Fallout 4

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ZaharaEs

Uploaded by

Zahara91

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About this mod

If you love modern firearms, new calibers with updated projectile physics and firearms replacers, this is the mod for you.

Requirements
Permissions and credits
Changelogs
Hey you, yes you!

Before you continue scrolling down, please read these 5 points to know what this mod is about:

  • I have built CAT on top of Combined Arms to greatly improve it in many ways.
  • The Combined Arms mods contain enough modern firearms to suit most of tacticool playstyles.
  • No need to download more weapons, ammunitions, projectiles physics or complicated compatibility patches.
  • Just install CAT with its 4 mandatory requirements, and enjoy a stable and awesome modern firearms experience.
  • Keep reading to the Known conflicts section to understand why CAT replaces some mods you were using before.


Two versions available:



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AMMUNITION
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Ammunition replacements

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  • Virtually all vanilla and DLCs ammunitions have been replaced. Red content is from the CORE - Ex.
  • Non ballistic and energy ammunitions have been completely removed from loot, vendors and are not manually placed anywhere.



  • Ammunition not replaced/removed: 
  • Fusion cores - Used in power armor.
  • Greatly reduced the ammunition spawned with firearms (loot). 1-5 bullets maximum depending on the caliber.
  • Point Lookout is a great place for finding and buying high caliber ammunition. Plus .32 ACP and BB. (CORE - Ex.)


Caliber stats

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  • Custom caliber damage: Your caliber will determine the damage you will inflict regardless of the firearm.
  • Custom real world weight in Grams. For example, 10mm Auto = 9.6g, .44 Magnum = 18g, .50 BMG = 46g.
  • Custom values for selling and buying.
  • Custom effective range in combat regardless of the firearm. Refer to Range and damage example section.
  • For even more stats, refer to the Customizations section.





Customizations

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  • You can fully customize your firearm in a lot of different ways, using different Calibers, Ammo Types, Receivers, Barrels, Muzzles, Scopes, Grips and Stocks. This is a list of possibilities and effects:
  • CalibersDamage, armor penetration, ammo weight, stagger effect and exploding limbs/head, range, recoil, accuracy, impact force, speed and gravity. And some effects like Bleeding and Crippling.
  • Ammo TypesDamage, armor penetration, range, recoil and accuracy. And some effects like Incendiary, Radiation, Poison, Explosive, Bleeding and Crippling.
  • Receivers: They will mostly affect damage.
  • Barrels: They will mostly affect range, recoil and accuracy.
  • Muzzles: They will mostly affect range, recoil and accuracy.
  • Scopes: They will mostly affect accuracy.
  • Grips: They will mostly affect accuracy.
  • Stocks: They will mostly affect accuracy.
  • These perks will affect your firearms:
  • Pistols (Gunslinger).
  • M249 SAW (Heavy Gunner).
  • The rest of the firearms (Rifleman if fire mode semi-auto is selected and Commando if fire mode auto is selected).
  • Other considerations:
  • When modifying your firearm, using the ammo type "Snake Shot" or using the caliber "BB", will change some statistics accordingly to behave like a shotgun.
  • When using the caliber .50 BMG in your SPAS-12will change some statistics accordingly to behave like a rifle.


Range and damage example

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This is an example of how different calibers and attachments can affect range and damage falloff.



  • From our point of view to the target dummy is represented the minimum range and its maximum damage values of most small calibers before starting to gradually falloff.
  • Taking the place we are in the picture as reference, if we move farther away until doubling the distance from the target dummy, our damage will go decreasing until reaching the maximum range and its minimum damage values
  • Shotgun shells suffer the most from these damage penalties, losing up to 75% damage when out of range (when the maximum range is surpassed).
  • Small calibers damage penalties going from 30-40%.
  • Medium calibers damage penalties going from 20-30%.
  • High calibers almost have no damage penalties, going from 10-20%. 
  • These ranges data is represented in the Caliber stats and Customizations above sections. Keep in mind, you can modify the ranges to your liking, using different combinations of calibers, ammo types, barrels and muzzles.


