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About This Mod

Modification of WH40K bolters, storm bolters, pistols, lasgans, heavy bolters, plasma cannons, flamers, melt guns and other weapons for use in FO4

in FO4. Some melee weapons based on 40K are included. Existing FO4 and The Elder Swords fashion assets are used and re-textured, plus added 3 unique items from 40K as described below.


Many different chapters have been added for many weapons (bolters), and you can use them all or just the ones you like better.

you prefer. I love Salamanders, so I may have spent more effort on them, but everyone else has a lot of options and

the potential for modernization. We tried not to make them too powerful, but as we go along the path of modification they will become more powerful and more powerful.

and more powerful, if it is more than the player wants, then it is not necessary to upgrade them.


Details:


1. Background: Work on this project is ongoing and many weapons are still planned for change. The weapon works, can be upgraded, and does serious damage to everything it hits, but it's a WH40K weapon, not a BB rifle. In version 3.0.0 damage was reduced to make the weapon less powerful.


2. Weapons: Most weapons are in special containers scattered throughout the Commonwealth in various internal and external locations. These weapons containers are not being reborn, so after looting everything, but boxes of ammunition will be reborn.


2A. Bolt pistol data: There are currently 18 different versions of the Bolt Pistol pistol, and they can all be upgraded with individual barrels, handles, cartridges, barrel boxes and sights. In addition, there are currently 4 unique muzzle pieces that can be added to the barrels.


Location data: Where each of the different Bolt Pistols pistols is placed in fashion.


(1) BP Black:xx101ECF Loc: -22, 19 (APC near Sanctuary)

As you improve the barrel box of this weapon, it will eventually turn into a Blood Raven Bolt Pistol and go from single fire mode to full mode

automatic. This is the first weapon you'll find in vogue if you start a new character. As mentioned before, to improve it to a certain level, you need to find the Bolt Pistol scheme.


(2) BP Blue: xx10EC26 Loc: Vault Tech Office (internal location)

As you upgrade the receiver of this weapon, it will eventually turn into a Ultra Marine bolt gun and move from single-charge to

full automatic.


(3) BP Green:xx117287 Location: General Atomics Factory (internal location)

As you upgrade the receiver for this weapon, it will eventually turn into a Salamander Bolt Pistol gun and go from single shot to

full automatic.


(4) BP Red: xx10EC25 Location: MiltonGeneral01 (internal location)

After you improve the barrel box for this weapon, it will turn into a Griffin bolt pistol and go from single-charge to automatic discharge.

automatic.


(5) BP Yellow:xx101ECE Location: -12, 24 (external location - former officer BP)

As the barrel box of these weapons is upgraded, it will eventually evolve into a Fist Bolt Pistol and go from a single-charge to an automatic discharge.

automatic. Found inside the destroyed car, as shown below.


(6) Chaos Bolt Pistols: This class of bolt pistols has two main weapons on the Chaos side.


(a) Alpha Legion: XX101ED2 Loc:SuperDupermart01 (inner location - where the ghoul boss, the former Orc weapon, is located1). The appearance will change as the barrel box improves.


(b) Iron Warriors: XX101ECD Loc: WildwoodCemetartExt05; -4, 17 (external location - in one of the crypts, see image below, former BP Chaos)


(7) Bolt pistols of the Inquisitors. There are three types of Ordos weapons in the game.


(a) OrdoHereticus: XX101ED0 Lock: 19, -21 (a large combat barge over the Atlantic, accessed by the Valkyrie on a barge near the Jamaican Plains - former BP

Exotic1)


(b) OrdoMalleus: XX01FEDB Loc: 4, -23 (Atomata Factory - in locked room)


(c) Ordo Xenos: XX01CF88 Lock: 16, -2 (on a small island between the Airport and Fort Strong. Former Exotic2 Gun Bolt Pistol)



(8) BP Sisters:xx100F99 - Loc: CollegeSquare01 = College Square Station (internal location). On the shelf and guarded by a pack of ghouls.


(9) BP Blood Angel:XX04BBAD - Loc: 0. -16; (POISC04, on a battle barge floating over a lake

not far from Jamaica Falls... we warn you that it is guarded)


(10) BP Wolf:xx04746A - Location: WestRoxburyStation01 (under the sign Nuka Cherry)


(11) BP IronGuard: XX01FF08 - Location: Battle Barge over the Atlantic (19, -21; on the destroyed Valkyrie Gunship). Although the player can get here quite early, it is recommended to have a level of 50+, since the barge is heavily guarded.


(12) BP Krieg: XX101ED1 - Loc: USAFSatelliteExt (-11, 22).


(13) BP Unique: There are 3 unique/named bolt guns in the game. Each is described separately below.


(a) Angels of Damnation Bolt Pistol (BP_BlackSpecial1): XX04E92A - Location: Imperial Cathedral barge over the Glowing Sea (-15, -33). It has a limited number of upgrades available, but as compensation has several special effects. The scheme of these weapons is also on this barge.


(b) Caldor Dreigo's Bolt Gun (BP_KaldorDraigo): XX00FB78 - Location: Imperial Cathedral barge over the Luminous Sea (-15, -33). It has a limited number of upgrades available, but as compensation has several special effects. The scheme of these weapons is also on this barge.


(c) Mephiston's Black Fury (BP_Mephiston1): XX05093A - Location: Near Finch Farm on a destroyed flyover (near Sogus Iron Works) in a destroyed

"Rhino Tank". It has a limited number of upgrades available, but as compensation has several special effects.


(14) Standard bolt gun modifications: As in the previous fashion, the PS has a number of improvements that can be made with the weapon as described below.


(a) Barrels: In addition to the standard barrel with which the weapon is supplied, there are 6 improved barrels that can be mounted on the weapon. Four of them increase damage and range (medium, long, stacked and sniper), and two add energy (Power/Potestas and

Fulmen) to inflict additional damage on the target.


