a while.' He was described as 'forever positive' and enthused that 'PC is resurgent.' 'Skyrim did better than we've ever done on PC by a large, large number. And that's where the mods are. That feeds the game for a long time. And it's exciting that the new consoles are very PC-like. That opens up avenues for us going forward to do things that we've wanted to do in the past. There are kind of random ideas we're working on right now, and it's like, 'Wow, I think there's potential here to do some really cool stuff,' he said.[9]
A countdown timer[10] was set on Bethesda's Fallout website on June 2, 2015, expiring the next day at 10:00 AM EDT. On June 3, seconds before 10:00 AM EDT, the Fallout 4 trailer was released on YouTube. The Fallout website also debuted in full Fallout 4 style, including a working teaser phone number, previously used during the Fallout 3 release.[11]
Bethesda's first ever E3 showcase took place on June 14, 2015, at 7 PM PST. The E3 showcase was streamed on YouTube and Twitch. Bethesda revealed gameplay footage including combat, a refined VATS system, a new crafting system, concept art and a release date, which was confirmed to be November 10, 2015. A major new feature shown during the press conference was the ability to craft and deconstruct settlements.
Fallout 4 was successfully released on November 10, 2015, having been shipped 12 million copies to meet day one demand.[12]
Trailers
Main article: Fallout 4 trailer
Fallout 4 - Official Trailer
Fallout 4 – The Wanderer Trailer
Fallout 4 - Launch Trailer
ProductsPip-Boy Edition
The Pip-Boy edition of Fallout 4 features: a wearable Pip-Boy that can, according to a Forbes article, hold the iPhone 6, iPhone 5/5s, iPhone 4/4s, Samsung Galaxy S4, the Samsung Galaxy S5 and many other smartphones using foam inserts.[13] a Pip-Boy pocket guide, a Vault-Tec perk poster, a RobCo Industries stand (for your Pip-Boy), a capsule case, and the game in a collectible metal case.
Fallout 4 Nuke Pack
The Fallout 4 Nuke Pack features: a Fallout 4 lunchbox, a 37x10' Fallout 4 Print, a Vault Boy mini bobblehead, and the game in a collectible metal case. The Nuke Pack is sold exclusively in Australia and New Zealand, distributed by EB Games.[14]
Fallout 4 Mighty Bundle
The Fallout 4 Mighty Bundle features: a 100-page hardcover Fallout 4 Franchise Book '..detailing in words and hi-res imagery the history of Fallout over the years', a Fallout Vault Boy Pop! Vinyl figure, and a copy of the game.[15]
Game of the Year Edition
“Return to the Wasteland on September 26 with Fallout 4: Game of the Year Edition. With all the latest gameplay updates (including Survival mode), graphical enhancements, the ability to play Mods for free on PC and consoles, plus all official add-ons included, this is the ultimate way to experience the award-winning post-nuclear adventure from Bethesda Game Studios.”— Bethesda Game Studios
Fallout 4 Game of the Year Edition is set to be released on September 26, 2017 for PC, PS4 and Xbox One; this edition includes all 6 main add-ons.
Mar 18, 2006 - I wish someone had a review on this rifle, or at least could tell me where to. This is a discussion on CZ 750 Sniper within the Product Review. Cz sniper. Sep 8, 2011 - The CZ 750 Sniper is a bolt-action rifle chambered in.308 Win. The rifle is engineered to be accurate from up to 800 meters away. Sep 28, 2012 - In fact, given the rifle's gravity suck, the CZ-750's muzzle break is something of an affectation. Felt recoil is similar to that of a.223 hunting rifle. Designed for elite military and law enforcement snipers, the CZ 750 Sniper is built to squeeze every bit of accuracy out of the.308 cartridge. The synthetic thumbhole stock is adjustable for comb height as well as length of pull. The Sniper has a 26″ barrel with 4-groove rifling in 1 in 10″ twist. Oct 25, 2014 - The rifle reviewed here is the CZ 750 S1M1 which is their standard purpose built sniper rifle. CZ offers several other sniper rifles as well, but the.
To celebrate the Game of the Year Edition, Bethesda will release a limited quantity of Fallout 4 G.O.T.Y. Pip-Boy collector editions, exclusively available in North America at select retailers. The Pip-Boy Edition includes Fallout 4 Game of the Year Edition and will retail for $99.99 USD, and will also release on September 26.[16]
Mod support
Fallout 4 is the first Fallout game to have native mod support for consoles. During E3 2015, at the Xbox Conference, Todd Howard went on stage to tell the audience that the Xbox One will offer mod support following the release of the Creation Kit for PC, which is available for download as of April 26, 2016. The Xbox One mods support was released on May 31, and support for PlayStation 4 was due sometime in June but was delayed, and as of September 9, 2016, mods on the PlayStation 4 were canceled.[17] However, Bethesda and Sony later came to an agreement and allowed mods to release after The Elder Scrolls V: Skyrim Special Edition is released, however they would be limited to using assets already found within the game files.[18]
On August 28, 2017, Bethesda Game Studios inaugurated paid mods through the Creation Club. Content available on the Creation Club is announced to be fully compatible with the main game, official add-ons and achievements.
Downloadable content
Bethesda had confirmed[19] there was DLC coming starting early 2016, as well as smaller updates along the same lines as Skyrim has seen. A season pass for all add-ons to come can be bought at a price of $30 USD, €29.99 Euro, which will allow you to download the DLC free of charge, if the season pass was purchased before March 1st 2016. If it was purchased after this date, the price on Steam is €49.99 Euro. The confirmed DLC includes Automatron, Wasteland Workshop, Far Harbor, Contraptions Workshop, Vault-Tec Workshop and Nuka-World.
