Update 1.9: New weapons are added in this brand new update. The weapons are Throwable Rocks, Gold Nugget, Uranium Ore, a Molotov Cocktail, Tribal Spear (which is a melee weapon), Red Ryder BB Gun, Rockwell BigBazooka, and Solar Scorcher. Credits to the authors are in the permission and credits tab in the description. Big thanks to Arccharger, Lolwutty, and Keogeo for helping out with this visual improving update to the mod.
Also apologizes for the late notice, but here is the list of weapons that all have animations tied to them since there are animations in the pack now:
Tommy Gun
CAWS
Pipe Rifle
Mauser M96 9mm
Pancor Jackhammer
Wattz Laser Rifle
Colt Rangemaster Hunting Rifle
P94 Plasma Caster
P92 Caster Rifle
P90
CFWRXL70
14mm Pistol
Colt 6520
Vault Dweller 6520
Classic 10mm SMG
DKS501 Sniper Rifle
Glock86 Plasma Pistol
L30 Gatling Laser
M72 Gauss Rifle
Needler Pistol (all versions except 47, will probably fix in a small update once more bugs are found)
PPK12 Gauss Pistol
Pulse Rifle
Wattz Laser Pistol
YK32 Pulse Pistol
H&K G11
CityKiller Shotgun
FN_Fal
This update also fixed some issues that the mod was having before. Enjoy the update!!
Update 1.2: Many changes with this version of the mod. But now the leveled list injection script is fixed and new weapons are added. The Needler Pistol, XL70, and a Unique Version of the Desert Eagle.
ALSO YOU WILL LOOSE YOUR WEAPONS IF YOU ARE UPDATING FROM 1.1
Ok so a lot of you have been asking if this mod works with this mod and so on and so fourth. Let me tell you all this. Just put this mod at the bottom of your load orders to see how it effects your game. If you keep on asking for if it’s compatible your not going anywhere. Just test and report back on issues. It helps the mod improve.
Hey y'all! V 1.2 introduces optional integration for all weapons, Big Guns weapon skill options, a Rockwell minigun .308 option, a suite of vanilla-esque renaming options for each weapon, the option to substitute some of CFWR's weapon mods for base game weapon mods instead, an optional set of skill requirement tweaks by me, as well as the three new weapons and three new ammo types: 2mm EC, 4.7mm Caseless, and 14mm.
2mm EC is a "hybrid" ammo type, requiring microfusion cells, electron charge packs, and lead to recharge/refill the ammo. (See the note about the Fallout Roleplaying Game at the bottom of the page through this link for the only lore description of what 2mm ammo is) It does grant the drained cells of the component energy ammo though. It has no variants. By default, it has no ammo effect. It can be given 20 DT penetration, and/or the weapons that use it can be given 20 DR penetration, to match the classic effect. 2mm EC has a bonus "feature": It can be used to craft Alien Power Cells. The recipe is taxing, but it provides you the lead from your 2mm and the drained cells back.
4.7mm Caseless is a rare ammo that's relatively high level to craft, but it doesn't require any casings, obviously. It's only used by the G11 and Vindicator miniguns at the moment. It has no variants.
14mm AP is a powerful armor-piercing round, used by the 14mm pistol, and the new Desert Eagle 14mm variant. There's an option to convert the Gobi Scout Campaign Sniper Rifle and/or Christine's COS Sniper Rifle to use it as well. You can toggle the ammo change separately from the additional handling change for each one: The Gobi rifle's spread and strength are increased, and the COS rifle's attack speed and clip size are reduced. There's one variant, the JSP Hand Load ammo, which has additional DT penetration. This round is unique for handgun rounds, in that it requires a .50 MG primer instead of a large pistol primer.
Each ammo has a wasteland integration toggle; these do not change the ammo calibers used by their respective weapons. They're just options because I could throw the condition in there easily, and maybe for people who only want to craft those ammos or something? Their casing additions are also turned off if this is disabled. Unless you really know what you're doing, I recommend that you do not disable these for any reason.