(b) Grippers: In addition to the standard grip from which the weapon is supplied, there are 5 improved grips that can be modified. The main effect of the handles is to increase the accuracy and stability of the weapon. These handles are Comfort (Sulian), ComfortStable (Inquisitus), Comfort Marksman (Centurion), Sniper (Iaculator) and Assassin (Sicarius).


(c) Doula: There are currently only 4 variants that can be added to a weapon (Brake, Compensator, Focuser, and Fortifier). Each of them has several different effects added to the PS to improve its performance. NOTE: They are subject to change at this time, as the impact of each is under study.


(d) Ammunition Stores: In addition to the standard shop supplied with weapons, there are 8-9 different shops that can be installed on weapons.

weapons. Many of them change the type of ammunition that will be used by the weapon, while 2-3 use standard BP ammunition (medium, large and drum - if any). The other types are described in detail in the section "Ammunition" later in the "Reading".


(e) Sight: In addition to the optical sight with which the weapon is sold, you can add about 6 sights to it. Typically, these are 2 standard, 2 night vision and 2 reconnaissance. Their number may differ by +/- 1 for different types of PS, also the magnification force may differ.


(f) Receivers: The player can increase the power of BP by means of upgrades. Most BPs start as non-automatic, and as you go along the way you will switch to automatic as well as modifications for the chapter Space Marine. The number of upgrades for each line is different, but in general there are about 12+ upgrades in each family.


2B. Bolters: There are currently 17 different versions of the bolter, and they can all be upgraded with separate barrels, handles, cartridges, receivers and

sights. In addition, there are currently 4 unique muzzle pieces that can be added to the barrels.


Location data: Where each of the different bolters is placed in fashion.


(1) Bolter Furvus (Bolter_black):xx203D38 - Location: Fallons Department store Ext


As you improve the barrel box of this weapon, it will eventually turn into the Bloody Raven bolt gun and go from single-charge shooting to

full automatic.


(2) Caeruleum Bolter(Bolter_Blue): XX010AEE - Location: FortStrong02 (interior - small room of a large electric generator). As you improve the receiver for this weapon, it will eventually turn into a Ultra Marine Bolt Pistol and move from single fire mode to full machine mode.


(3) Viridi Bolter_Bolter_Green: xx010AD5 - Location: MuseumOfWitchcraft (internal location - bottom

level). As you improve the receiver of this weapon, it will eventually turn into a Salamander bolter and move from single fire mode to full assault rifle mode.


(4) Rubrum Bolter(Bolter_Red; former BolterStd2): xx20D556 - Loc: Loc: FortHagen02 (internal location - near the generators). If you improve the receiver for this weapon, it will eventually turn into a Griffin bolter and switch from single-charge to automatic mode.


(5) Bolter of Flavus (Bolter_yellow): xx30E48B - Location: GreentechGenetics02 (inner location - near that place.

where you will find 2 thermonuclear cells located on the console). As you improve the receiver for this weapon, it will eventually turn into a Fist Bolter and move from single fire mode to full machine mode.


(6) Chaos Bolt Pistols: This class of bolt pistols has two main weapons on the Chaos side.


(a) ALpha Legion Bolter(bolter_alphalegion1): XX2044DA Loc:-15, -25 (GlowingSeaPOIDB02 (inside a destroyed church)). Will change your appearance as you improve the receiver.


(b) Iron Warrior Bolter (bolter_IronWarriors): XX025E96 - Loc: ParsonsState03 (inner location - below where the prisoner, former Bolter_chaos1, is kept).


(7) Bolt pistols of the Inquisitors. There are three weapons of Ordos in the game.


(a) Bolter Ordo Hereticus (Bolter_OrdoHereticus): XX20D555 -Loc: BedfordStationExt02 (-8, 17 inside the station with ghouls - approx.

former bolter Std1)


(b) Ordo MalleusBolter (Bolter_OrdoMalleus): XX04650F -Location: Inside the Imperial Church over the Luminous Sea (-15, -33). We'll have to look for him in the sea call maze (level 1).


(c) Bolter Ordo Xenosa(Bolter_OrdoXenos): XX046CB4 - Loc:SpectacleIslandExt (17, -4, inside a ruined house on the coast. Former Bolter Inquisitor)


(8) Sisters Bolter(bolterSOB): xx10464D - Loc: Yangtze01, near the place where the captain is located.


(9) Bolter Blood Angel(Bolterred BloodAngel): XX202E05 - Location: Vault 75 (internal: near the diner on the

destroyed car seat at the entrance - former Bolterred1A)


(10) Space Wolf Bolter(bolterwolf): xx2044D6 - Location: AtomatoysCorporateHQ01 (Inside: On the sofa

next to the fenced area with industrial machines. Replaces the old weapon with the same ID).


(11) Iron Guard Bolter (bolterGrey_IronGuard): XX2044D5- Loc: RoboticsDisposalExt (-13, 24; inside the building on the fenced area,

see image below. Replaces the old Boltergrey1)


(12) BolterKrieg: XX101ED1 - Location: near TenPinesBluff in the ruined Valkyrie by the railway track. (-6, 19).


(13) BolterUnique: There are currently 1 unique/personalized bolter available in the game.


(a) Bolter WorldEater (BolterWorldEater): XX2044D4 - Lok: GlowingSeaPOIJB04d (-22, -24: near the entrance to an underground object with a large ruined sign, inside the orc buggy. Former BolterExotic2).


(b) Gold-plated bolter: XX01DF51 - finding the bolter scheme, you can manufacture this item at the chemical plant. It requires 4 points in chemistry, weapons and science, as well as many covers. (Yes, there isn't enough room to put things in the Commonwealth.)