Tweaks

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  • Thanks to the original authors who gave me permission to integrate these game settings, they are down below in the credits.
  • Improved ragdoll force. 
  • Increased bullet holes time, distance and amount before they disappear. 
  • Increased shell casings time, distance and amount before they disappear. 
  • Deleted Sneak status damage buffs with guns and explosives. (You will still see the status, but has no effect).
  • Deleted the Adrenaline perk damage buffs.  (You will still see the perk, but has no effect).
  • Super Mutants can equip and hold two handed Combined Arms' firearms.
  • Deleted Critical damage. (You will still see the option inside VATS, but has no effect).
  • Enemies' limbs will no longer explode in a gore fest, that can only happen with high calibers and some shotgun shells.
  • Melee firearm attack time is now determined by the weight and size of your firearm.
  • Tweaked the size and range of your flashlight light beam, it behaves now like a real flashlight.
  • Vertibirds' miniguns use some statistics of the 7.62x51mm NATO caliber, like the damage, range and projectile physics, but not the bleeding effect.


16 new magazines

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  • G36 (7.62x51mm NATO 100rnd)
  • MK12 (7.62x51mm NATO 50rnd)
  • M249 SAW (7.62x51mm NATO 200rnd)
  • FN P90 (.45-70 Springfield 50rnd)
  • ASVAL (7.62x45mm 30rnd & 60rnd).
  • M9A1  (.32 ACP 10rnd & BB 6rnd) (CORE - Ex.)
  • M1911  (.32 ACP 10rnd & BB 6rnd) (CORE - Ex.)
  • Makarov PM  (.32 ACP 10rnd & BB 6rnd) (CORE - Ex)
  • PL-15 Lebedev  (.32 ACP 10rnd & BB 6rnd) (CORE - Ex.)
  • TT-30 Tokarev  (.32 ACP 10rnd & BB 6rnd) (CORE - Ex.)
  • 7.62x51mm NATO caliber rounds break upon impact causing severe damage and internal bleeding, so it fits perfectly the M249 SAW because the bleeding stacks. Also this caliber has great damage, more recoil and the highest of the rates of fire.
  • .32 ACP caliber has good damage and is armor piercing. (CORE - Ex.)
  • BB caliber pellets have great damage if all the projectiles hits the target. It's like having a shotgun in your pistol. (CORE - Ex.)


Craft/scrap ammunition 

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(even the added from Point Lookout! (CORE - Ex.))

  • Chemistry Workstation > Equipment And Crafting Overhaul >  (Craft it) Universal Workbench. 
  • Under Ammo Station you will find these options: Ammo Craft x10, Ammo Craft x100 and Ammo Scrap x10, Ammo Scrap x100.
  • Depending on the caliber, you will need different materials for crafting your ammunition.


Choose ammunition

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  • Weapons Workbench > (Select a firearm) > Magazines. 
  • Obviously not every ammunition is available on every firearm, most have unique choices.
  • Depending on the magazine, you will need different materials for crafting it.


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FIREARMS
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Firearms replacements

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  • Virtually all vanilla and DLCs firearms have been replaced. Red content is from the CORE - Ex.
  • Firearms' Customizations (every possible combination of attachments) are fully randomized and distributed amongst all NPCs and companions regardless of your level or theirs since level 1.
  • Rail attachments are not randomized, because due to game engine limitations, when NPCs holster their firearms with the flashlight turned on, they may cast light beams all over the place. But I included an optional tweak that randomizes rail attachments too.
  • You can customize this firearms' list to your liking, refer to the F.A.Q. for a tutorial.



