Fallout 4 Modern Weapons Mod

Check it out here!me on Pa. 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. 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!

  • Tooun/Fallout 4 Nexus. This mod doesn’t add any weapons but it lets you modify your weapons on the go, if the weapon is compatible with it. The compatible weapons tend to be modern, high quality mods that can be modified to suit many situations.
  • Go on fallout 4, go to creation club which is on the main menu, and look at the featured & the weapons section. There you will find some weapons but they're pretty expensive. It sounds like you're still trying to look for a big weapon pack of sorts. I'll just link the mods I use.

Installation

On PC

Fallout 4 Modern Weapons Mod For Xbox One

For Install use a mod manager like the Nexus mod manager, Vortex or another mod manager for Fallout 4.

If there are problems with the install, we recommend a manual installation. It’s simply the most reliable method of ensuring all the files wind up where they’re supposed to be. Use a mod manager if you like, but if it fails or you get unexpected results in-game, do it manually before reporting an issue.

MCM

For PC users we recommend the use of our scripts naturally, so before installing the mod please install MCM, found here: MCM on Nexus

The config page in MCM should be easily usable then. Adjust settings or assign hotkeys.

FO4 Hotkeys

If you don’t want F4SE, which is needed for MCM, you can also install FO4 Hotkeys, found here: FO4 Hotkeys on Nexus. It needs a bit more work to get configured properly, though.

To adjust things like damage multiplier and stagger, you might want to craft the Settings Holotape on the chem workbench.

There is an .exe file offered to install FO4 Hotkeys, but more than one of us has found that to fail, so a manual installation is perhaps best.

  1. Download the file
  2. Extract the file and copy the data folder into your Fallout 4 directory, merging it with the data folder already there, or simply extract it to your FO4 directory, again merging its contents with the existing folders.
  3. Make sure the plugin (esp) is activated in your game menu or mod manager.

To customize your new hotkey functions open hotkeys.ini located in your data folder with any text editor (notepad etc). In it, you’ll find several MF functions, with keys already listed.

Simply edit the keys to your choices, save and exit. You should do this, because there is the possibility, that some of the keys you need for character customization aren’t working anymore!

For further information check the FO4 Hotkey documentation: Commands for Popular Actions and List of Possible Keybinds

On Xbox

Installation is guided by the game menus, has no other mods that are required, and no DLCs are required. If the installation fails, or error messages about missing required files appear, continue trying to download until it succeeds. If textures appear purple/pink on everything, or items are invisible, please try a clean reinstallation first before coming to us to report it. Chances are, BethNet messed up the download.

To ensure this mod is functioning correctly, if possible, avoid other mods that edit the Leveled Lists and at THE VERY LEAST make sure MF is at the BOTTOM of your load order.

Uninstall

Fallout 4 modern weapons mod for xbox one

For a quick uninstall simply disable the plug-in, either in your game menu or mod manager.

For a full uninstallation (recommended for large updates) delete the plugin and any BSAs/BA2s/folders in Materials, Meshes, Scripts, Textures, and Sound named SHEEP.

Updates

PC Mod Manager/Manual Install

We nearly always recommend a clean save procedure as follows:

  1. Remove all MF/MA items from your inventory. (Containers, NPCs, etc do not matter. Only YOUR character inventory matters)
  2. Save and exit. (Make an actual save, not a quick/exit save)
  3. Fully uninstall the mod (also check for loose files/SHEEP folders in Materials, Meshes, Textures, and Sounds)
  4. Load your game (ignoring warnings about missing content)
  5. Save it again (Make an actual save, not a quick/exit save)

PC/Xbox Bethesda.net

  1. Remove all MF items from your inventory. (Containers, NPCs, etc do not matter. Only YOUR character inventory matters)
  2. Save and exit. (Make an actual save, not a quick/exit save)
  3. Fully uninstall the mod from the BethNet mod menu. Do NOTDisable it. That does not remove the mod. You have to fully Delete it.
  4. Load your game (ignoring warnings about missing content)
  5. Save it again (Make an actual save, not a quick/exit save)

Then and ONLY then, you may install the latest version. Note that you may have to wait for an in-game week for the spawns of the items to reset.

To lessen the pain of a clean save install/update, sell all of the MF items you can to the vending machine first, generating a nice little nest-egg of pre-war cash to buy parts/upgrade a new arsenal with after updating.

How-To

Leveled Lists: The items in this mod are, as mentioned, integrated into Leveled Lists.

Weapons are set to spawn starting immediately at Level 1. The weapons are fairly equally spread throughout the Leveled Lists in an attempt to not saturate the world with too many weapons. A message should appear in the top left corner of the screen mentioning “Modern Firearms were distributed across the Commonwealth” after character creation or exiting Vault 111, although the message may get lost in a sea of others if you have other mods installed that also pop a message. You will find weapons and armor on your (hopefully dead) enemies and at vendors.