Automatron
“The mysterious Mechanist has unleashed a horde of evil robots into the Commonwealth, including the devious Robobrain. Hunt them down and harvest their parts to build and mod your own custom robot companions. Choose from hundreds of mods; mixing limbs, armor, abilities, and weapons like the all-new lightning chain gun. Even customize their paint schemes and choose their voices![20]”
Wasteland Workshop
“With the Wasteland Workshop, design and set cages to capture live creatures – from raiders to Deathclaws! Tame them or have them face off in battle, even against your fellow settlers. The Wasteland Workshop also includes a suite of new design options for your settlements like nixie tube lighting, letter kits, taxidermy and more![20]”
Far Harbor
“A new case from Valentine’s Detective Agency leads you on a search for a young woman and a secret colony of synths. Travel off the coast of Maine to the mysterious island of Far Harbor, where higher levels of radiation have created a more feral world. Navigate through the growing conflict between the synths, the Children of Atom, and the local townspeople. Will you work towards bringing peace to Far Harbor, and at what cost? Far Harbor features the largest landmass for an add-on that we've ever created, filled with new faction quests, settlements, lethal creatures and dungeons. Become more powerful with new, higher-level armor and weapons. The choices are all yours.[21]”
Contraptions Workshop
“Machines that sort! Machines that build! Machines that combine! With Fallout 4 Contraptions, use conveyer belts, scaffolding kits, track kits, even logic gates to construct crazy and complex gadgets to improve your Wasteland settlements. The Contraptions Workshop also includes all-new features like elevators, greenhouse kits, warehouse kits, fireworks, armor racks and more![20]”
Vault-Tec Workshop
“Build a brighter future underground with the all-new Vault-Tec Workshop. Create a massive Vault and attract new Dwellers using pre-war industrial kits complete with retro-nostalgic furniture, lighting, and art. Even change and customize the look of your inhabitants with new barbershops and cosmetic surgery stations. And like every good Overseer, run Vault-Tec approved experiments on your Dwellers to learn what makes an ideal citizen. Vault-Tec has given you the tools, the rest is up to you![20]”
Nuka-World
“Take a trip to Nuka-World, a vast amusement park now a lawless city of Raiders. Explore an all-new region with an open wasteland and park zones like Safari Adventure, Dry Rock Gulch, Kiddie Kingdom and the Galactic Zone. Nuka-World features new quests, Raiders, weapons, creatures and more. Enjoy the ride![20]”
High Resolution Texture Pack
“Experience the wasteland like you've never seen it before with the Fallout 4 High-Resolution Texture Pack! From the blasted buildings of Lexington to the shores of Boston Harbor and beyond, every location is enhanced with ultra-deluxe detail.[22]”
Gallery
Garage
Goodneighbor, with Nick Valentine.
Sole Survivor and Dogmeat
Highway
Official logo
Ultra high-res cover-art, released by Bethesda on December 2nd, 2015
The Bethesda Game Studios Team
Pre-release concept art
Nuclear blast concept art, released after the E3 Conference, June 2015
Garage
Museum of Freedom concept art, released on the 4th of July, commemorating Independence Day
Mirelurk ship
Promotional lithograph
Bridge
Wasteland folk
Pre-release screenshots
Minigun kill
City Vista
Character creation
Jetpack
Tractor
Workshop
A synth
Gameplay videos
Fallout 4 Gameplay Demo - IGN Live E3 2015
Fallout 4 - Microsoft E3 Press Conference Gameplay Demo
Fallout 4 Base Building Gameplay - IGN Live E3 2015
Fallout 4 – Combat Gameplay Compilation
Fallout 4 – Gameplay Exploration
See alsoReferences
The heavy incinerator is a weapon in the Fallout 3add-onBroken Steel.
Characteristics[edit | edit source]
The heavy incinerator is essentially a napalm launcher; it lobs flammable fuel with a splash damage possibility at the target in an arc. These 'projectiles' cause splash damage, and will most often set the enemy on fire, unless a large 'miss' variance is registered. The heavy incinerator can be fired at extremely long distances with relatively good accuracy; it can even be effectively fired across the Potomac River to hit enemies on the other side.
Just having the heavy incinerator equipped is enough to ignite gas leaks because of the pilot light on the front of the weapon.
Locations[edit | edit source]
It is equipped by Enclave Hellfire troopers.
Notes[edit | edit source]
Behind the scenes[edit | edit source]
Bugs[edit | edit source]
Retrieved from 'https://fallout.gamepedia.com/index.php?title=Heavy_incinerator_(Fallout_3)&oldid=1632846'
Weapon Mods ExpandedDownload: http://www.newvegasnexus.com/downloads/file.php?id=39651 - http://i21.photobucket.com/albums/b300/jlollback/falloutnv/wmx_promo_44magnum02.jpg (many more available at the download link) Readme quote:
Fallout New Vegas: Weapon Mods Expanded Version: 1.0.4 Date: 15-02-2011 Author: Antistar (Joseph Lollback) E-mail: [email protected] 1. Description 2. Requirements 3. Installation/Uninstallation 4. Playing the mod 5. Frequently Asked Questions (FAQ) 6. Save games 7. Conflicts/Known Issues 8. Credits 9. Modder's Resource Info 10. Contact Information 11. Legal Stuff/Disclaimer 12. Version History 1. DESCRIPTION My Weapon Mod Kits (WMK) mod for Fallout 3 was the inspiration for Obsidian's implementation of the weapon modding system in Fallout New Vegas; something which I am quite proud of and flattered by. I like Obsidian's take on it; enough that I wanted to add to it.. 