About this mod
Real guns are made of wood and steel; plastic and polymer are for pussies!
- Requirements
- Permissions and credits
-
Translations
- Russian
- Mirrors
- Changelogs
> Degenerate Dak - Assets, a lot of asset...
> The6thMessenger - Concept, Scripting and Integration
> Brainstormepilog - Animation
> Its_Strong - Screenies
> Ten Speed - Screenies
(I do not guarantee output, nor withhold content behind paywall. This is just for donation.)
[size=4]Permissions
> Give Credits: Not all of these stuffs are mine alone, OpheliaNeoma's explosion recolors for one. Though it is something I asked of her, I do believe that proper credits are in order. Same applies to all authors that helped me.
> For Repackers: Yes, you can translate it, make a compressed-texture version, and/or upload it on another site. Note that I do update a lot, for fixes. I do not decry people for wanting an AIO package, but I would prefer that my mod be treated with respect and dignity, not just for me but for the sake of the Giants I stood over. There's a reason Dak USED to have open-perms with his mods -- do not take advantage of the community's good-will.
> For Borrowers: As in those who wants to bring the gun outside of Boston, if-you-know-what-i-mean. Don't asset flip.
I understand that this might be presumptuous of me, because I'm sure the quality of my weapon isn't up to par.
I don't judge you for borrowing mod guns, they are after all awesome, and I'm sure the monumental effort you have crafting a new land is something to aspire to -- lazily slapping mod weapons together however, isn't. I would prefer if the weapon is instead integrated with more thought and effort, than just a straight-up port and some tweaks that it looks more like an asset-flip than anything. I am well aware of the weakness of my mod, and as such I would prefer if some more polishing is applied for it to be put into your project, such as perhaps take out the ammo-switching system if the rest of the guns you're employing doesn't use that. Maybe give it better texture, or take out the unnecessary ones. But whatever you do, it shouldn't look lazy -- put more effort into it.
Preface:
Intended as replacement to the Service Rifles, the Objective Individual Combat Weapon (OICW) program used air-burst smart-grenade as counter-defilade target engagement strategy. Generally sought as a failure as it became too unwieldy and complex, with it's proprietary ammunition as an undue logistical burden, the Objective Rifle is what remained of the concept.
Modular as they come, the of the Objective Rifle is the typical assault-rifle of European design; with various attachments, chambering and other modifications of it's internals. It found some popularity among the civilian, contractors, and the military, with it's reliability and ease-of-use.
Reserved for the military, is it's Grenade-Module is what remained of the concept; that it eschews the smart-grenade in favor of typical direct-fired autocannon shells, trading it's ability to air-burst by simply brute-forcing through cover with sheer explosive power at a fraction of the cost.
Features:
> Multiplicative Damage - Properly scaling damage between rechambers and attachments.
> Can fire in single-shot, 3-round burst, or in long-burst full-auto - select from 18 different receivers." Standard" doesn't count, who TF picks those?
> 4 Magazine types, with Quick-Eject variants, and rechambering: Uses the rapid 5mm by default, the stalwart 5.56mm during high-levels, and the heavy .44-Mag on occasion.
> Grenade Module - Can fire 25mm Grenades. Choose between experimental or stable grenade mode, with different flavors.
> 8 various lengths. Will also affect Grenade Module accuracy
> Injected within Leveled List -- Spawns in Gunners as soon as Lv.1, in 5mm, and 5.56mm at Lv. 25.
Overbarrel Grenade Launcher:
> Experimental Mode - Overrides grenade-equipment, offering a faster way to fire explosive shells. Note that it only works well in 1st-Person.
> Stable Mode - Overrides primary-fire, though requires switching into, offers a stable way to fire explosive shells that works even in 3rd-Person, and in VATs.
> Built-In Ammo-Switching System - Can ammo-switch between shell types with a hotkey, or even disable it if need be.
> Has 6 different grenades, with comprehensive grenade crafting:
- Anti-Tank - Small AOE, damage goes through walls.
- High-Explosive - Has large AOE, reduced damage.
- Cryogenic - Has large AOE, severely reduced damage, slows and knocks enemy down.
- Pulse - Deals increased damage against Robots, and will reduce perception.
- Plasma - Deals heavy mixed damage.
- Micro-Nuke - Deals heavy physical damage, with radiation damage.
> Chem Workbench has "Objective Rifle" Section. Can craft the Switching Tool, the Settings Holotape, and ammunition crafting or scrapping.
> Settings Holotape are able to change Grenade-Launcher mode.
> Use Ammo-Switching tool WHILE weapon is equipped, and select ammo from the menu. After reload, the weapon will switch.
> When in Console, use "set T6M_OICW_IsExperimentalGrenade to 1" to activate Experimental mode, or 0 to Stable Mode.
> When in Console, use "set T6M_OICW_DebugMode to 1" to activate Debug Mode, which makes crafting have no requirements, and can craft weapons, and unlocks Grenade Spawning cheat section in the holotape.
Compatibility
> Does not work with Right-Handed Reanimations - to clarify, it works ALONG these animations, because it uses a separate duplicate of the animations. Besides, the meshes are only built for and around the Left-Handed animation.
> Munitions has a patch, but it will disable the grenade flavors. It will also change the 44-Mag to use 12.7mm round.
> No See-Through Scope or Fake-Through Scope patch.
Legendaries:
> Wanda - an Optimized Objective Rifle by Commander Kaylor, in Nuka-World Transit.
> Le Perforateur - an Irradiated Objective Rifle sold by Sister Mai in the Nucleus.
> Doomer's Carbine - a high-powered incendiary Objective Rifle by Captain Wes, inside the Gunner's Plaza.
Disclaimer:
> Issue - Due to the fixed origin, projectile on Experimental Mode is on a slight offset, at 26 units to the right. Try not to rely on hitting targets directly.
> Issue - Can only be used in First-Person -- to clarify, it can be used 3rd-person, but it will defer to standard grenade-toss.
> Issue - Locks to a fixed grenade, which means you can't use other grenades.