V 1.2 Update: There's a new option for a 4.7mm caseless conversion for the SMMG. It makes some handling and stat changes to make it resolutely a top tier weapon. I don't expect that it will be overkill though, just competitive among the other endgame heavy weapons. To avoid the need for patches for SMMG distribution mods, I included a full wasteland distribution option for it at around level 30, which extends to TTW if that's installed. As such, you don't need a patch for Weapons of the Wasteland or DC Arsenal or anything, just turn those options off in those mods if you have this option turned on.
There's also an option to change the Tommy Gun to use 10mm ammo, to give it a more unique place in the weapon spread as a high cap 10mm SMG.
In addition, a second pass option has been added for each ammo's wasteland integration. It simply adds the ammo everywhere it was the first time, again. The 2mm EC config option was misnamed previously, which made it not integrate; this has been fixed. To complement the Needler Pistol's wasteland integration, there's been an option added which provides nails to ammo loot and vendors around the wasteland. If you have another mod that does this, you may want to only turn it on in one mod.
Anybody having issues seeing the new weapons: Please ensure you have C++ installed. It's required by JIP, but it's listed in a pinned post and not the main description. Also, please make sure your game is installed outside of Program Files. Volume Shadow Copy can sometimes keep the wrong file and result in not seeing updated files when you update.
This is going to sound like an incredibly dumb question, but where do you activate the map marker for the crashed alien ship? I've been running all along that area and can't get it to activate.
Ok that’s it. You know what. Let’s go through the fixes. Hell I should do that. It’s time to make this mod fixed up and playable. This mod was not supposed to be the old one. It was supposed to be completed a while ago. Once I get done with my latest creature mod. I’m going to get to work on this again.
selfish request here, but i hope you can also make a transcendence patch for your weapon pack, its really such a great pack, been rocking it for so long, thank you if yes, thank you as well if no 🙇♀️
amazing mod! not sure if its still being maintained, but I think the G11 ammo could use a buff. I don't really see why it would be so terrible against armor, maybe just make it neutral?
edit: nvm i found the setting in the config ini to switch the ammo to have armor piercing, that definitely seems to help a bit although the G11 damage seems really low for what should be a high tier weapon.
not to keep nitpicking but in terms of possible improvements, the volume of a few of the weapons could use a slight boost, both the pulse pistol and pulse rifle and the m72 gauss rifle sound kind of anemic
What level does the City-Killer's mods come to vendors? I'm lvl 21 and am using Logans loophole but after multiple restocks at the gun runners and checking other vendors I can't find the mods.
It always makes me feel so happy when I go to download some mod and some of the screenshots are using an ENB I made over a decade ago. Awesome mod btw.
1480 comments
New weapons are added in this brand new update. The weapons are Throwable Rocks, Gold Nugget, Uranium Ore, a Molotov Cocktail, Tribal Spear (which is a melee weapon), Red Ryder BB Gun, Rockwell BigBazooka, and Solar Scorcher. Credits to the authors are in the permission and credits tab in the description. Big thanks to Arccharger, Lolwutty, and Keogeo for helping out with this visual improving update to the mod.
Also apologizes for the late notice, but here is the list of weapons that all have animations tied to them since there are animations in the pack now:
- Tommy Gun
- CAWS
- Pipe Rifle
- Mauser M96 9mm
- Pancor Jackhammer
- Wattz Laser Rifle
- Colt Rangemaster Hunting Rifle
- P94 Plasma Caster
- P92 Caster Rifle
- P90
- CFWRXL70
- 14mm Pistol
- Colt 6520
- Vault Dweller 6520
- Classic 10mm SMG
- DKS501 Sniper Rifle
- Glock86 Plasma Pistol
- L30 Gatling Laser
- M72 Gauss Rifle
- Needler Pistol (all versions except 47, will probably fix in a small update once more bugs are found)
- PPK12 Gauss Pistol
- Pulse Rifle
- Wattz Laser Pistol
- YK32 Pulse Pistol
- H&K G11
- CityKiller Shotgun
- FN_Fal
This update also fixed some issues that the mod was having before. Enjoy the update!!Many changes with this version of the mod. But now the leveled list injection script is fixed and new weapons are added. The Needler Pistol, XL70, and a Unique Version of the Desert Eagle.