  • Firearms and their ammunitions not replaced: 
  • Alien Blaster Pistol/Hub's Alien Blaster - Alien Blaster Cell. Because they are aliens and don't use a G36.
  • Thirst Zapper - Squirt of Water/Nuka Cola. Required at some point of the DLC Nuka World.
  • Flare Gun - Flare. Required to call The Minutemen for help.
  • Paddle ball - Ball string. For the lols.
  • Unique firearms - They all have attached a Legendary effect and some show a visual glitch if replaced. Therefore some Unique firearms have not been replaced, simply you won't be awarded with any firearm at all or the firearm won't spawn in its usual location.
  • Firearms cannot be crafted, it would be too easy since you have plenty of ways to obtain them, like enemies dropped loot, general loot and vendors.
  • You can modify your firearm and craft/scrap ammunition without perks requirements, only materials.
  • NPCs don't drop their weapons when killed. This way you cannot loot a full magazine for free.


Companions' firearms replacements

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  • Special and Companions' firearms are replaced too, for example: Cryolator or Piper 10mm Pistol. 
  • Companions have non-playable default firearms with unlimited ammunition and fully randomized.
  • You cannot take these firearms away from them. 
  • If you want to replace the non-playable default firearm with one of your liking, equip them a new firearm and its ammunition.
  • If your companions run out of ammunition of the firearm you equipped them, they will swap to their original non-playable firearms. This is a vanilla behavior, but now with Combined Arms firearms.


__________________

IMPORTANT INFO
__________________


Requirements and LO

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Mandatory load order for CORE and CORE - Extended, without patches:
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  • Some of these requirements have their own requirements too! Don't forget to check them out in their web pages.

0) Fallout4.esm
1) DLCRobot.esm 
2) DLCCoast.esm
3) DLCNukaWorld.esm
4) CWPointLookoutFO4.esm (OPTIONAL)
5) CombinedArmsNV.esp
6) CombinedArmsEXPack.esp
7) Dank_ECO.esp
8) Dank_WOP-CombinedArms.esp

===============================
9) CAT_CORE.esp
10) CAT_EX.esp (OPTIONAL)

===============================



Mandatory load order for CORE and CORE - Extended, with patches.
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  • Some of these requirements have their own requirements too! Don't forget to check them out in their web pages.
  • Don't worry about this list being too large, the FOMOD installer will easily guide you through the installation, allowing you to install the right plugins, because not all of them can't be installed at the same time.

0) Fallout4.esm
1) DLCRobot.esm 
2) DLCCoast.esm
3) DLCNukaWorld.esm

4) CWPointLookoutFO4.esm (OPTIONAL)
5) MAIM Master.esm (OPTIONAL)
6) CombinedArmsNV.esp
7) CombinedArmsEXPack.esp
8) Dank_ECO.esp
9) Dank_WOP-CombinedArms.esp

10) GLXRM_FlashlightHolster.esp (OPTIONAL)
11) SideAim.esp (OPTIONAL)
12) Bullet In The Chamber.esp (OPTIONAL)
================================
13) CAT_CORE.esp
14) CAT_EX.esp (OPTIONAL)
================================
15) CAT_PATCH_FlashlightHolster.esp (OPTIONAL)
16) CAT_PATCH_SideAim.esp (OPTIONAL)
17) CAT_PATCH_RandomRailAttachments.esp (OPTIONAL)

18) CAT_PATCH_Bitch2.esp (OPTIONAL)
19) MAIM 3.esp (OPTIONAL)
20) CAT_PATCH_Maim3.esp (OPTIONAL)
21) CAT_PATCH_HeadDamageMultipliers.esp (OPTIONAL, sort it near the bottom)
22) CAT_PATCH_SurvivalDamageMultipliers.esp (OPTIONAL, sort it near the bottom)





F.A.Q.