(14) Templar Bolter (Bolter_Templar): XX2044D3 - Loc:GlowingSeaPOIJS01 (-23, -19; bolter is inside the old military bunker in

this place. Replaces the old BolterExotic1)


(15) Mark II Cawl Pattern Bolt Rifle - The Mark II Cawl Pattern bolter is still the archetypal weapon of Adeptus Astartes, but it has now been redesigned, recreated, and upgraded for use by transhuman warriors of the newly created Space Infantry Primaris. This model of bolter was named after its creator, the archmagician Dominus Belisarius Cole. Like all bolter-family weapons, Bolt Rifle fires small, homing missiles called bolts that explode with devastating effects. Compared to a standard bolter, the Bolt Rifle has a longer range and slightly greater punching force.


Versions/chapters are available as follows: Blood Raven (Black), Black Templar (Black), UltraMarine (Blue), Inquisition (Gold), Cosmic Wolf (Gray), Salamander (Green), and Sisters of Battle (Red). All of them start with automation, and all of the receivers upgrades are reduced to more powerful automatic versions. In addition, as with standard bolters, they have upgrades of the handle, barrel, sight and store.


NOTE: If you need additional chapters/versions, just ask, and if time permits, we will try to add them.


(16) Standard bolter improvements: As in previous fashion, the bolter has a number of improvements that can be made for weapons. Modifications are similar to those described in the 2A-14 for bolt guns, and will not be repeated here, except for handles where a greater variety is available.

Captures: In addition to the standard grip that comes with the weapon, there are 3 more standard grips and 4 "Comfort" grips that can be modified. The main effect of the handles is to increase the accuracy and stability of the weapon. These handles are Comfort (Sulian), Standard (adeptus) and Comfort Stable (Inquisitus), Standard (Centurion) and Comfort Marksman (Centurion Potere), Standard Sniper (Iaculator) and Comfort Assassin (Sicarius).


(a) Captures: In addition to the standard grip that the weapon is equipped with, there are 3 more standard grips and 4

'Comfort', which can be modified for weapons. The main effect of the handles is to increase the accuracy and stability of the weapon. Handles: comfortable (Sulian), standard (Adeptskaya) and comfortable stable (Inquisitor), standard (Centurion) and comfortable.

(Centurion Poter), standard sniper (Iaculator) and comfortable Assassin (Sicarium).


2C. Assault bolters Currently there are 16 different versions of the assault bolter, and all of them can be upgraded with separate barrels, handles, cartridges, receivers and sights. In addition, there are currently 4 unique muzzle pieces that can be added to the barrels (not implemented yet). All assault bolts are automatic weapons.


(1) Furvus StormBolt(SB_BlackStorm): xx0401E1 (former BP_BlackStorm) - Lok: CambridgePolymerLabs01.

After upgrading the barrel box for this weapon, it will turn into the Bloodcrow Assault Bolter.


(2) CaeruleumStormWind (SB_BlueStorm): XX03FA45(former BP_BlueStorm) - Location: MassFusion02. If you improve the receiver for this weapon, it will eventually turn into a Ultra Marine Storm Bolter.


(3) Viridi StormWind(SB_GreenSalamanderStorm): XX03FA3A(former BP_SalamanderStorm) - Location: SentinelSite01, next to the elevator and double rooms

front doors. If you improve the receiver of this weapon, it will eventually turn into a Salamander assault bolter.


(4) Assault bolter Rubum (SB_RedStorm): XX03FA39 (formerBP_RedStorm) - Location: WPVRBroadcastCenter01, next to the toilet. If you improve the receiver for this weapon, it will eventually turn into a Griffin Assault Bolter.


(5) Storm Bolter of Flavus (SB_YellowStorm): XX01EF22 (no previous weapon for this model) = Location: DBTechHighSchool02, in the corner where the raider's turret stood.

Raider turret. If you improve the receiver for this weapon, it will eventually turn into a Fist bolter.


(6) Assault bolters based on chaos: This class of assault bolters has two main weapons from the Chaos side.


(a) Alpha Legion Assault Bolter (SB_ALStorm): XX03FA41 (former BP_ChaosStorm) - Lok: HydeParkExt (1,-19 = see image below for details)


(b) Iron WarriorStormBolt (SB_IWStorm): XX04C0AC (former BP_Chaos2Storm) - LOC: GlowingSeaPOIDB05Int (Red missile)


(7) Inquisitor assault bolters. There are three types of Ordos weapons in the game.


(a) Ordo HereticusStormBolt (SB_OHStorm): XX03FA42 (former BP_Exotic1Storm) - Location: BreakheartBanksExt(8, 18). On top of the central building next to the farm.


(b) Ordo MalleusStormBolt (SB_OMStorm): XX03FA43 (former BP_Exotic2Storm) - Location: Cathedral barge standing above the Glowing Sea (-15, -33).


(c) Ordo Xenos StormBolt(SB_OXStorm): XX03FA3E (former BP_OfficerStorm) - Location: CambridgeScienceCenter01 (internal cell).


(8) Storm wind sisters (SB_SistersStorm): XX03FA40(former BP_SistersStorm) - LOC: Boston AirportExt11 (inside a broken pipe/tunnel).


(9) Blood AngelStormWind (SB_BAStorm1): XX03F29E (no previous weapon for this model) - LOC: Cathedral barge standing over the Glowing Sea (-15, -33).


(10) Iron GuardStorm Wind (SB_Gray1_IGStorm): XX03FA44(former BP_GreyStorm) - LOC: HestersRobotics01 (at the back of the warehouse at

pedestrian path).


(11) Krieg StormBolt(SB_Gray2_KriegStorm): XX0401E2 (formerly BP_GreyStorm1) - LOC: FederalRationStockpile01 (at the back where the power generator is located

with thermonuclear cell)


(12) Black TemplarStormBolt (SB_TemplarStorm): XX0401E3(former ) - LOC: BarneysBunkerext02 (22, 20: sitting on top of the air unit on the

front of the building)


(13) Wolves StormBolt(SB_WolfStorm): XX0401E0 (former ) -LOC: MysticPinesExt (-6, 11: in the basement, where the generator is located). In addition, there is another one in the Imperial Church over the Luminous Sea (-15, -32). You will have to search in the Marine Challenge maze (level 1).