'expand' upon it, you might say. Weapon Mods Expanded (WMX) for Fallout New Vegas expands upon the base game's weapon modding system in the following ways: - ALL weapons get the maximum of three applicable weapon mods; this includes unique weapons. - Unique weapons can be modified with the same weapon mods as their common counterparts. - Some existing weapon mods (from the base game) are newly applied to weapons besides their defaults.. - But many more are weapon mods newly added by WMX. - Some weapon mods can be applied to multiple different weapons. - Some unique weapons without a common counterpart (for example That Gun and This Machine) receive one. - New and altered art assets to visually depict most of the new weapon mods. - Chance to find weapon mods in loot. - More weapon mods available from merchants (to compensate for more types being available). - Price overhaul of weapon mods to more consistently reflect their relative quality. - WMX also contains numerous fixes for visual bugs in weapon meshes and textures. Here is a list of all weapons and weapon mods, and how they apply to one another: ***Changed Weapon Mods*** 9mm Pistol Scope -> Small Handgun Scope 10mm Pistol Laser Sight -> Laser Sight Grenade Rifle Long Barrel -> 40mm Launcher Long Barrel Hunting Shotgun Choke -> 12 Gauge Shotgun Choke Laser RCW Recycler -> Laser Recycler Laser Rifle Beam Splitter -> AEP/AER Laser Beam Splitter Laser Rifle Focus Optics -> AEP/AER Laser Focus Optics Laser Rifle Scope -> AEP/AER Laser Scope Plasma Rifle Mag. Accelerator -> Plasma Weapon Mag. Accelerator Trail Carbine Scope -> Lever Carbine Scope ***Key*** * = Vanilla weapon mod + = New weapon mod (or existing one newly applied) ***Handguns*** .223 Pistol / That Gun + Laser Sight - Decreases spread, adds laser sight effect. + .223 Pistol Long Barrel - Increases damage (+15%). + Small Handgun Scope - Adds short-range scope. .357 Magnum Revolver / Lucky * .357 Revolver Long Barrel - Increases damage (+10%). * .357 Revolver HD Cylinder - Increases condition (+50%). + .357 Revolver Custom Action - Increases rate of fire. .44 Magnum Revolver / Mysterious Magnum * .44 Revolver Heavy Frame - Increases condition (+50%). * .44 Revolver Scope - Adds a close to mid range scope. + .44 Revolver Long Barrel - Increases damage (+10%). 9mm Pistol / Maria * 9mm Pistol Extended Mags - Increases ammunition capacity (+7). * Small Handgun Scope - Adds short-range scope. + 9mm Silencer - Silences the weapon. 10mm Pistol * 10mm Pistol Extended Mags - Increases ammunition capacity (+4). * Laser Sight - Decreases spread, adds laser sight effect. * 10mm Pistol Silencer - Silences weapon. 12.7mm Pistol * 12.7mm Pistol Silencer - Silences the weapon. + 12.7mm Pistol Extended Mags - Increases ammunition capacity (+3). + Laser Sight - Decreases spread, adds laser sight effect. Hunting Revolver / Ranger Sequoia + Hunting Revolver HD Cylinder - Increases condition (+50%). + Hunting Revolver Long Barrel - Increases damage (+10%). + Hunting Revolver Scope - Adds a close to mid range scope. Silenced .22 Pistol + Sil. .22 Pistol Ext. Mags - Increases ammunition capacity (+8). + Laser Sight - Decreases spread, adds laser sight effect. + Sil. .22 Pistol Long Barrel - Increases damage (+20%). ***SMGs*** 9mm SMG / Vance's 9mm SMG * 9mm SMG Drums - Increases ammunition capacity (+30). * 9mm SMG Light Bolt - Increases rate of fire. + 9mm Silencer - Silences the weapon. 10mm SMG * 10mm SMG Extended Mags - Increases ammunition capacity (+10). * 10mm SMG Recoil Comp. - Decreases spread. + 10mm SMG Light Bolt - Increases rate of fire. 12.7mm SMG * 12.7mm SMG Silencer - Silences the weapon. + Laser Sight - Decreases spread, adds laser sight effect. + 12.7mm SMG Light Bolt - Increases rate of fire. Silenced .22 SMG * Sil. .22 SMG Exp. Drums - Increases ammunition capacity (+60). + Laser Sight - Decreases spread, adds laser sight effect. + Sil. .22 SMG Long Barrel - Increases damage (+20%). ***Shotguns*** Caravan Shotgun + 20 Gauge Shotgun Choke - Decreases spread. + Caravan Shotgun Improved Parts - Increases condition (+50%). + 20 Gauge Sawn-off Stock - Decreases weight (C.S. -1, S.S. -3). Hunting shotgun / Dinner Bell * 12 Gauge Shotgun Choke - Decreases spread. * Hunting Shotgun Long Tube - Increases ammunition capacity (+3). + Hunting Shotgun Composite Stock - Decreases weight (-3.5). Lever-Action Shotgun + 20 Gauge Shotgun Choke - Decreases spread. + Lever-Action Shotgun Improved Parts - Increases condition (+50%). + Lever-Action Shotgun Long Tube - Increases ammunition capacity (+2). Riot Shotgun + 12 Gauge Shotgun Choke - Decreases spread. + Riot Shotgun Drums - Increases ammunition capacity (+10). + Riot Shotgun Improved Parts - Increases condition (+50%). Sawed-off Shotgun / Big Boomer + 12 Gauge Shotgun Choke - Decreases spread. + Sawed-off Shotgun Improved Parts - Increases condition (+50%). + Sawed-off Shotgun Maple Stock - Decreases weight (-1.5). Single Shotgun + 20 Gauge Shotgun Choke - Decreases spread. + Single Shotgun Improved Parts - Increases condition (+50%). + 20 Gauge Sawn-off Stock - Decreases weight (C.S. -1, S.S. -3). ***Rifles*** Anti-materiel Rifle + Anti-Mat. Rifle Custom Action - Increases rate of fire. + Anti-Mat. Rifle Composite Stock - Decreases weight (-5). + Anti-Mat. Rifle Improved Muzzle Brake - Increases damage (+10%). Assault Carbine * Assault Carbine Extended Magazines - Increases ammunition capacity (+6). + Assault Carbine Light Bolt - Increases rate of fire. + Carbine Suppressor - Silences the weapon. Battle Rifle / This Machine + Battle Rifle Composite Stock - Decreases weight (-5). + Battle Rifle Long Barrel - Decreases spread. + Battle Rifle Scope - Adds long-range scope. BB Gun / Abilene Kid LE BB Gun + BB Gun Custom Mechanism - Increases rate of fire. + BB Gun Improved Parts - Increases condition (+50%). + BB Gun Increased Pressure - Increases damage (+25%). Brush Gun * Brush Gun Forged Receiver - Increases condition (+50%). + Brush Gun Long Tube - Increases ammunition capacity (+2). + Lever Carbine Scope - Adds mid-range scope. Cowboy Repeater / La Longue Carabine * Cby. Rep. Custom Action - Increases rate of fire. * Cby. Rep. Long Tube - Increases ammunition capacity (+4). * Cby. Rep. Maple Stock - Decreases weight (-1.5). Hunting Rifle * Hunting Rifle Custom Action - Increases rate of fire. * Hunting Rifle Extended Mag - Increases ammunition capacity (+5). * Hunting Rifle Scope - Adds long-range scope. Light Machine Gun * Light MG Expanded Drums - Increases ammunition capacity (+110). + Light MG Improved Rifling - Increases damage (+15%). + Light MG Recoil Comp. - Decreases spread. Marksman Carbine / All-American + 5.56mm Carbine Extended Mags - Increases ammunition capacity (+6). + Marksman Carbine Improved Rifling - Increases damage (+12.5%). + Carbine Suppressor - Silences the