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  • What are the steps for installing/updating the mod?
  • Fully uninstall any previous installed version.
  • Install the FOMOD package using your favorite mod manager. The FOMOD package will easily guide you through the installation process, to install only the right plugins. Do NOT install the mod manually (opening the .rar and manually placing the .esp inside the Data folder).
  • After installation, head to the Requirements and LO section to properly sort the plugins.
  • What is the Load order or Requirements?
Head to the Requirements and LO section. If your doubt is not resolved, please contact me on the comments section.

  • Can I install this mod without meeting all the requirements?
You can leave uninstalled only the requirements marked as "OPTIONAL" in the Requirements tab.

  • Can I install your mod in the mid of a playthrough?
Absolutely no, you need to start a new game.

  • Can I update to a new version of your mod in the mid of a playthrough?
Yes, unless I say otherwise on the File download and Changelogs sections.

  • My firearms are invisible, some textures are missing or some parts are bugged
You miss some requirements, your load order is not the correct one or you have installed/updated the mod mid game.

  • Hey, I don't like the Fatman being replaced by the M249 SAW, what can I do?
Don't worry, I uploaded a quick and easy tutorial on Youtube for this matter.

  • What is the purpose of this mod?
  • I have built CAT on top of Combined Arms to greatly improve it in many ways.
  • The Combined Arms mods contain enough modern firearms to suit most of tacticool playstyles.
  • No need to download more weapons, ammunitions, projectiles physics or complicated compatibility patches.
  • Just install CAT with its 4 mandatory requirements, and enjoy a stable and awesome modern firearms experience.
  • Keep reading to the next Known conflicts section to understand why CAT replaces some mods you were using before.
  • Wait, are you hungry for more? Keep reading the below and last point of this list.
  • What are your plans for your mod?
Bug fixing and keep updating it when more FO3 and FNV content is released for Fallout 4. The Point Lookout DLC from FO3 is already included if you install my optional "CORE - Extended" plugin. The Pitt DLC from FO3 is the next on my list once it is released.



Known conflicts

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CAT makes redundant some of the mods you have been using until now, because CAT fully or partially replaces their mechanics.

*These are my recommendations for the best experience without conflicts with CAT, do what you consider at your own risk.


  • Weapon replacers - My mod has a replacer for all firearms.

1. Uninstall any weapon replacer mods.
2. Use CAT instead.

  • New ammunitions/calibers - My mod uses the Combined Arms' ammunitions and calibers.

1. Uninstall any ammunition/caliber mods. 
2. Use CAT instead.

  • Projectile physics/impact FX - My mod uses custom projectile physics. 

1. Uninstall any projectile physics/impact FX mods.
2. Use CAT instead.

  • Damage balancing by weapon type and caliber - My mod balances firearms' damages by caliber.

1. Uninstall any damage balancing mods.
2. Use CAT instead.

  • Loot scarcity - My mod edits Leveled Lists of legendary firearms. 

1. Uninstall any loot scarcity mods.
2. Install Looted World instead.

  • Locational damage - They may conflict with MAIM.

1. Uninstall any locational damage mods.
2. Install DirectHit and MAIM instead.





Compatibility patches

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Combined Arms Tweaks (CAT) has a patch for using the "helmet armor piercing" mechanic of MAIM 3 Beta.
When selecting some calibers or ammo types for your firearms, you can choose between 3 different types of armor piercing, [AP], [AP+] and [AP++].

  • [AP] deals 25-65 armor piercing points. Increased chance to penetrate standard helmets.
   [AP] is available for a wide variety of ammo types.

  • [AP+] deals 65-75 armor piercing points. Will always penetrate standard helmets.
   [AP+] is available for a wide variety of ammo types, and for the .32 ACP caliber used on most pistols and 9x39mm SP-5 caliber used on some rifles.

  • [AP++] deals 75 armor piercing points. Can headshot almost anything at close range, including power armor and deathclaws.
   [AP++] is only available for the .416 Barret, .50 BMG and 20x102mm Vulcan calibers used on the M82A1 sniper rifle.
   For the SPAS-12 shotgun you need to change your shells to the.50 BMG caliber.