(14) Standard assault bolter upgrades: As in the previous fashion, the assault bolter has a number of improvements that can be made for this weapon. The modifications are similar to those described in section 2A-14 for bolt pistols and will not be repeated here.



2D. Heavy Bolter: In the Commonwealth you can find 8 different heavy bolters. Six (Black ....) of the eight are in the Phobos style, and two (Templars and Cosmic Wolves)

made in the style of "Wolf", which can be found on some images on the network.


(1) Furvus PhobosBolter (HVYBOLTER_Black): XX0418C1 (former Imperial sanction): LOC: GlowingSea POIDB08, -30, -29 (inside a broken bus).


(2) Viridi PhobosBolter (HVYBOLTER_Green): XX043F12 (new) - LOC: JamaicaPlainExt06 (1, -16: On site

Battle barge over the lake. Inside one of the buildings)


(3) Ordo MalleusHeavy Bolter (HVYBOLTER_Inquisition): XX0455B0 (former blessing of the Inquisitors) - LOC: Inside the Imperial Church over the Luminous Sea (-15, -33). Have to look in the maze of sea call (level 1).


(4) Iron WarriorsHeavy Bolter (HVYBOLTER_IW): XX043F14 (new sample of Phobos) - LOC:

GlowingSeaPOIDB07 (-25, -32: look for orc buggy near downed planes by the pond)


(5) Sisters HeavyBolter (HVYBOLTER_Sisters): XX0455B1 (former Scourge Inquisitors) - LOC: Battle barge over the Atlantic (19, -21: Get there with a Valkyrie barge on the plains of Jamaica)


(6) Ultramarine Heavy Bolter (HVYBOLTER_Ultra): XX043F15 (Phobos' new heavy bolter) - LOC: : Atlantic Combat Barge (19, -21: You can get there by using the Valkyrie on a barge on the Jamaican plain) - NEED TO MOVE


(7) Templar Heavy Bolter (HvyBolter_Templar): XX043F13 (new wolf heavy bolter sample) - LOC:

Wilderness (-22, -13: near Natick Banks on top of Red Rocket Station)


(8) Wolves Heavy Bolter (HvyBolter_Wolf): XX04205C (former "Emperor's Fist") - LOC: Inside

Imperial Church over the Luminous Sea (-15, -32). Have to hunt in the maze Marine Challenge (level 1).


(9) Standard Heavy Bolter Improvements: As in previous fashion, heavy bolter has a number of improvements that can be made for this weapon.


(a) Barrels: In addition to the standard barrel with which the weapon is supplied, there are 7 improved barrels that can be mounted on the weapon. Five of them increase damage and range (Medium, Long, Xtend1, 2 and 3), and two of them add multiple weapons (Dual Barrel and Quad Barrel) to deal additional damage to the target.


(b) Captures: In addition to the standard handle from which the weapon is supplied, there are 3 improved grips for the Phobos and Wolf versions of the heavy bolter that can be mounted on the weapon. The main effect of these handles is to increase the accuracy and stability of the weapon. Handles can be comfortable (Sulian), shooting (Arcas), sniper (Iaculeator) and Assassin (Sicarius).


(c) Bowl: No heavy bolter blowers are available at this time. NOTE: at this time, they can be changed as the impact of each is being studied.


(d) Ammunition Stores: In addition to the standard shop supplied with weapons, there are up to 4 different shops that can be installed on weapons. Two of them modify the type of ammunition (Inferno and Hellfire) that will use the weapon, and two use standard bolter cartridges (Standard and Primus). The other types are described in detail in the section "Ammunition" later in the "Reading".


(e) Sightings: Currently, the heavy weapons have optical and 2 reconnaissance sights. Two tracking sights, although present in fashion, but the nets for them are not yet completed.


(f) Receivers: The player can increase the power of a heavy bolter using upgrades. All heavy bolters start as automatic, and some will develop as they improve. The number of upgrades varies for each line, but each family has about 12+ upgrades.



2E. Melee weapons:


Wolf Pack (QuadAxeBat): xx1130A1 - Loc: USAF Sat


Wolf Hunter (QuadAxeDeath): xx1130A2 - Loc: Previous weapons can be upgraded before this


Ax with wolf head (40KSeptemAxe): xx01F76D - Location: TiconderogaStation01


Iron Hammer (40KSacredhammer): xx01F76E - Lok:Vault81Secret (mesh and textures redone)


Hammer of tears (40KHammerOfWoes): xx01F76F - Loc:MahkraFishpacking01 (inside (mesh and textures remade))


Hammer of Skulls (40KHammerOfSkulls): xx01F770 Loc: SaugusIronworks02 (mesh and textures redone)


2E1. Added five additional melee weapons using 'The Elder Swords' fashion assets. In each case, there is a basic model that can be found, and an upgrade that can be made for its improved version.


Ork Basher (40K_3e_club_ORKswatter): xx03436E Loc: SkylanesFlightExt02 (can be upgraded to an improved version = Ork Smasher (textures have been modified) - XX03436F)


Ork Batem Up (40K_3e_Orkclub): xx03436D Loc: BostonPoliceRationingCenter (can be upgraded to enhanced version = Ork Knock You (textures redone) - XX03436C)


Sisters Embrace (40K_3e_longsword_Sisterssilver): xx02AB0D Loc: Boston Airport Parking Garage (can be upgraded to an improved version = Sisters Love - 40K_3e_longsword_Sisterssilver1 - XX03436A)


Silver Wolves Ax (40K_3e_axe_DualHead): xx02AB0C Loc: (can be upgraded to an enhanced version = Dragon Fire Axe (40K_3e_axe_DualHead1)- XX34369)


Ultor Ax (40KX1Axe): xx02AB0B Loc: FederalSurvCenter01 (can be upgraded to improved version = Ultors Favor (40KX2Axe) - XX03436B)


2E2. Adeptus Krosius Inquisitor (40KCrozius): XX047E72 (new melee using AceMinis's 40K asset with permission) - LOC: POISC04 (0, -16: Destroyed

Catahane vehicle on the Battle Barge near the Jamaican Plains). You can upgrade to an improved version at the Chemical Station.