weapon. Service Rifle * Svc. Rifle Forged Receiver - Increases condition (+50%). * Svc. Rifle Upgraded Springs - Increases rate of fire. + 5.56mm Carbine Extended Mags - Increases ammunition capacity (+6). Sniper Rifle / Gobi Campaign Scout Rifle * Sniper Rifle Carbon Fiber Parts - Decreases weight (-5). * Sniper Rifle Suppressor - Reduces weapon noise. + Sniper Rifle Extended Mags - Increases ammunition capacity (+5). Trail Carbine * Lever Carbine Scope - Adds mid-range scope. + Trail Carbine Custom Action - Increases rate of fire. + Trail Carbine Laminate Stock - Decreases weight (-2). Varmint Rifle / Ratslayer * Varmint Rifle Extended Mags - Increases ammunition capacity (+3). * Varmint Rifle Night Scope - Adds long-range night scope. * Varmint Rifle Silencer - Silences the weapon. ***Energy Weapons - Pistols*** Alien Blaster + Alien Blaster Experimental Mag. Accel. - Increases speed of alien projectile. + Extended Alien Power Cells - Increases ammunition capacity (+5). + AEP/AER Laser Scope - Adds scope. Plasma Defender + Plasma Defender External Heatsink - Increases condition (+50%). + Plasma Defender Inline Mag. Accel. - Increases speed of plasma projectile. + Plasma Defender Scope - Adds short-range scope. Plasma Pistol + Plasma Pistol Added Injector Cylinders - Increases rate of fire. + Plasma Pistol Thickened Chamber Casing - Increases condition (+50%). + Plasma Weapon Mag. Accelerator - Increases speed of plasma projectile. Laser Pistol / Pew Pew + AEP/AER Laser Beam Splitter - Creates two beams that together do increased damage (+30%). + AEP/AER Laser Focus Optics - Increases damage (+15%). + AEP/AER Laser Scope - Adds scope. Pulse Gun + Pulse Gun Extra Battery Socket - Doubles ammunition capacity. + Pulse Gun Extra Bulbs - Increases condition (+50%). + Pulse Gun Recycler Core - Replenishes ammunition (1/4 shots). Recharger Pistol * Laser Recycler - Laser RCW: replenishes ammo (1/4 shots). Rechargers: increases ammo regen. rate. + Recharger Experimental Core - Increases ammunition capacity (+5). + Recharger Supercharger Coil - Increases damage (+15%). ***Energy Weapons - Rifles*** Gauss Rifle / YCS/186 + Gauss Rifle Composite Stock - Decreases weight (-2). + Gauss Rifle Exp. Cell Assembly - Doubles ammunition capacity. + Gauss Rifle Improved Mag. Shielding - Increases condition (+50%). Laser RCW * Laser Recycler - Laser RCW: replenishes ammo (1/4 shots). Rechargers: increases ammo regen. rate. + Laser RCW Composite Stock - Decreases weight (-1). + Laser RCW Scope - Adds medium-range scope. Laser Rifle / AER14 Prototype * AEP/AER Laser Beam Splitter - Creates two beams that together do increased damage (+30%). * AEP/AER Laser Focus Optics - Increases damage (+15%). * AEP/AER Laser Scope - Adds scope. Multiplas Rifle + Plasma Rifle Dual-Cell Harness - Doubles ammunition capacity. + Multiplas Upg. Discharge Init. Capacitors - Increases rate of fire. + Multiplas Magnetic Stabiliser - Decreases Spread. Plasma Rifle / Q-35 Matter Modulator * Plasma Weapon Mag. Accelerator - Increases speed of plasma projectile. + Plasma Rifle Dual-Cell Harness - Doubles ammunition capacity. + Plasma Rifle Synchronised Aperture Stabilisers - Increases rate of fire. Recharger Rifle + Laser Recycler - Laser RCW: replenishes ammo (1/4 shots). Rechargers: increases ammo regen. rate. + Recharger Experimental Core - Increases ammunition capacity (+5). + Recharger Supercharger Coil - Increases damage (+15%). Tri-beam Laser Rifle + Tri-beam Laser Rifle Dual-Cell Harness - Doubles ammunition capacity. + Tri-beam Laser Rifle Polished Emitter - Decreases Spread. + Tri-beam Laser Rifle Sawn-off Stock - Decreases weight (-3). ***Heavy Weapons*** Flamer * Flamer Expanded Tanks - Increases ammunition capacity (+60). + Flamer High Pressure Fuel System - Increases rate of fire. + Reinforced Fuel Hoses - Increases condition (+50%). Gatling Laser * Gat. Laser CF Frame: Decreases weight (50%). * Gat. Laser Focus Optics - Increases damage (+40%). + Embedded Laser Sight - Decreases spread, adds laser sight effect. Incinerator / Heavy Incinerator + Incinerator Extra Tanks - Doubles ammunition capacity. + Incinerator Stripped Down - Decreases weight (-4). + Reinforced Fuel Hoses - Increases condition (+50%). Minigun / CZ57 Avenger * Minigun Damped Subframe - Reduces spread. * Minigun High-Speed Motor - Increases rate of fire. + Minigun Chromed Barrels - Increases condition (+50%). Plasma Caster * Plasma Caster HS Electrode - Increases rate of fire. + Plasma Caster Improved Parts - Increases condition (+50%). + Embedded Laser Sight - Decreases spread, adds laser sight effect. Tesla Cannon / Tesla-Beaton Prototype + Tesla Cannon Improved Shielding - Increases condition (+50%). + Tesla Cannon Internal Battery - Doubles ammunition capacity. + Tesla Cannon Scope - Adds medium-range scope. ***Explosive Weapons*** Fat Man * Fat Man Little Boy Kit - Decreases weight (50%). + Fat Man Increased Pressure - Increases range (+25%). + Fat Man Internal Wiring - Increases condition (+50%). Grenade Launcher + 40mm Launcher Chromed Barrel - Increases condition (+50%). + 40mm Launcher Long Barrel - Increases range (+100%). + Grenade Launcher Maple Stock - Decreases weight (-4). Grenade Rifle / Thump-Thump * 40mm Launcher Long Barrel - Increases range (+100%). + 40mm Launcher Chromed Barrel - Increases condition (+50%). + Grenade Rifle Maple Stock - Decreases weight (-2). Grenade Machinegun / Mercy * Grenade MG High-Speed Kit - Increases rate of fire. + Grenade MG Internal Stabiliser - Reduces spread. + Grenade MG Tempered Barrel - Increases condition (+50%). Missile Launcher / Annabelle * Miss. Launcher Guidance Sys. - Decreases spread. + Miss. Launcher Aux. Tube - Doubles ammunition capacity. + Miss. Launcher Composite Frame - Decreases weight (-5). 