2mm EC is a "hybrid" ammo type, requiring microfusion cells, electron charge packs, and lead to recharge/refill the ammo. (See the note about the Fallout Roleplaying Game at the bottom of the page through this link for the only lore description of what 2mm ammo is) It does grant the drained cells of the component energy ammo though. It has no variants. By default, it has no ammo effect. It can be given 20 DT penetration, and/or the weapons that use it can be given 20 DR penetration, to match the classic effect.
2mm EC has a bonus "feature": It can be used to craft Alien Power Cells. The recipe is taxing, but it provides you the lead from your 2mm and the drained cells back.
4.7mm Caseless is a rare ammo that's relatively high level to craft, but it doesn't require any casings, obviously. It's only used by the G11 and Vindicator miniguns at the moment. It has no variants.
14mm AP is a powerful armor-piercing round, used by the 14mm pistol, and the new Desert Eagle 14mm variant. There's an option to convert the Gobi Scout Campaign Sniper Rifle and/or Christine's COS Sniper Rifle to use it as well. You can toggle the ammo change separately from the additional handling change for each one: The Gobi rifle's spread and strength are increased, and the COS rifle's attack speed and clip size are reduced. There's one variant, the JSP Hand Load ammo, which has additional DT penetration. This round is unique for handgun rounds, in that it requires a .50 MG primer instead of a large pistol primer.
Each ammo has a wasteland integration toggle; these do not change the ammo calibers used by their respective weapons. They're just options because I could throw the condition in there easily, and maybe for people who only want to craft those ammos or something? Their casing additions are also turned off if this is disabled. Unless you really know what you're doing, I recommend that you do not disable these for any reason.
V 1.2 Update:
There's a new option for a 4.7mm caseless conversion for the SMMG. It makes some handling and stat changes to make it resolutely a top tier weapon. I don't expect that it will be overkill though, just competitive among the other endgame heavy weapons.
To avoid the need for patches for SMMG distribution mods, I included a full wasteland distribution option for it at around level 30, which extends to TTW if that's installed. As such, you don't need a patch for Weapons of the Wasteland or DC Arsenal or anything, just turn those options off in those mods if you have this option turned on.
There's also an option to change the Tommy Gun to use 10mm ammo, to give it a more unique place in the weapon spread as a high cap 10mm SMG.
In addition, a second pass option has been added for each ammo's wasteland integration. It simply adds the ammo everywhere it was the first time, again. The 2mm EC config option was misnamed previously, which made it not integrate; this has been fixed. To complement the Needler Pistol's wasteland integration, there's been an option added which provides nails to ammo loot and vendors around the wasteland. If you have another mod that does this, you may want to only turn it on in one mod.
Please ensure you have C++ installed. It's required by JIP, but it's listed in a pinned post and not the main description.
Also, please make sure your game is installed outside of Program Files. Volume Shadow Copy can sometimes keep the wrong file and result in not seeing updated files when you update.
CFWR Unique Weapons Tracker Quest
If you can pin this comment that would be great!
edit: nvm i found the setting in the config ini to switch the ammo to have armor piercing, that definitely seems to help a bit although the G11 damage seems really low for what should be a high tier weapon.
not to keep nitpicking but in terms of possible improvements, the volume of a few of the weapons could use a slight boost, both the pulse pistol and pulse rifle and the m72 gauss rifle sound kind of anemic
Awesome mod btw.