2E3. Backbitter (40KChaosAxe1): XX048611 (new melee weapon, see credits at end of document) - LOC: FortStrongExt04 (18, -3: crossing bridge

orc buggy on the left)


2E4: Blood for the Blood God (40KKhorneAxe1): XX048DDB (new melee weapon, see credits at end of document) - LOC: GlowingSeaOutpost (-14,

-20: on a road raised above ground)


2E5: Sacristus Power Sword (40KPowerSword): XX01A2C0 Engulfed in flames, this sword hits mutants and all unworthy powers of the Inquisitors. It can be manufactured at a chemical plant if the necessary materials and perches are available.


2F: PlasmaWeapons. At the moment there is 1 pistol, 1 rifle and 1 gun. Built in Blender, but based on the work of Andersh, it is as close as possible to the appearance of previous versions of this weapon. The textures for this weapon have been altered.


Plasma Gun = Purity Soul (40Kplasmapistol): xx047C1A Loc: BostonPublicLibrary02 (where is the main chest behind a locked door; textures redesigned)


Plasma Rifle = Purity Flame (40Kplasmarifle): xx047C19 Lock: CollegeSquareExt (-8, 4: up from the BOS Police Department (in the truck); textures redone)


Plasma gun = NEW: XX026CE1. LOC: Inside the Imperial Church over the Luminous Sea (-15,-33). Have to hunt in the maze Marine Challenge (level 2). It can be improved with limited receiver upgrades, resulting in more powerful bolts and longer firing range. It uses "plasma cannon cells" (XX024E1D) as ammunition, each containing about 40 charges, and a larger number can be created at the Chemical Station.


NOTE: This weapon is based on a resource available in FO3 made by Ummthingy.


2G: Firearms based weapons. All of the following weapons use prometium fuel (xx04FDA6). It creates a longer jet of "fire", which can cause an explosive fire in the target. The textures for this weapon have been altered.


Prometheus Gun = Purifying Fire (40K_flamer3): xx04FDA5 -Loc: Financial14 (Commonwealth Bank in vault)


Promethium Rifle1 = Inquisition Breath (40Kflamerifle1):xx05054E - Lok: Waterfront area (7, -6) near the place where you can find a child who gives a hint about

The Yangtze submarine on the Valkyrie struck the coastal zone.


Promethium Rifle2 (with butt) = Inquisition Firestorm (40Kflamerifle1nstock1):xx05054C - Location: RoadsidePinesMotel03 (-23, -11) ... behind the motel at

on the hillside, where a landed valkyrie is seen.


Heavy Flamer = Capable of dealing immense damage by fire, Heavy Flamer is usually used in power armor and held with one hand. It uses a heavy promethium cartridge designed for 150 charges or more. This weapon can be upgraded 8 times (receiver only) to increase its damage and flame effects. It can be found at the coast guard pier in a strange car halfway from the road leading to the river. Both weapons and cartridges can be manufactured at the Chemical Station if you have the right materials and the right scheme. The weapon's identifier is xx019E99.


Promethane: xx04FDA6

Heavy Promethane: xx019E85


2H: Tau Weapons by DaiShi ("Have Fun! And use the mod as you like (give me a loan)")


Tau Rail Rifle: xx058E7C Lok: JamaicaPlainExt06 (in the water near the settlement)

Bullets: Tau Rail Round xx057796


Tau Impulse Rifle: xx058E7D Location: Wilderness(17.25 ... On the road near the billboard near your coastal settlement)

Bullets: Tau Pulser Round xx05779A


2H1: Tau Pulse/Plasma Rifle: This heavy weapon of the TAU Empire can be found atop a movie screen in Starlait. An early weapon with a powerful blow for the player.


Weapon ID: XX014582. For this weapon there are 4 upgrade barrel boxes.

AMMO ID: XX01457F. There are 3 additional store upgrades for this weapon.


2I: 40K Missle Launcher


Ammunition: 40K Missle (ID = xx059DBA) and cartridge case. The original source of the mesh is a blend (AircraftPayload) from manfro1981, available under a CC-BY license (not a fan base

model). I remade the grid and the textures, but the original idea and the look were so, so it's a credit to the work done here.


Launch: ID = xx059DB9. Location: UniversityPoibt02 (Credit Union, inside the vault).


2J: 40K Melta Weapons. Two versions are completed at the moment, uses its own mmo and has some special updates unique to it. The textures for this weapon have been altered.


Gun: ID = XX05CB73. Location: CabotHouseExt (4,0), look up on the balcony and get ready to jump.


Rifle: ID = xx05CB74. Location: NeponsetParkext04 (6,-18), inside a yellow cargo container, near the site of Myrlurk King, near the site of Atomic Cat.


Cartridge ID Melta: xx05CB7B


2J1: 40K MultiMelta. The heavy melta cannon you can find hidden in the Imperial Cathedral, somewhere in the Luminous Sea.


ID = XX02D210

Ammunition = XX02D20E is a high-power cell designed for 40 charges prior to discharge.


NOTE: This weapon is based on a resource available in FO3 made by Ummthingy.


2K: 40K Lasguns. Beginning conversion of my laser fashion from FNV... i will also convert some laser pistols that had permission from

Andechs to use. The grid and textures have been updated in the blender to "hopefully" improve the appearance

weapons. The projectiles used by the weapon are modified alien blasters.

due to LOS appearance problems.


2K1. Guards Laser Machine Gun. The main laser used by various infantry troops in the 40K universe... well, at least i think so.


ID = xx05DAE4

Location = Wilderness (11, 10) next to a large billboard near the road, close to a large satellite antenna, see the picture (there will be green

skins).