Additional notes:

  • No matter what combination of attachments you choose, if one attachment provides [AP++], it will override [AP] and [AP+] of any other attachment.


Combined Arms Tweaks (CAT) has a patch for using the "reload" and "magazine" mechanics of Bullet In The chamber 2 Beta. 

  • SPAS-12: You cannot drop a full clip while reloading (BITCh 1) and can use the Pseudo-Magazine System (BITCh 2).


Combined Arms Tweaks (CAT) has a patch for using the "holster" mechanic of Flashlight Holster. 

  • It allows your firearms' flashlight to automatically be turned off when holstered. 
  Only works on the player, not NPCs.

Additional notes

  • If used together with CAT Random Rail Attachments, NPCs' firearms can have flashlights attached too, and due to the game engine limitations, when NPCs holster their firearms with the flashlight turned on, you will see light beams all over the place.


Combined Arms Tweaks (CAT) has a patch for using the seamless "canted sighting transition" mechanic of Side Aim Framework.

  • It allows you to aim using your scope or the side of your firearm.
   Only available on these firearms: AKM, ASVAL, MK 12 SPR, M82A1, G36, FN P90.

Additional notes:

  • Not all Combined Arms firearms were available for this patch, because they lack some animations that Side Aim Framework mod requires.




Recommended mods (firearms related)

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  • MAIM 3 Beta (Discord Invitation) - For its awesome headshots, armor piercing features and much more. Just select the patch when installing.
  • Bullet In The Chamber 2 Beta (Discord Invitation) - Adds new magazine and reload mechanics for your firearms. Just select the patch when installing.
  • Flashlight Holster - It allows your firearms' flashlight to automatically be turned off when holstered. Only works on the player, not NPCs. Just select the patch when installing.
  • Side Aim Framework (Discord Invitation) - It allows you to aim using your scope or the side of your firearm. Only available on these firearms: AKM, ASVAL, MK 12 SPR, M82A1, G36, FN P90. Just select the patch when installing.
  • Flashlight Stealth Fix - Enemies can detect the flashlights of your firearms.
  • Bullet Counted Reload - Fixes the SPAS-12 reload bug.
  • DirectHit - Damage calculation overhaul with locational damage depending on armor.
  • Power Combined Arms - Enhances most sounds of the Combined Arms mods.
  • Ammo Retexture - Self explanatory.
  • Manual Reload - Self explanatory.
  • Fire Rate Shows RPM - Self explanatory.
  • Sighted Weapon Accuracy Fix - Self explanatory.


+ Recommended mods

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My other mods



Special thanks to TobiReiji who kindly allowed me to integrate his very needed and mandatory fix into my mod, allowing Super Mutants to equip and hold two handed Combined Arms' firearms.

THANKS AND CREDITS TO:

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1)
Combined Arms - Modern Weapon Pack

NovaFinch and many others talented artists published in the mod's page.

2) Combined Arms - Expansion Pack

NovaFinch and many others talented artists published in the mod's page.

3) Combined Arms - Weapons Overhaul Project

DankRafft

4) Equipment and Crafting Overhaul (ECO) - Redux

DankRafft

5) Realistic Ragdoll Force

dDefinder

6) Long Range Bullet Holes

SLXJ

7) Shell Rain

pauderek

8) No Sneak Damage for Guns or Explosives

PainVI

9) No Adrenaline

Creepios10

10) Super Mutants Can Use Combined Arms

TobiReiji


11) Side Aim Framework

XiFeiLi

12) GELUXRUM and eclix who are the creators of the awesome masterpieces like MAIM, Bullet In The Chamber, Flashlight Holster and SCOURGE.



*This mod's web page header bullet picture is under Attribution-NonCommercial 4.0 International and owned by its author at: 
Bullets PNG image transparent image download, size: 512x512px (pngimg.com)