2. Requirements - Fallout New Vegas 3. INSTALLATION/UNINSTALLATION Installation: - If currently using another mod that alters or adds to weapon modification in Fallout New Vegas, UNINSTALL IT FIRST following the uninstallation instructions that (hopefully) came with the mod, and create a clean save (load your save game with the mod/s in question uninstalled, save your game again, and quit). - Using 7-Zip (http://www.7-zip.org), extract the contents (everything - ALL files and folders) of the WeaponModsixpanded.7z archive file to your Steamsteamappscommonfallout new vegasData directory. If asked if you want to overwrite files and folders, click 'Yes to all' (or equivalent for your operating system). - In the Data Files section of the Fallout New Vegas Launcher - or using a mod manager tool like Fallout Mod Manager - place a tick in the box next to WeaponModsixpanded.esp. - It is recommended to load WeaponModsixpanded.esp near the bottom of your load order - or at least after any other mods that edit vanilla weapons. - ArchiveInvalidation *may* be necessary if you have not performed it already. Try this tool: http://www.newvegasnexus.com/downloads/file.php?id=35935 Upgrading from an earlier version of WMX: - Simply overwrite the already-installed WMX files with the files from the new version, following the instructions above. You do NOT need to uninstall WMX first. - Ensure that your load order is still configured correctly; updated plugins can cause your load order to change. - Load your game and continue playing. Automatic Merged Patch Creation: - This is strongly recommended as standard practice when using mods for FNV (especially a lot of mods at the same time), as it may improve compatibility between mods you may be using (including - but not limited to - WMX). - Download FNVEdit (http://www.newvegasnexus.com/downloads/file.php?id=34703) to create the 'merged patch'. This should be done after you have installed and activated all the mods you wish to play the game with (and have configured your load order using a mod manager tool). This is how to do it: - Run FNVEdit, and a list of all the plugins in your Steamsteamappscommonfallout new vegasData directory will come up, listed as per your load order. By default, the plugins you have activated in the New Vegas Launcher or in a mod manager tool will have ticks next to them. This is what you want, so just click 'OK'. - Once FNVEdit has finished loading, right-click somewhere in the panel on the left that lists your activated plugins, and select 'Create Merged Patch' from the context menu. - Enter a name for the patch into the window that pops up (any name you like), and click on 'OK'. - Once FNVEdit has finished generating the patch (it creates a new .esp file with the name you entered), which should only take a few seconds, close FNVEdit. Click 'OK' on the window that pops up to save the Merged Patch that was generated. - Finally, make sure the Merged Patch esp is loading after all your other plugins (which it should already be, by default), and activate it using the New Vegas Launcher or a mod manager tool. - If you ever uninstall plugins, update existing plugins, or install new ones, deactivate and delete the Merged Patch, and then follow these instructions again to create a new one. Uninstallation: IMPORTANT: Uninstalling WMX requires that you first remove any weapons modified with WMX weapon mods (or with weapon mods that are not applicable to that weapon in the default game) from your inventory, and from anywhere you can access them in-game. Failure to do so will result in crashes to desktop. Follow these instructions: - In-game, you will find an item in the Aid section of your Pip-Boy called [WMX Uninstall Menu]. Click on this item and carefully follow the instructions that appear on-screen. - After uninstallation is complete, it is a good idea to create a clean save (by loading the save game and then saving it again) before doing anything else. 4. PLAYING THE MOD No special knowledge is really needed to play the game with WMX installed; the new content is integrated seamlessly into the game. In case it's helpful though, here's a list of points of information regarding the mod: - The new weapon mods are sold by the same merchants who sell weapon mods in the base game. - The first time the game is loaded with WMX installed, two notes will automatically be added to your Pip-Boy that list all the weapons and which weapon mods can be applied to them. One list is sorted by weapons (it's the list found in the Description section of this readme), so you can look up a weapon and see which weapon mods apply to it. The other list is sorted by weapon mod, so you can look up a weapon mod and see which weapons it can be used on. - .223 Pistols are non-unique, less powerful versions of the unique weapon 'That Gun'. They are sometimes carried by people that might otherwise be armed with Service Rifles, and can be found in some stores. (Note that WMX makes That Gun slightly more powerful than in the base game.) - Battle Rifles are non-unique, less powerful versions of the unique weapon 'This Machine'. They are sometimes carried by people that might otherwise be armed with Hunting Rifles, and can be found in some stores. - In the base game, unique weapons can't be modified, and many of them are in fact 'pre-modified' with the same weapon mods that can be applied to their common counterparts. Where relevant, WMX removes these 'integrated' weapon mods so that these unique weapons can be modified by the user with the same weapon mods as their common counterparts. This results in some unique weapons being slightly less powerful than in the base game when they're unmodified, but *more* powerful than in the base game when they *are* modified. - Hunting Revolvers are no longer scoped by default - but they (and the Ranger Sequoia) can be modified with a Hunting Revolver Scope. - Riot Shotguns no longer have drum magazines by default - they have a box magazine instead, which holds ten rounds rather than twelve rounds. However, they can be modified with the 'Riot Shotgun Drums' weapon mod, which upgrades their ammo capacity to twenty. - Fallout New Vegas currently contains a bug that causes weapon repair kits to actually *degrade* weapons with an 'Improved Max Condition' weapon mod applied, rather than repair them. To get around this, WMX allows you to select weapon repair kits from the normal repair menu when repairing ranged weapons. This has the mild drawback of not repairing the weapon by the same amount as when using the weapon repair kit normally (depending on your Repair skill, a maximum of 20% in the repair menu as opposed to a maximum of 30% when using