2K2. Salamandra Laser Cannon. ID = xx0645D4. Located at (5,-11) AndrewStationExt, the place is teeming with raiders.


2K3. Hellgan. A heavy-duty laser found in the Imperial Cathedral, hidden somewhere in the Luminous Sea.


ID = XX030238

Chuck ID = XX03022B. The starting cell shoots a green beam and is designed for only 12 charges. There are 5 other cells that can be used to increase the power and number of charges of the weapon.


NOTE: This weapon is based on a resource available in FO3 made by Ummthingy.


2K4. LasCannon. A laser cannon capable of causing severe pain can be found in the Imperial Cathedral in the Luminous Sea.


ID = XX02AA83

Chuck ID = XX02AA81. The cell holds 20 charges.


NOTE: This weapon is based on a resource available in FO3 made by Ummthingy.


2K5. Three new laser weapons based on the UMMTHINGY FO3 resource file. There are 2 laser pistols and one lapistolet. All three weapons can be found on the 2nd barge over the Atlantic Ocean in one container along with a scheme that will allow you to build these lasers plus other base lasers in this fashion.


Kommisar LasPistol ID = XX036080

Commissar cartridges ID = XX036072


Cadian Laser Gun ID = XX03588B

Cadian ammunition ID = XX035888


Katachan death corps Lasgun ID = XX03606C

Katachan Death Corps ID = XX036069



2L. 40K LasPistol. based on the work of Andersh from FO3/FNV (was OK to use assets from FNV days and seems no longer

There are currently two versions in the game. One with his textures, the other with mine. The first is named after him in recognition of his work, and the second is Iron LasPistol.


Chuck ID = xx05DAEB ... it is a 30-shot cell that works similarly to a nuclear weapon.

Structural data: Aluminum =6; Chips =3; Optical fiber =3; Gold =5; Nuclear material =3. 1 cell will be produced. Perky = Science 3 and Weapon Nut 2.


The following ammunition cells are available through upgrades.


Heavy cell: ID = xx062715

Ultra Cell: ID = xx062716

Blast cell: ID = xx062717

Phase cell: ID = xx062EE8 ... Increased cartridge capacity, standard cell only.

Ranger Cell: ID = xx062EE5 ... contains 120 charges instead of the 30 recommended as a cell when switching a laser gun to automatic mode. Only available for a standard cell.


2L1. AndershLasPistol.


ID = xx067B61

Location = CambridgeDiner01 (on the shelf)


2L2. IronLasPistol. Different color (black) and slightly different characteristics.


ID = xx068302

Location = Kendall Cambridge Hospital (bottom)


AMMUNITION ID = xx067B5F ... LasPistol Power Cell


2M: Chainguns. It is based on the 'Primnulls' EMDG (everything must die gun) resource available on FO4 nexus. Was remade into blender and then UV mapped it to textures using which commands here. The base chaingun uses bulletproof ammunition, while the heavy and armored one uses rifle ammunition. Each one of them has

a series of barrel upgrades that increase damage, range, and/or firing speed.


NOTES:

= There is an upgrade of the scope, but no mesh is currently assigned to it because for unknown reasons the base receiver disappears when it is installed.

... will be provided once the reason is determined. The same problem arose with 3 different muzzle pieces when they were made as independent weapon mods, so fixed barrel upgrade for them to choose fashion paths were implemented.


= The barrel will not rotate... to correct, the weapon needs to be redesigned to match minigan's position... likely, this will not be done, given other plans for

mod


2M1. Chaingun base gun. Two-handed grip.


ID: xx06B115

Location: Poseidon Energia01 (in the room with the Raiders boss and the chest)


2M2. Heavy chaingan.


ID: xx06B8BB

Location: PickmanGallery01 (where the final confrontation takes place and the Raiders boss is located).


2M3. Power Chaingun. One-handed handle designed for people in heavy armor.


ID: xx06CFCE

Location: TrinityChurch01 (where the minigan's boss is located).


2N. Zombie Sonic Blasters. Looked like a guitar and using ammunition for a conventional bolter, this weapon sends sound waves ripping the target apart into multiple pieces. Basic weapons and circuitry can be found in Kellogg's hidden room in Diamond City, which requires breaking expert-level locks.


Base weapon ID: XX016E39

Weapon Scheme ID: XX019644


3. Ammunition: Various cartridges for pistol and bolter have been created. Multiple cartridge boxes are available as below. All cartridges can be manufactured in the Chemical Workbench. The first 8 rounds can be used with pistol bolters, bolters and bolters. Heavy bolters usually use only bolter cartridges, as well as inferno and hellfire (the rest can be added later.

but it seems superfluous).



(1) Bolter cartridge (Ammo40KBPistol): xx10266C (Standard bolter ammunition is designed to pierce a target and then detonate the

huge damage and leaves little chance of survival).


(2) Bolter Round (Ammo40KBolterRifle):xx100F9A (Standard bolter ammunition is designed to pierce a target and detonate it, dealing enormous damage and leaving little chance of survival).


(3) InfernoBolt (Ammo40KInfernoRound): XX047468 (Inferno bolts are designed to detonate targets and destroy them with superheated chemical fire).


(4) Stalker Round (Ammo40KStalkerRound): XX0284DA (Stalker Deaf projectiles are low beep bolter shells designed for stealth combat and

sniping).


(5) Hellfire Round (Ammo40KHellfireRound): XX026634 (Core and tip replaced with a vial of mutagenic acid with thousands of needles that shoot at the target when breaking the vial, pouring acid into the opponent).


(6) Flux Core Bolt (Ammo40KFluxRound): XX013970 (stable flux core bolts capable of melting keramite like wax, similar to retribution rounds, but without the danger associated with their use).


(7) Kraken Bolt (Ammo40KKrakenRound): XX01396F (Kraken rounds - powerful armor-piercing shells).


