Fallout 4 Modern Weapons Mod

Modern Firearms

The FAL SA58 mod that came out a month or so ago is my personal favorite. I'm also liking the Berreta mod with Fiddler's animations. And the MP5 Complex mod is also great because it has so much customization and little details as well as some custom animations that don't just involve reloads. And the Russian Assault Pack has been nice as well. The first Fallout 4 mod on our list is K9 Harness. This is mod allows players to add modular body armor to Dogmeat, which features a new design, mesh, and texture. The body armor is based on modern military and K9 armor and comes with additional side pouches, a ballistic weave, and factional patches.

PC

Requirements

(Optional):Bullet Counted Reload – If you want proper, New Vegas-style reloads for tube-fed shotguns, then BCR is mandatory. Otherwise, you’ll be stuck with vanilla reloads. “Vanilla reloads” meaning, with the current shotgun animations, you’ll reload 5 shells even if you only shot 1. BCR fixes this.
(Optional):Mod Configuration Menu – Modern Firearms now includes MCM support. Within the MCM Menu, there are options to tweak global (outgoing & incoming) damage, toggle stagger on/off, bind keys to the weapon functions, and access the debug container.

Additions

9 new muzzle devices:

  • Fortis Classic, 9mm (all Fortis brakes are available with or without the Control Shield)
  • Fortis RED 5.56
  • Fortis RED 7.62
  • Rex Silentium Gunfighter, .45 ACP
  • Rex Silentium K-Type Compact, .45 ACP
  • Rex Silentium Razor Tactical, 9mm
  • Rex Silentium Tri-Delta, .45 ACP
  • SilencerCo Hybrid46 suppressor, up to .45-70 Gov’t
  • VG6 Precision Gamma, 5.56

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! Don’t think I need to say much more than that, other than it’s about Goddamned time, right?

Modern Firearms Fallout 4 Pc

2 new cartridge conversions:

Added in .460 and .960 Rowland ammunition and caliber conversions. .460 is only available for the Vector, but both the Vector and MP5 can be chambered for .960 Rowland. Will be expanded to all other locked-breech handguns and SMGs in either 9mm or .45 ACP at some point next week.

1 new magazine:

Added 50 round magazine for the Vector, in all available calibers.

Changes

  • Edited most barrel meshes to remove previously-integral muzzle devices. G36 barrels still need fixing, but all others should work fine.
  • Replaced the old AN/PVS-4 and the old IFF/NV combo optics with a new ATN X-Sight II.
  • Replaced the M249/FN Minimi in leveled lists with the MG3. Existing M249s will still work, however the Maximi conversion kit will be invisible, as it relied on assets that got deleted as part of the M60 replacement.
  • Total replacement and re-animation of the M60 machine gun. Check it out, it’s fucking gorgeous!
  • Replaced the stand-alone Aimpoint CompM3 with a CompM4s, so all of those will need to be re-zeroed.
  • Shotgun animations are still janky. I honestly just haven’t had the energy to get started on that front.
  • Optics may still be mis-aligned, especially things that got replaced. Need y’all to help with that, see previous pins for the spreadsheet and tools to use.
  • Lots of missing MiscMods, again some help from y’all on that front would be awesome.
  • The synthetic magazine for the 5.56 AKs is purple. It was accidentally skipped over when replacing old PMAG assets. Will be fixed soon.
  • The window in the new PMAG assets looks odd. Will be fixed soon.
  • If you run See-through Scopes, make sure you have the F4NV service rifle patch manually selected during StS install, or the ARs will be broken. Not our fault, it’s something StS did to the animations, by the author’s own admission. This will be fixed permanently within MF itself Soon­™.
  • If using BCR, any magazine tube on shotguns that holds more than 5 shells will require you to reload twice to get the full capacity. This is an issue with the animation we are using. No ETA on when it will be fixed.
  • If not using BCR, the reload animation of any tube-fed shotgun will always show you “reloading” 5 shells, even if only one was fired and regardless of the magazine tube capacity. This is a vanilla game issue. It cannot be fixed without using a mod like BCR.
  • Tube-fed shotguns do not work properly in power armor. Animations are incomplete, no ETA on when they’ll be finished.
  • First-person ADS animations on the shotguns are jank. This is an issue with the animation itself, no ETA on when it will be fixed.
  • Steyr AUG Instance Naming Ruleset (INNRs) needs to be re-worked.
  • The Smith & Wesson R8 is invisible. The .NIF for it corrupted itself so that loading it in-game caused an instant CTD. We are still trying to fix it.
  • Sights on some handguns are aligned but low. Unsure how to fix.
  • The M14 is effectively disabled and can only be obtained via console command, pending better assets and a complete overhaul. DO NOT REPORT THE M14 AS A BUG. If you console in a disabled weapon, you should expect it to be broken.
  • The MP5K is effectively disabled and can only be obtained via console command, pending proper animations. DO NOT REPORT THE MP5K AS A BUG. If you console in a disabled weapon, you should expect it to be broken.