Upgrading weapons: You can also craft a vending machine at the settlement workshops under the crafting section. The vending machine will sell you parts for customization (for pre-war cash), the unique ammo types for the guns, and allow you to trade in a weapon to make a ‘unique’ weapon for the player.

[MF Custom] weapons: This ‘trade-in for “uniques”‘ feature mentioned above is necessary for the scripts to function correctly whilst carrying more than one of any particular type of weapon. If, for example, you have 2 AR15’s in your inventory, the scripts will not function for those weapons unless one has been made an [MF Custom]. If you have only one AK762 in your inventory at the same time as 2 normal AR15’s, then that AK762 will still work as expected with the scripts. This is a game engine limitation and as such, there is nothing that we can do about it. Note that you cannot have 2 MF Custom weapons of the same type either, or the game will run into the same issue.

Rebuild arsenal after Clean Save/Can’t find weapon(s) you want?: As of 2.6.2 and above, there is now a Mod Configuration Menu, or if you do not have F4SE or are on Xbox, there is a Settings Holotape craftable at the Chem Station under a new category called Modern Firearms. Through those, you can access a “Debug Container” (NOT accessible through console commands, only through MCM/Settings Holotape) where you can grab every weapon in the mod, including MF Custom variants, 200 of each MF crafting part and vanilla crafting materials, and all of the ammo that MF adds, along with the vanilla ammo that some weapons utilize. NOTE: This “Debug Container” does not contain armor if Modern Armors is installed. MA is extremely WIP. It will be some time before MA is brought up to standard due to a lack of people who are skilled with armor modding on the Dev Team.

Scripted Functions

At the moment we support toggling the following functions using scripts:

  • Semi/Burst/Full-Auto fire modes
  • Weapon optic zoom/magnifier/night vision toggling
  • Ammo type switching (AP/HP/FMJ, etc, etc)
  • Underbarrel weapon/Main weapon selection, and Bipod deployed/folded (note that bipods being deployed will slow your movement by 90% to simulate being prone or crouched and mounted on a surface)
  • Laser Light Module on/off
  • Suppressor attach/detach
  • Stock extend/collapse

Notes

  • You need all the necessary components on your weapon for the scripts to function – an M203 won’t just magically appear unless you built/attached one to the weapon.
  • Burst fire, stock toggles, and ammo type switching are on PC only, as of the current mod versions on PC and Xbox. Xbox will receive these functions Soon™ when we release 2.6.x to the platform. No solid ETA.
  • Bipod toggling is tied into the Underbarrel toggle function.
  • Upon switching to an Underbarrel Grenade Launcher/Underbarrel Masterkey Shotgun, an ammo selection screen will appear. This is intentional. Previous ammo types are not saved for UBWs when you switch back to the main weapon. This an engine quirk. It cannot be helped.

Scripting and Xbox

There are aid items (reusable) found at the chem workbench to mimic the function of the script hotkeys on PC.

Please note that the instructions for their usage in-game are the same as for PC, you will need all the items you want to switch attached to your gun, and either only one of that weapon family in your inventory or an MF Custom variant of that weapon available by way of trade-in at the vending machine.

Put the aid items (switch functions) you want in your favourites and enjoy a whole new feel to combat.

Fallout 4 Modern Weapons Mod

PLEASE PLEASE PLEASE READ THE FAQ BEFORE ASKING A QUESTION.

We get the same questions again and again from people who have not read the answers we’ve ALREADY GIVEN. That’s kinda frustrating, and leads to us -well, you know- ignoring you.

Modern Firearms introduces a LOT of current real world weapons to the game, at this time mostly rifles.
There are several base ‘families’ of weapons including the AR15, AK, HK416/7, ACR (Magpul Masada), HK MP5, SG 550-552, and many more. All of these are completely customisable at a workbench, creating variants from suppressed CQB shorties to DMR variants of most.

Fallout 4 Modern Firearms Mod

Customisation is NOT possible, however, with only vanilla game components; you’ll have to find or buy parts in the game either as individual items or by scrapping the weapons you take from enemies. It is Idlesheep’s belief (one that is shared by his team) that you shouldn’t be able to build a military spec rifle from Wonderglue and scrapping an iron roof.

Another point of contention with this mod is that the damage seems very high to many players and, as it features full level list integration, combat is either too easy or too difficult depending on which end of the AR15 you’re on. The reasoning of Idlesheep (again backed by his team) is that being shot should hurt. Being shot twice should stop the hurt altogether.

Fallout 4 Modern Firearms Mod

These weapons therefore do not follow the vanilla game balance. They don’t scale with level AT ALL, so the damage at level 15 will be the same as it is at level 115. (Weapons are still affected by perks however, and you may find yourself needing those at high levels.)

The balance is found in the fact that your enemies are also using these weapons, so combat will be swift and deadly. Another feature of this mod is scripting which allows you to change your attachments and tactics without having to use your inventory, and we believe that the resulting seamless and vicious combat gameplay is a huge improvement on the vanilla experience.

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