(8) Dragonfire Round (Ammo40KDragonfireRound): XX01396E (explodes with a jet of overheated gas, which can destroy the value of the enemy's cover, as all hit targets take full damage even with partial cover protection).


(9) Power core: XX0483B8 (used by plasma weapon)


(10) Promethane fuel: xx04FDA6 (Plasma weapon)


(11) Tau Rail Cartridge: xx057796


(12) Tau pulsator: xx05779A


(13) Round/missile case: xx059DBA


(14) Chuck ID for melt: xx05CB7B


(15) The location of the cartridge boxes: Most of them are guarded... free not to steal


Shelter under the bridge

-21, 15 WickedShipping

-14, 24 RoboticsDisposal

-19, 25 Wilderness

-3, 24 Relay outpost Zimonzha

-8, 17 USAF Sat Area

-6, 19 Wilderness, look for strange debris

-19, 12 Near Damme

-22, 13 Wild Terrain

-25, 33 Wilderness northwest of player's storage

Inside the Witchcraft Museum

Inside Fort Strong02

Inside the GeneralAtomics Fabric

Inside the Betown HillsPub pub

Inside CollegeSquare01

Inside Big JohnsSalvage

Inside BarneysBunker

Inside DmndWarehouse01

Inside USSConstitution

-11,20 Wildwood Cemetary Ext05

Thicket Excavations Ext04 (bottom in the hut)

-8,9 LexingtonExt04

17.17 Dunwich Borers Ext04 (backyard tractor)

-19.9 (down the road from Evil Forwarding, look for deadbrahmin)

-22.13 In the wild lands towards the lake (look for pink flamingo)

-23.14 In the wild next to the mailbox

20, 24 Mahkra collecting fish

20, 17 SalemExt02

21, 19 Houses in sandy bays

15, 4 Wild terrain with myrlurks

14 -21 Sunken ship FMS Northern Star ... go down into it

13, -19 Warwick Manor

2, -8 Motor Show in Back Bay ...

-5, 6 Mass of gravel and sand

Inside storage 95

Inside General Atomics Galleria Back Alley Bowling


Note: There is a common script that also places cartridges on some animals and caravans found in the FO4 world.


4. MODIFICATIONS: Below are some of the mods that can be created and installed on the weapon available at the moment... we will do more when time permits.

more, time permitting.


4A. SIGHTS: All sights are tailored to a particular weapon and are therefore unique to it. In addition, each weapon has its own unique identifier for sights. Because of this, it is impossible to list all sights IDs. As a rule, 6 sights are available for each weapon, as specified in the section for Bolt Pistol, in some cases there may be more, but not always.


4B. AMMUNITION: In addition to the ammunition in the boxes, you can create all the cartridges in the Chemical Workbench in the 40K Ammo section. The general formula for this is given below.


Bolter Pistol Ammunition := 1 Aluminum + 1 Circuitry + 1Nuclear Material + 1 Oil + 1 Silver ... gives you 30 rounds. Requires 2 GunNut and 3 Science.


Bolter Pistol Ammunition := 90 AmmoFusionCell + 1 Circuitry ... gives you 70 bullets. Two levels of chemistry and three levels of science are required.


Bolter Ammunition := 2 Aluminum + 1 Circuitry + 1 Nuclear material + 2 Oil + 1 Silver ... gives you 30 rounds. Requires GunNut level 2 and Science level 3.


Alternative ammunition for bolter:= 100 AmmoFusionCell + 2Nuclear Material ... gives you 70 bullets. A 2nd-level chemist and a 3rd-level chemist in science are required.


Inferno: 90 Flamer Fuel + 17 Nuclear Material + 9 Circuitry + 500 Caps give 175 rounds of ammunition. Requires a level 2 chemist, a level 3 gunsmith, and a level 3 science.


Stalker cartridges: 150 rounds of 50 caliber + 25 nuclear materials + 5 circuits + 1200 caps ... gives you 150 bullets. Requires a level 3 chemist, a level 1 gunsmith, and a level 3 scientist.


Hellfire Rounds: 100 Shotgun Shell + 20 Nuclear Material + 50Acid + 500 Caps ... gives you 180 rounds of ammunition. Requires a level 3 chemist, a level 2 and 3 gunsmith in science.


Flux Core: 15 AmmoFusionCore + 15 Circuitry + 21 Nuclearmaterial + 1750 Caps ... gives you 150 bullets. Requires a level 3 chemist, a level 3 and level 4 gunsmith in science.


Kraken: 70 bullets for an alien blaster + 9 circuits + 17 nuclear materials + 500 caps... it carries 175 rounds of ammunition. A level 3 chemist, a level 3 nut, and a level 4 science are required.


Dragonfire: 80 FusionCell + 15 Circuitry + 21 Nuclear Material + 500 Caps... they give me 150 bullets. A level 3 chemist, a level 3 gunsmith, and a level 3 science are required.


40KPower Core: 100Fusion Cell + 9 Circuitry + 11 Nuclear Material ... gives you 70 bullets. A level 1 chemist, a level 2 gunsmith, and a level 3 science are required.


40K Promethium Fuel: 100 Flamer Fuel + 15 Acid + 20 Nuclear Material + 19 Aluminum ... gives you 70 bullets. A level 3 chemist, a level 2 gunsmith, and a level 3 science are required.


40K Tau Pulsor: 100 thermonuclear cells + 12 chips + 17 nuclear materials + 12 silver ... gives 100

rounds. A level 3 chemist, a level 2 gunsmith, and a level 3 science are required.


40K Tau Pulsor: 1002 mm EC + 9 Circuitry + 17 Nuclear Material + 9 Silver ... it carries 100 bullets. Requires a level 3 chemist, a level 2 gunsmith, and a level 3 science.


Rocket shells: 8 missiles + 6 nuclear materials + 6 circuits + 6 fiber optics... gives 6 shells. Requires a level 2 chemist, a level 2 gunsmith, and a level 3 science.