the weapon repair kit normally) - but it's a choice between that and not being able to use the kit at all on certain modified weapons. Note that you can still use weapon repair kits normally if you wish; WMX does not change that. Alternatively, you can try this fix for weapon repair kits: http://newvegasnexus.com/downloads/file.php?id=40224. It - and any other mod that alters the weapon repair kit script - is compatible with WMX. - Besides the various visual bugs in weapon meshes and textures that WMX fixes, it also fixes a couple of issues with Torres and Gloria Van Graff. Without going into technical detail, they would not sell items appropriate to the player's level if the player had previously visited them at a lower level. In addition, Torres was not correctly set to sell Miscellaneous items (which include weapon mods), even though she had been given Miscellaneous items to sell. 5. FREQUENTLY ASKED QUESTIONS (FAQ) Q) I've discovered a bug and I can't wait to tell you/the world about it! A) *Please* read the entirety of this readme through carefully first. The vast majority of the time, the bugs that are reported to me are known issues already described in the readme (usually caused by some element of the base game that cannot be changed - or just bugs in the base game itself), or are caused by conflicts with other mods (that can often be solved with proper load order management or the use of compatibility patches), or in some cases are actually intended features of the mod. Q) Can I criticise you for implementing something in WMX in an 'unrealistic' way? A) Well I can't stop you, but I might save you from wasting your time by telling you now that I won't care. This mod does not attempt to be perfectly 'realistic' - it is intended to expand gameplay in Fallout New Vegas; no more or less. Q) I've got a weapon mod for this weapon but it's not giving me the option to apply it. What's going on? A) It's most likely a conflict with another mod that also edits vanilla weapons. Try loading WMX near (or at) the bottom of your load order, as noted in the installation instructions above. Q) I'm having problems with FNVEdit/ArchiveInvalidationInvalidated/etc. Can you help? A) Probably not. If it's not something that's already covered in this readme, you would be better off contacting the authors of those programs (I am not affiliated with them). Q) Is WMX compatible with [insert name of mod here]? A) It's unlikely I'll be able to give you a direct answer to this question. I simply don't have the time or the inclination to investigate compatibility between WMX and the hundreds or thousands of other mods out there that may - or may not - conflict with it in various ways and to varying degrees. There are however a few notes in this FAQ - and in the Conflicts/Known Issues section below - that should help you work out compatibility. Q) What about texture replacers for the vanilla weapons? Are they compatible with WMX? A) They will always work (technically speaking), but may result in weapons that have their textures changed by WMX weapon mods looking different to their unmodified variant (in that the texture replacer only affects the unmodified variant). A compatibility patch will usually be required in such cases. Q) Will you make WMX compatible with [insert name of mod here]? A) In almost all cases, I only make compatibility patches for mods that I want to use myself. This means that requesting a compatibility patch for something will usually be pointless, since I'll either already have done it if it's something I want myself, or I won't have time to do it. Not having time is the main thing: trying to make a mod compatible with all other mods is a sisyphean task.. if the number of boulders Sisyphus had to push uphill increased exponentially each time, that is. (With every compatibility patch I made, someone would inevitably ask me to make it compatible with one or more *other* mods/compatibility patches.) Q) Will you teach me how to make a compatibility patch myself, then? A) I'm afraid this is another thing I simply don't have time for. I highly recommend looking at the FNVEdit Training Manual (http://www.newvegasnexus.com/downloads/file.php?id=38413), however; it should tell you exactly what you need to know, and do a better job of it than I could, I'm sure. FNVEdit may look intimidating at first, but creating compatibility patches with it is (in most cases) much easier than using the GECK, once you learn the basics. Q) Will you implement the modification of melee and unarmed weapons? A) This is currently planned for a future version of WMX, yes. Q) Will you add the ability to remove weapon mods from weapons? A) At the time of writing it is not possible to do this. If a way is developed or discovered, then I will add it to WMX, yes. Q) What do I do with the file I downloaded? It's an unknown file type/I don't know what to do with 7z files. A) You need a program like 7-zip (http://www.7-zip.org) or WinRAR (http://www.rarlab.com) to open the file you downloaded. After you have that, follow the installation instructions above. Q) Why am I seeing 3D exclamation points, flashing/swapping textures and/or missing texture notifications instead of items from the WMX mod? A) This happens when the game can't find the meshes and/or textures it's looking for; in this case that means that WMX wasn't installed correctly. Along with the WeaponModsixpanded.esp file, you also need to place the [meshes] and [textures] directories from the WeaponModsixpanded.7z archive file into your Steamsteamappscommonfallout new vegasData directory. Click on 'Yes To All' if a window pops up asking you if you want to replace files and folders (you won't lose anything). Also (in the case of texture issues - not missing mesh issues) make sure you've followed the ArchiveInvalidation part of the Installation Instructions above - on the outside chance that this is the cause. Q) Will you tell me how to cheat to get the weapon mods so I don't have to go looking for them? A) There are console commands to give your character any items you want; and with a bit of research I'm sure you'll work it out. I'm not going to actively help people to cheat at my mod though: it goes against the intended design of the mod. Q) Why is the game crashing to desktop when I interact with this weapon, after uninstalling WMX? A) This happens if WMX was not uninstalled correctly. Be sure to follow the uninstallation instructions above closely. 