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- K.A.T.A.N.A. - Kinetic Assisted Thermal And Nuclear Antagonizer (weapon)

K.A.T.A.N.A. - Kinetic Assisted Thermal And Nuclear Antagonizer (weapon)
About This Mod
Wow, it's over 10,000 downloads! I hope you still like it, and I'm sorry I'm not working on F4 anymore! No, actually I'm a little sad, but I was already experienced in animating and creating 3d mesh when I first gained the confidence to start downloading, I became too good (but not good enough, lol) to post my models of weapons, armor and characters for free. Now I'm making my own games, and much of what I built for F4 (and there was a lot of it) is now half-painted, scattered and thrown in the bodyline (</3 caliente) because I use my completely original work and personal efforts for things that are much more educational and productive for me :) I'll try to finish and upload a bunch of textures of slots materials... when/if I have time (and reinstall F4) Thank you so much to everyone who liked/approved/noted. But count my fashions... not dead... and sleeping... small volcanoes that one day may suddenly erupt into creative magma :D Keep working, keep playing, keep living... The world to you x - Jim "TheChoppingBoard" Kroovy
Updated 1.2!!!
The .esp weapon key no longer comes with fashion and has its own home along with a few other things I'm working on. The link below.
Please let me know if I broke something! I had problems using this update on progressive saves that already had weapons, so I would recommend to properly uninstall the old version (markfordelete, keep, remove the old versions, download without the old version, save the game, install the new version)
Latest add-ons:
I added a glowing blade to the upgrade blades that was offered by ApokKnight. Now there's a basic compatibility with visible weapons, so the sword has a scabbard that will stay on the thigh, but it only has one handle, at this point I can't easily get the weapon armor model to change in appearance along with the weapon itself, so I'm working on a weapon armor/scabbard model that you can change to look just like the weapon itself. Currently it will only look as shown in the screenshots, with/without scabbards.
The gun station can be found in the crafts section of the workshop menu, or there's a AWKCR patch to download after the main .esp, it turns off my category keywords and workbenches and uses mine instead. If you are using my workbench, it can be found in Melee: Sharp. If you are using the AWKCR patch, it is located in the MELEE WEAPONS section.
Everything requires different peppers and materials.
The main boot is now only 1 .esp. This mod requires Jk1WeaponryKey.esp from my core .esp collection, < here's the link, you'll need Weaponry Key or it won't work! and there is a AWKCR patch here in the additional downloads.
Make sure that Jk1WeaponryKey.esp is downloaded BEFORE any of my weapon mods, and the AWKCR patch (if you use it) is downloaded AFTER the main weapon's .esp.
The boot order should look like this:
1. Jk1WeaponryKey.esp
2. Jk2WEAP-K.A.T.A.N.A-Kinetic Assisted Thermal And Nuclear Antagonizer.esp
3. Jk5LoadAfter-AWKCR-K.A.T.A.N.A.esp.esp (this mode is optional).
In total there are 11 modes in the game, the ammo can go in any order and/or you can have up to 6 of each of them (effects and their odds have to be folded)
Studded Guardian - Bleeding damage (you must take it off before you upgrade from one blade to another)
Cryocartridges - cryo damage and effects
Impulse cartridges - electrical damage and effects
Neitsheid cartridges - damage and poison effects
Salt cartridges - damage and effects from acid (differs in green glow from the effect of poison)
Nuclear cartridges - radiation damage and effects (look like explosive bullets with an additional jet of black smoke)
Thermal cartridges - damage and fire effects
Improvement of the blade - standard, radiation or elongated (before moving to a funny elongated blade, it is necessary to remove the studded garda).
Improving the material - at the moment I have only one, but in the future I will make railways, minutemen, military, etc. (still working on it, was busy)
Handle modification - only standard and tubular modifications are available.
You can use all these mods at once, and the effects happen with a low chance.
So it's not too powerful, it's got low base damage, and the damage from mods isn't too high either.
Everything in this download was created by me manually from the original game files.
About compatibility:
To make my gun mods more autonomous, I created an additional .esp to make the necessary keywords and changes that many of my guns will require. This and any other weapon I build will depend on this esp. For more information, see the link above to the core .esp collection.
I already use a similar system in my own saves to merge and fix other people's mods, and it works well, so I decided to use it here. Now this Jk1WeaponryKey.esp does not make any major changes and should not cause failures (if downloaded correctly), it just contains keywords.
This small .esp keyword also means that if I find an incompatibility, it'll be easier to make a fix that covers any of my mods that use Jk1WeaponryKey.esp, and if another fashion author wants to, they can use the same .esp to make their mods compatible with mine without going through a bunch of keywords. (in theory)
And finally, the main reason I decided to use this method. Choice. I'm going to do a lot of weapon mods, among other things, and putting some of the edits that they all need in one file means I don't have to put all the weapons in one file, and I won't make the same edits 101 times.
My little note:
I did my fashion for myself, that is my fashion because and mine, what these fashion did I... khm... So this is my way or the highway with everything I create for me.
I still want to hear other people's ideas and I'm not against the change, I just wanted to say that I create things by my standards and share them because they can be enjoyed by other people, I'm by no means super experienced and there are many other people who can do much better than I'm able to, but I enjoy the creative process and the ability to play with things that I've done, so I'll continue not to be discouraged if trolled :)
These files have been pulled directly from my fallout 4/data/ folder after I have checked everything three times, although it is still possible that I missed something (obviously lol), but once they get to your computer, you are responsible for putting them in the right place... so just download NMM and blame nexus if everything goes wrong ;) jokes.
Please ask permission before using/using/editing/eating/uploading my files.
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