Melta projectiles: 80 fusion cells + 17 nuclear materials + 12 circuits + 12 gold... gives 6 shots. Requires a level 3 chemist, a level 2 and 3 gunsmith in science.


4C. Bayonets: Available for laser machine gun (3 for Guard and one for Salamandra) as well as for some bolters. They are still being developed for bolter-based weapons and are scheduled to be released in 40K, so at the moment what is available for bolter-based weapons can be seen as holders.


(1) Lazgan bayonets display and increase weapon damage in melee.


Serrated Blade is based on JackBryanReynard's CCBY (SKS) model, available on the blendswap website.

The straight blade is based on JackBryanReynard's CCBY (SKS) model, available on the blendswap website.


(2) For some weapons, bayonets are currently available for Bolter and BoltPistol, the rest will be added over time when it is possible to complete their creation in Blender for use in fashion.


Note: Chaos Cleaver is based on bornoaship's CCBYNCSA model available on blendswap. The Orc Ax is based on the CC0 model available on the blendswap website.


5. Necessary Peppers: At the initial stage, "Nut" and "Science" are the first requirements, while "Chemist" and "Nuclear Physicist" will appear as we move along the more complex paths of modernization. For some moving to higher levels, you may need a Hacker (for advanced programming) and a Demolition Expert (to

crafting didn't explode in front of your nose).


To see all the requirements, the player is encouraged to use one of the user interfaces available on Nexus to see more than the vanilla 2 that FO4 shows.


6. Creatures 40K


Creatures: Improved versions of some creatures have been released into the environment to retrieve stolen and punish those who desecrate the dead... Most item locations will have extra guards or one or more 40K versions of these creatures.


Robots: Dr. Sturm's advanced furs were created to protect stolen imperial barges and equipment. Strangely, he has perfected many robots to use ammunition found on a ship on the dark side of the moon. He and his two partners are said to be preparing to begin large-scale production of these devices as soon as a military contract is concluded.


NOTE: The first barge near the Jamaican Plains and Cathedral will eventually be populated with creatures and ammunition to provide the player with constant pleasure, the second barge over the Atlantic will not be populated (hopefully) and when using other modes can be turned into a player base.


7. OTHER FUN THINGS


7.1 SCHEMES: At this stage of development, 12 different schemes can be found in the commonwealth. They are mainly needed to upgrade components of the weapon receiver after a certain moment. The available schemes are shown below and are either on combat barges or in the Grand Cathedral:


Adeptus Bolt Pistol Gun Guide - XX050112

Adept Bolter Guide - XX050113

Adept Bolter Attack Guide - XX050114

Guide to Heavy Bolters Adept - XX050115

Weapon Guide Adeptus The Cursed Monsters (all weapons of Chaos) - XX050118

Adeptus Heavy Weapons Manual (All Guns and Hellgan) - XX0255C9

Adeptus Mortem Gun Guide (Unique Bolt Gun) - XX050116

Gun Guide Adeptus Kaldor Draigo (unique pistol with bolts) - XX050117].

Adept Mephiston's Gun Guide (Unique Bolt Gun) - XX051892

Adeptus (Lasers, Melts and Plasma Weapons Plus Flame Extinguishers) -XX00FBCA

Weapon Manual Adeptus TAU Authorized (weapon TAU - 3 pieces at the moment) - XX01561B (not yet posted)

Gun Guide Adeptus The Cursed Guitar (Sonic's Chaos Weapon) - XX19644 (with guitar in Kellogg's Diamond City home)


7.2 UNIQUE LOCATIONS: Three 40K locations have been added to the mod. They are all located above the ground to minimize the potential impact on the game or other modes the player can use.


Plains of Jamaica: A battle barge floating over a small lake. Threats on this barge will be revived.


Atlantic Ocean (south of the island of Spectacle): A large combat barge (19,-21) that can become a safe area for the player after clearing, as the threat on it is not

not reborn. Put a marker on the map so that once there, you can quickly get back.


Shining sea (near sentry place; -15, -33): Barge with the Great Cathedral on it. The cathedral has three levels, and all the unique and heavy weapons are mostly found inside this building. This is a dangerous and well-guarded location, so it is recommended that the player be high enough, have a serious weapon and tons of healing items. As in the other two locations, there is a NAVMESH, so you will have no problem with satellites following you inside.


7.3. WEAPONS THAT CAN BE BUILT: A basic bolter, an assault bolter, a pistol bolt and a heavy bolter can be built at the Chemical Station if you have a corresponding design.

appropriate scheme. You will find this option in the "40K Weapons" section.



—Installing:—.


Use NMM/Vortex or your favorite fashion manager. You can also install manually, since all downloads are in the DATA folder.


-------------------

Manual Installation:

--------------------

A 7zip file contains esp and supporting folders (textures/fur/sounds). Copy everything to the DATA folder in FO4.



—Installing:—

---------------------

Manual uninstall:

----------------------

As usual, uncheck the corresponding esp in the boot modes. Of course, all the unused cartridges can explode, but I'm sure you can dodge quickly.



Update:

--------

Is not non-destructive to storage for certain weapons, see the table at the beginning of the document for those affected. As indicated, existing weapons that have been redesigned in this version will either have to be recreated at the Armory Station or will no longer be in vogue as unused/replaced. So if you use a weapon that we decided not to remake in the new version, it will no longer be available to you.



Known Issues and Errors:

----------------------

(1) Double list of upgrade nodes for some weapons

(2) Aiming at some weapons (iron sight) needs refinement.

(3) The handle of the heavy bolter Wolf pattern does not work, you need to fix.



Incompatibility:

------------------


If another mod has placed the item where the boxes are, a Conflict may occur.


If problems are found during the game, please post a message so I can fix it.


If you know how to fix, please specify a solution to make it faster for everyone .... all the help people want to contribute will be

appreciated at its best.


If someone wants a different look/chapter also message and I will try to perform for the player.

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