6. SAVE GAMES - Activating or de-activating this mod should not have any negative effects on your existing save game/s (provided the instructions in this readme are followed) - but as always, it is good practice to keep backups. - Follow the Uninstallation instructions above if you wish to deactivate this mod. Trust me. This is important. 7. CONFLICTS / KNOWN ISSUES - WMX is not compatible with other mods that alter modification (with weapon mods) of vanilla weapons in Fallout New Vegas. Such mods will need to be uninstalled before installing WMX. - Mods that directly edit vanilla weapons will conflict with WMX. Compatibility patches are usually required in these cases. (Though in a pinch you might get away with just loading WMX after the conflicting mod, as noted in the installation instructions above.) - Following the 'Automatic Merged Patch Creation' part of the installation instructions (see above) will minimise conflicts between WMX and other mods (depending on the specific mod, as always). - WMX includes fixed animation files that replace some vanilla weapon animations. These look identical to the vanilla animations, but fix several issues and include additional functionality used by WMX and its add-ons. If you are using animation replacers, they may be overwritten (partially or completely) when WMX is installed. Simply install/reinstall them after installing/updating WMX if you would prefer to use those animations. Joefoxx's animations (http://www.newvegasnexus.com/downloads/file.php?id=38527) should be useable with WMX without compromising the fixes/functionality in the animations included with WMX; Joefoxx is the one who made them, in fact. - At the time of writing there are several bugs in Fallout New Vegas itself that have an impact on WMX. These cannot be fixed by me: they will require a patch from Obsidian to fix: - Weapon mods that decrease the weight of the weapon do not seem to work. The displayed weight of the weapon changes correctly, but the actual weight remains the same. - Weapon repair kits do not correctly repair weapons that have an 'Increase Max. Condition' weapon mod applied; they actually *degrade* the weapon instead. They can be repaired successfully using the normal repair menu, however. To this end, WMX makes it possible to repair ranged weapons (and *only* ranged weapons, since WMX does not currently touch melee and unarmed weapons) with weapon repair kits through the repair menu. See the Playing The Mod section above for more information. - Applying an 'Increase Max. Condition' weapon mod to a weapon that is currently fully repaired can actually appear to degrade its condition. Any condition level besides 100% appears to be fine. - It seems that modified weapons given to companions appear as unmodified weapons while they are carrying them. - The 'Split Beam' mod effect does not actually increase overall damage as intended; it just divides the damage done between two beams (though apparently it does double the chance of scoring a critical hit when using the weapon outside VATS). 8. CREDITS - Any aspect of WMX not specifically mentioned here in the credits can usually be assumed to be the work of Antistar (Joseph Lollback - that would be me). In addition, many of the things mentioned here had additional work done to them by me. If you need to know nitty-gritty specifics for whatever reason, just ask me. - Many meshes and textures included in this mod are 'remixed' gamesas/Obsidian assets. They should be self-evident to anyone familiar with FNV, but if you're unsure about the origins of something and wish to know, again don't hesitate to ask. - Fixed/tweaked vanilla weapon animations are by Joefoxx. - Many, many icons by The 3rd Type (and many by me too). - Svc. Rifle Forged Receiver and Upgraded Springs icons by bronod. - Awesomefied Multiplas, Plasma Rifles and Plasma Pistol by MadCat. - Recharger Coil, Laser Pistol Shifter and Splitter variant meshes by TheTalkieToaster. - 'Improved Caravan Shotgun', 'Improved Lever-Action Shotgun' and 'Improved Single Shotgun' textures by Arenovalis (some changes/additions). - Plasma Defender scope mesh and textures by DaiShi (some changes). - 'Anti-Materiel Rifle Improved Muzzle Brake' mesh and textures by AlexScorpion (some changes, UVW map remade). - Heat shield mesh (but not texture) used for 'Riot Shotgun Improved Parts' by RedRogueXIII (some changes, UVW map remade). - Iron-sight mesh for Laser Pistol, Pew Pew, Laser Rifle and AER14 Prototype from mesh by by RedRogueXIII (significant changes). - Battle Rifle scope by Crash Down (some changes, UVW map remade). - A metal texture from http://wojtar-stock.deviantart.com was used as a base in the Heat shield texture for the Riot Shotgun Improved Parts. - 'Eraser' font by David Rakowski. - 'Impact Label' font by Tension Type. - 'Stencil Gothic' font by Brain Eaters. - Some royalty-free vector art from www.vectorstock.com - Some clipart courtesy of FCIT (http://etc.usf.edu/clipart/). - Some clipart from www.arthursclipart.org - Some clipart from www.clker.com - Last but not least, thanks go to everyone who contributed assets, suggestions or their time as a tester during the development of WMX. 9. MODDER'S RESOURCE INFO - Please ask my permission before releasing mods that alter, are based on, or use assets from WMX. - Please do not re-upload WMX anywhere without first asking my permission. 10. CONTACT INFORMATION My e-mail address is [email protected] 11. LEGAL STUFF/ DISCLAIMER By downloading and using this modification, you agree that the author of the modification cannot be held responsible for any damage to software or hardware directly or indirectly caused by the aforementioned modification. Use at your own risk, basically. 