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Kalevala17

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kalevala17

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35 comments

  1. Bradybeast13
    Bradybeast13
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    I'm currently using the other crossbow mod but wanted to check pre download if having a "world model" means that it fixes the invisible bow issue from the intended mod. 
  2. Poacher886
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    Can i make a suggestion. It Would seem you have left in place 2 ammo types, the standard bolt and flaming bolt (or at least flaming prod). 

    I would have suggested a simpler and more realistic answer as follows:

    Standard bolt: (which have steal bullet points as used for target practice) , these have better armour penetration and fly a bit faster.

    Hunting Bolt: (this is the classic 'broadhead' pointed bolts used for hunting, you could use the 'sawhead' bolts for this) slightly slower, but has bleed damage representing the massive open wound that broadhead bolts cause.

    Ditch everything else and allow all the modded prods to fire either bolt.
  3. MannyCAM
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    Silly me, thinking this would not take up a plugin slot. I'm maxed out. But thanks this is truly a great mod.
  4. SoloManGames
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    Thank you for the update :)

    FYI I found some missing references in OMOD record XX00088F (modcol_Crossbow_Scopes). Just thought I should bring it to your attention: https://imgur.com/a/QMMHyeV
    1. kalevala17
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      It looks like you're using this mod https://www.nexusmods.com/fallout4/mods/50832

      My is strictly for Crossbows of the Commonwealth. It's unfortunate that both mods are called Crossbow.esp
    2. SoloManGames
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      Thank you for the quick reply! 

      It may be just an issue on my end, but I did double check, and I am indeed using Crossbows of the Commonwealth v1.4 with your patch loaded after. Here's a screenshot: https://imgur.com/a/uYna4Cc
    3. kalevala17
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      That is very strange. I double checked on my end and don't have that issue.
    4. SoloManGames
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      Understood. I'm glad it is not effecting anyone else. I'll probably reinstall both mods to see if that fixes it. Thank you for looking at it on your end!
  5. pieiscake
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    Can not change the bolt the bow uses at the bench. I have the regular bolts in my inventory but the crossbow only uses explosives. 

    I tried the Chem and the Weapon benches and neither lets me modify which bolt the bow will use. 
    1. kalevala17
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      Just updated the mod. This SHOULD fix any lingering issues with that. Unfortunately, it won't repair any crossbows currently in your inventory, but it should prevent new bad ones from spawning.
  6. raymondhoney09
    raymondhoney09
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    Help! where can I find the bolts ?
    1. kalevala17
      kalevala17
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      At vendors, in ammo boxes and on dead guys who use crossbows. 
  7. mohap
    mohap
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    hi, so this patch and p94 jack's unofficial update have the same guninject script, do i overwright the file from this mod or rename the script into gunLLinject2.pdx. im using the litr mod list but i wanted crossbows as an addition to it.
    1. kalevala17
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      The script is identical in both cases so you can overwrite either. I just included it as a backup for those who don’t already have it
  8. geala
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    Can you say something about Crossbows and "Classic Holstered Weapons System (CHW)" mod https://www.nexusmods.com/fallout4/mods/46101, do they work together? There were some problems with Crossbows and CHW, not exactly crashes but distorted or parted weapons shown, as far as I remember from when I last used Crossbows of the Commonwealth.

    CHW is more or less a must have in my load order, although I don't use it for my main (Visible Weapons is still king here) but only for the NPCs. It would be great if I could use both mods.
    1. kalevala17
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      I've been using them together for a while now and haven't noticed any issues. Definitely no crashes and I don't think any visual bugs.
  9. Degrie
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    Love this idea, would it be possible to take the special ammo’s and just make them receiver modifications like Fallout 76 does so you still have a very versatile utility weapon without the broken ammo and difficulty of use?
    1. kalevala17
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      That is 100% possible, and honestly I didn't think about it at all. Also, I've been poring through this code for days on end and have no intent on adding any additional changes unless some gamebreaking bugs are discovered.
    2. streetyson
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      But those sepcial ammo types were totally unrealistic. You could use flaming arrows with a regular longbow by dynamically reducing the pull and speed/arc depending on conditions (and it also meant the hot end was a bit further from the bow hand itself). But most xbows have a standard pull/trigger point. And despite what you see in the original mod, xbow bolts were much shorter (18" compared to a longbow's 32"). A modern crossbow typically shoots at 300-400 feet/sec, but a medieval longbow 130 (full pull, but under 100 for a flamer). So when you try to use a flaming bolt it will extinguish itself soon after launch - except you ain't putting one on your xbow anyway because the bolt needs to be entirely (or almost entirely) supported by the flight groove rail, so any burning end will be too close to your xbow (or on it). Not even medieval xbows with their lesser pull of 150 ft/s went in for flaming bolts.