Xbox

From 2.5 Beta-1 to 2.5-1.4: https://docs.google.com/document/d/1_5fojuf5Qhsf_VI54kDoncvsec19yU-ttdTdOULD3Hw/edit?usp=sharing

  • A lot of improper animations, most of which will be fixed in the next version. Necessary anims literally didn’t exist at the time of implementation. E.g Shotguns.
  • Red-dot/See-through type optics severely misaligned on certain guns. E.g The Uzi and some snipers. This will likely always be WIP, but many will be fixed over time.
  • Some of the scripted modifications (e.g the new suppressors) will take a moment or two to actually cycle. That’s due to how the hot-swap scripts work in this build. This will be remedied in the next version.
  • Limb Armor (Arms and Legs) camos showing as missing/pink/purple textures. Only the base colors work for the Limb Armors. DTO Vest, all 3 Holsters, and the BDU camos should work fine though, with the exception of the DTO Vest CADPAT Arid not working.
  • For the AK family of rifles, the KAC and Magpul handguards sit way too low. We’ll be removing them in a future update (possibly) or updating them with newer, better assets.
  • Stealth BDU Hood being pink/purple. That specific BDU is marked as [WIP] for a reason.
  • BDU Cap fits too small, causing clipping of hair, etc, regardless of modded or vanilla hairstyles.

Modern SidearmsIS COMPATIBLE with this version of the mod. They work flawlessly together. Be sure to load MS after MF. Aka, load MS under MF.

Modern Armors

PC

  • Fixed LL injection. Armors and BDUs should now start spawning on Raiders and Gunners, at the least.
  • Added the missing Prototype Vending Machine (PvM) meshes, so the mod no longer requires Modern Firearms for the PvM to properly show.
  • Solved a conflict with PipBoy replacers that would result in backpacks not equipping properly and permanently increasing carry weight.
  • Camo for the limb armor pieces display as bright pink (missing textures). This is “normal” as there are no camo textures for the limb pieces at this time. This will be fixed in the future.
  • Some BDU types are broken in some fashion or another. Quick tip: If it’s marked with “WIP” in the name of the item, avoid using it.
  • Some of the armors, BDUs, etc, are not craftable in the MA PvM. This will be fixed in the future.

Compatibility Patches

MA Compatibility patch for D1v1n122’s Fallout 2287 Nuclear Winter thanks to TatenSkate#8667

Installation

On PC

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.

Mod

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!

Fallout 4 Modern Firearms Mod

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

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.

Fallout 4 Modern Firearms Mod Xbox One

Scripting and Xbox

Fallout 4 Modern Weapon Pack

Modern

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.

PLEASE PLEASE PLEASE READ THE FAQ BEFORE ASKING A QUESTION.

Fallout 4 Modern Weapons Mod Pc

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.