12. VERSION HISTORY Version 1.0.4 (15-02-11) - Added iron-sights to Laser Pistol, Laser Rifle and AER14 Prototype meshes. - Made various fixes to Laser Pistol, Pew Pew, Laser Rifle and AER14 Prototype meshes (mostly fixing vanilla issues left over from FO3). - Laser Pistol, Pew Pew, Laser Rifle and AER14 Prototype now use iron-sights correctly. - Added Joefoxx's bullpup reload animations (not used in WMX main; resource for add-ons). Version 1.0.3 (11-02-11) - WMX now includes fixed/tweaked vanilla weapon animations by Joefoxx. - That Gun is now visually distinct from the .223 Pistol. - All weapon mod item names now have the prefix 'MOD:'. - Weapon mod item descriptions now describe Increased Damage as a percentage increase, rather than a specific integer; improves compatibility and also interacts better with things like ammo types that affect a weapon's damage. Note that this change does not affect the damage increase gained from these weapon mods in any way. - The above point did prompt a review of the Increased Damage mod effect values used by certain weapons, however. The following weapons had this value tweaked (increased slightly, in almost all cases): .44 Magnum, Mysterious Magnum, Anti-Materiel Rifle, Hunting Revolver, Ranger Sequoia, Light Machine Gun, Marksman Carbine, All-American and Recharger Rifle. - In-game notes listing weapons and weapon mods updated to reflect the above changes to weapon mod item descriptions. Some minor tidying, also. - 'Fat Man Increased Pressure' weapon mod now increases range by 25% (down from 50%). - Changed scope mod design for Brush Gun to accommodate shells being ejected from the top of the weapon if it has the Brush Gun Forged Receiver weapon mod applied; now uses scope from La Longue Carabine. - Battle Rifle Long Barrel variant now uses correct third-person model. - Vance's 9mm Submachine Gun (unmodified variant) now uses correct world model. - Minor mesh fix for Hunting Revolvers (better smoothing on cylinder). - Corrected glow-dot placement on iron-sights in .44 Magnum (Heavy Frame) mesh. - Improved Recharger Pistol iron-sight 'zeroing'. - Tweaked .223 Pistol/That Gun laser sight beam effect alignment. - Reverted attack animation used by Recharcher Pistol to default (no longer needed to be changed, thanks to Joefoxx's animations). - Recharger Rifle now has its own repair formlist, rather than using the Laser Rifle one (Recharger Rifles can no longer be repaired with Laser Rifles, in other words). - Battle Rifle added to the 'WeaponRiflesLIST' formlist (meaning it now counts towards the challenge 'The Big Squeezy', like This Machine does). - .223 Pistol added to the 'PerkCowboyWeapons' formlist (meaning it is now affected by the 'Cowboy' perk, as That Gun is). - .223 Pistol (plus 10mm Pistol, 10mm SMG and That Gun) added to the 'TheProfessionalWeaponsList' formlist (meaning that these weapons are now affected by the perk 'The Professional' - as they should be, according to the perk description). - .223 Pistol and Battle Rifle added to the 'NVAllWeapons' formlist (involved in being frisked for weapons). Version 1.0.2 (31-01-11) - Added Weapon Repair Kit to repair formlists of all ranged weapons as a workaround for the (vanilla) 'degrade' bug encountered when trying to use a Weapon Repair Kit on a weapon that has been modified with an 'Increase Max. Condition' weapon mod. See the Playing The Mod section for more information. - Ranged weapons that lacked a repair formlist have been given one. - Grenade Launcher has been given its own repair formlist (rather than using the Minigun repair formlist as in vanilla FNV). - Ratslayer (unmodified variant) now uses correct world model. - Non-'Improved Parts' variants of the Caravan Shotgun no longer semi-forced to use the vanilla Caravan Shotgun textures. Version 1.0.1 (22-01-11) - Fixed tangent space for a range of weapon meshes. - Fixed alpha-sorting issue on AER14 Prototype stock. - Reduced chance of finding weapon mods in loot. - Laser RCW, Plasma Defender and Recharger Pistol now affected by Energy Resistance (same as all other Energy weapons). - Changed ejected shell casing mesh used by several weapons (in line with what's in the Community Bugfix Compilation). Version 1.0 (16-01-11) - Initial public release. - http://www.gamesas.com/index.php?/topic/1142839-wip-weapon-mods-expanded/ - http://www.gamesas.com/index.php?/topic/1150151-wip-weapon-mods-expanded/ IncineratorRequirementsskillstrength req.Attack statistics
Ammo & Reloadingammo type
item HPrepairPerk effects
The incinerator is a weapon in Fallout: New Vegas.
CharacteristicsEdit
Arrow season 4 episode 1. This weapon launches balls of fire which ignite foes from a distance (unlike its sibling, the flamer, which requires the user to be in close proximity of its foe). It's notably different from the heavy incinerator as it has a slower rate of fire, shorter range, and a less potent projectile. It does, however, possess a smaller spread.
DurabilityEdit
The incinerator can fire a total of about 995 times using standard fuel, the equivalent of 34 reloads, from full condition before breaking. The flamer and heavy incinerator also fire exactly the same amount before breaking.
VariantsEditComparisonEdit
LocationsEdit
NotesEdit
SoundsEdit
PS4 console mods for Fallout 4 suck. Thanks to the limitations imposed by Sony, the developers at Bethesda released a severely limited version of their console mod functionality, essentially neutering any PS4 modding scene that might've thrived under better circumstances. Still, there's a lot of quality stuff floating around that's available under the PS4 umbrella, and I delved into those awkward, strictly-chartered waters to find 8 diamonds in the rough.
And just to be perfectly clear, PC modding is the best, most obvious choice for Fallout 4 fans. For you poor souls suffering under the painful limitations of the PS4, this list is for you.
Tired of endless brown? The most favorited mod for the PS4 is this simple foliage reskin, making the formerly colorless wasteland into a brighter apocalyptic environment, bringing a splash of green to go with all that gray. The mod is designed to enhance the look of the map, and minimize any effect on your FPS. Considering the popularity, creator ANDREWCX did a pretty good job. This is the first of four mods designed to alter the look of the wasteland to match the four seasons using only pre-existing in-game assets, all from the same modder.
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