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FO4: Nuka World - Acid Soaker Modifications and Additions
Download Name: FO4: Nuka World - Acid Soaker Modifications and Additions
Category: PC Game Mods
Author: Ulithium_Dragon
Submitted By: RepBandit
Date Added:
File Size: 178.49 KB
File Type: (Zip file)
Comments: 1
Downloads: 0
Views: 441
Related Forum: PC General Forum
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Item description:
Recipe Changes:
I also tweaked the recipe for the ammo to be a bit more fair, balanced, and realistic.
- Removed the Adhesive requirement, changed it to Rubber. no clue what the adhesive could possibly have been used for here - rubber makes more sense as a sealant for the canisters.
*Yeah, yeah, I know that acid would dissolve rubber over time, but there's not really a "more fitting" material to use as a sealant.
- Changed the acid requirement from 20 to 10.
- The recipe now creates 20 ammo instead of 1.
___________________________________________________
Weapon Mods Added:
[Nozzle Types]:
Standard:
- Semi-automatic fire
- Standard damage
- Standard range
*Base game functionality - just increased the damage slightly.
Rapid:
- Automatic fire
- Increased damage
- Increased range
- Requires the perk "Chemist" (rank 1)
*New functionality, intended to be used as a primary weapons, not just as a debuffer.
----------------------
[Canister Types]:
Standard Canister:
- Standard ammo capacity (20)
- No additional weight
- Standard reload speed
Large Canister:
- Higher ammo capacity (50)
- Slight increase to weight
- Slightly slower reload speed
- Requires the perk "Science!" (rank 1)
----------------------
[Sight Types]:
*NOTE: I failed to figure out how to attach sight nodes correctly to this gun (no matter what I tried they were showing up above the gun), so for the moment the "glow sight dot" is on the gun no matter which sight option you chose - all this does is alter the stats!
Iron Sights:
- Standard sights
Glow Sights:
- Improved focus
- Better sighted accuracy
----------------------
[Muzzle Types]:
Muzzle Break:
- Improved recoil control
- Better per-shot recoil
- Requires the perk "Gun Nut" (rank 2)
___________________________________________________
Known Issues:
- The canister visually looks like it's empty after firing 20 ammo, even with the expanded ammo capacity. I am unsure what controls this behavior - it could be in the mesh, it could be the animation, or it could be the behavior file. Unless I can figure out how to edit this (and also how to have it ONLY be changed for the larger canister), then I cannot do anything about this.
- As I said above, I failed to figure out how to attach sight nodes correctly to this gun (no matter what I tried they were showing up above the gun), so for the moment the "glow sight dot" is on the gun no matter which sight option you chose - all the sight mods actually do is alter the stats of the weapon at the moment.
- The glass ammo canister does not show up when viewing the weapon in the weapons workbench. This is a common issue with all glass or semitransparent items caused by the game's engine, and not something I can fix (nor will Bethesda fix it). This is purely an issue in the game's menus and does not affect the weapon when it's being used.
Recipe Changes:
I also tweaked the recipe for the ammo to be a bit more fair, balanced, and realistic.
- Removed the Adhesive requirement, changed it to Rubber. no clue what the adhesive could possibly have been used for here - rubber makes more sense as a sealant for the canisters.
*Yeah, yeah, I know that acid would dissolve rubber over time, but there's not really a "more fitting" material to use as a sealant.
- Changed the acid requirement from 20 to 10.
- The recipe now creates 20 ammo instead of 1.
___________________________________________________
Weapon Mods Added:
[Nozzle Types]:
Standard:
- Semi-automatic fire
- Standard damage
- Standard range
*Base game functionality - just increased the damage slightly.
Rapid:
- Automatic fire
- Increased damage
- Increased range
- Requires the perk "Chemist" (rank 1)
*New functionality, intended to be used as a primary weapons, not just as a debuffer.
----------------------
[Canister Types]:
Standard Canister:
- Standard ammo capacity (20)
- No additional weight
- Standard reload speed
Large Canister:
- Higher ammo capacity (50)
- Slight increase to weight
- Slightly slower reload speed
- Requires the perk "Science!" (rank 1)
----------------------
[Sight Types]:
*NOTE: I failed to figure out how to attach sight nodes correctly to this gun (no matter what I tried they were showing up above the gun), so for the moment the "glow sight dot" is on the gun no matter which sight option you chose - all this does is alter the stats!
Iron Sights:
- Standard sights
Glow Sights:
- Improved focus
- Better sighted accuracy
----------------------
[Muzzle Types]:
Muzzle Break:
- Improved recoil control
- Better per-shot recoil
- Requires the perk "Gun Nut" (rank 2)
___________________________________________________
Known Issues:
- The canister visually looks like it's empty after firing 20 ammo, even with the expanded ammo capacity. I am unsure what controls this behavior - it could be in the mesh, it could be the animation, or it could be the behavior file. Unless I can figure out how to edit this (and also how to have it ONLY be changed for the larger canister), then I cannot do anything about this.
- As I said above, I failed to figure out how to attach sight nodes correctly to this gun (no matter what I tried they were showing up above the gun), so for the moment the "glow sight dot" is on the gun no matter which sight option you chose - all the sight mods actually do is alter the stats of the weapon at the moment.
- The glass ammo canister does not show up when viewing the weapon in the weapons workbench. This is a common issue with all glass or semitransparent items caused by the game's engine, and not something I can fix (nor will Bethesda fix it). This is purely an issue in the game's menus and does not affect the weapon when it's being used.
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Related Forum: PC General Forum
Related Forum: PC General Forum
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