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The6thMessenger

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The6thMessenger

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About this mod

Kick the hell out of you!

Requirements
Permissions and credits
Mirrors


Acknowledgements and Dedications:

> Dak's Discord - Being just awesome
> Ophelia Neoma - Green explosion and incendiary explosion. (Believe it or not, her assets are a staple because they work just well.)
> Diacute - Moral support.
> Spadey01 - Reflex Sights parts.
> iamtenspeed - Screenies.
> DegenerateDak - Screenies and some debugging support.
> Navarro - Sounds. (Now with graces, and part of the DP.)
> The entitled-prick-formerly-known-as-Aryck-The.One - Here's one more mod that you didn't give permission to exist.

SUPPORT ME ON PATREON
(I do not guarantee output, nor withhold content behind paywall. This is just for donation.)

Permissions


Spoiler:  
Show
> It's open-perms: Open my stuff, borrow it, learn from it -- I did so from others, and so I am in no place to be stingy about it. I uphold and uplift the community by doing so, and as such I expect the same from you. DP and other forms of money though is kind of iffy, but so long as you did something significant and transformative (fair-use rules), I'll be cool with it. Assets from others might need their permissions though.

> 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.


Lore:

Following the advent of Power-Armor comes with the departure from the venerable 50-Cal to the more-powerful 20mm Autocannon; sourced from the anti-aircraft weapons already within the supply-chain that made it easier, first implemented with the stop-gap weaponry of the M20 series bolt-action Anti-Tank Rifle. Not just for penetration with sheer momentum, it is compatible with a variety of ammunition as explosive shells that are also effective against thin-skinned targets, consolidating the use against power-armor infantry with aircraft and lightly-armored vehicles, even against fortified structures.

Selected for its low rate of fire and affinity for high-pressure cartridges allowing it to be built lightly, the select-fire Colt Mk.40 L/45 Automatic Cannon is derived from the time-tested Bofors Autocannons, made smaller and modified upon a man-operable recoil cradle with a disconnected magazine. As a result it has a heft comparable to the vintage semi-automatic anti-tank rifles post WWII that makes it possible (if though unwieldy) to be used by a crew of soldiers, or Power-Armor as intended that brings about it's full potential.

Stat:

 > Damage: 80 Direct + 40 Splash
 > Fire-Rate: 16
 > Range: 150
 > Accuracy: 55
 > Weight: 37.7
 > Value: 574
 > Caliber: 20mm AC
 > Capacity: 2/4/8/16/32

Features:

 > A shoulder-fired Autocannon! (Uses Heavy Gunner)
 > Skill Shot: Projectile-based shots with bullet-drop. Good shot-placement is rewarded! (Can be turned off)
 > Called Shot: Deals heavy limb damage; crippling limbs or hits on already crippled limbs causes stagger, increased chance to dismember on limbs hit.
 > Custom Sounds (By Navarro)
 > Comprehensive Ammo System. (Includes dynamic ammo-switching. Hotkey consumable will switch currently-equipped.)
 > Leveled-List integration.

Can be found on:
Spoiler:  
Show
 - Vendors
 - Gun Traps, at Lv. 50
 - Gunners, at Lv. 50
 - Brotherhood of Steel, at Lv. 45
 - Legendary Loot Pool, Lv. 50
 - Enclave Power-Armored Troopers and Crates (Remnants Patch)


Compatibility:

 > Patch for WOS - Will use WOS ammo-switch, naming convention, and uses Perception as damage bonus. Innate Ammo-System be usable despite not using WOS' Ammo-System, but has a patch for it.
 > Patch for Whalegun - Will use disable built-in Ammo completely, and refer to it's own.
 > Patch for Munitions - Will use Munitions 20mm Autocannon record, and disable other ammo. Will also replace ammo casing with custom one from Whalegun.
 > Patch for Enclave Remnants - Modifies the Tesla Cannon LL, because it's more of implemented as heavy-gun LL for the Enclave trooper.

Legendary:

 > AC115 Thresher - "Burning up the chaff with unquenchable fire." - An accelerated Automatic Cannon. Found underwater and underneath a Buoy, near Rock Point Camp (in Far Harbor).

Notes:

 > Within QASmoke (go to console and type "coc qasmoke" and enter), there is a chest that has all of the legendaries, weapons, and ammo of this mod, for use of debugging purposes, and ease of featuring.
 > Dismemberment System might not work with custom body-bases like CBBE. I think it depends if modders chose to integrate dismemberment like that.
 > There are some reports of players not being able to move in Third-Person. I don't really know how to fix that if it happens to you. It's not something I can replicate, it's moving fine on my end.