      It gets worse, for (unlike in movies) flame arrows were area-fire, not at targets smaller than a building! And used a higher, slow arc. You couldn't do more line-of-sight (even on longbows, let alone xbows) as the burning tip and heat haze would obscure the target.

      The original mod's shock and other bolts were just silly also as they weren't aerodynamic nor balanced for flight, and even more of the heavier ends would've been hanging out the front and unsupported at launch. So kalevala removing them was the right thing to do. About the only variations you could consider for a xbow bolt would be armour piercing (and poisoned if you want to get fancy). But if I could 3D model, the only thing I would do is shorten the bolt so that only the tip (and none of the shaft) protudes at the front.
    3. Darkly
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      Streetyson, bud, this is a game with fusion reactors the size of a soda bottle that power generators for 200 plus years. It has radiation that causes mutations and quasi-zombification with longevity instead of just cancer and internal bleeding. It has a virus that turns you into the Incredibly Dumb Hulk instead of just the Incredibly Dead Pile of Flesh. There are fire breathing ants the size of volkswagens and talking lizards twice the size of Andre the Giant. There's man portable nuclear catapults and miniguns that can carried and fired about as easily as a leaf blower. I'd put the Fallout setting about 27 states, three territories, and at least one ocean away from "realistic"
    4. the1holy
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      the only real way to implement a realistic(ish) fire bolt would be one that gets heated with induction or whatever until it becomes red and then gets fired, the temperature from the bolt would still incinerate stuff.
      Pretty much the original idea from the original mod with the plasma receiver ( receiver that I'm not sure can be used ingame but can be seen in fo4dit) but dealing fire damage instead of plasma.
    5. streetyson
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      Er, Darkly, firstly, those aren't fusion reactors but just called a core and are actually just a battery (wiki). They're used on spacecraft today where, albeit up to of a couple of micowave ovens in size, they can last 80+yrs. But future ones will likely use Americium-241, which can last 470yrs, and get further miniaturised. The very first contract for such a battery was announced in 2022 (see here).

      As for the rest, well, of course in a modern WW3 nuclear war with strategic warheads of up to 25 or 50 megatons (1600 to 3200 times the size of Hiroshima's bomb) there'd be nothing of Boston left at all. You'd have to pretend just a couple of smaller ones hit. And for enemies it depends on degree of future developments in genetics etc, which are unknowns. Remember, many of these things haven't just changed via radiation but also by experiments and deliberate genetic mutations - eg, like Fire Ants and Super Mutants.

      For the Fat Man you're also incorrect. Look at this wiki of the W54 portable mini-nuke from the 1950s, clearly inspiration for Fallout's Fatman. And it would not be unrealistic to imagine an alt-universe with further miniaturisations by the 2070s.

      And for miniguns you're also incorrect. While the M134 is only 40lbs, the kick and ammo requires it's mounted. But it's already been miniaturised such as the XM124, at 20lbs, and future efforts by 2070s could easily get weight down and portability up. And bear in mind even the WW2 Vickers gun at 30lbs could be fired from the hip. Here is a youtube of it - the guy even left the heavy mount on!

      But even if none of the above was the case, why would you want to add yet more unrealistic weapons? Anyway, you're welcome.
    6. Degrie
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      Wouldn’t it be easier to just have a frangible incendiary device on the end of the bolt?
    7. fraquar
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      Somewhere people seem to forget the Fallout universe diverged - they didn't have the integrated circuit.
      When you start comparing Fallout to real life in the 2000's and beyond - remember that.
      They'd need buildings just to get the processing power of todays PC's.

      Which begs the question, how did they get a rocket into space without the integrated circuit?
      NASA's Apollo Program was the largest single consumer of integrated circuits between 1961 and 1965 - for a very, very good reason.
    8. Degrie
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      This is false the Fallout universe has the transistor, this is a common misconception of Fallout lore.
    9. kalevala17
      kalevala17
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      ‘Lore this, lore that.’
      You want to know why I didn’t include the extra ammo? Not because it was too difficult, not because it was too OP. I didn’t include it because I hate diverse ammo types. One gun gets one bullet. Nothing extra nothing special. Fine by me. 
  10. Diakyuto
    Diakyuto
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    Actually sick. Thank you so much for your efforts to bring back a classic mod!