alien assault rifle
外星人突击步枪
Screenshots 8 screenshots
About this mod Machine translation
alien assault rifle
in short
This mods adds a fully moddable Alien Assault Rifle to the game.
The design is mainly based on the Alien Blaster.
You can convert it into a shotgun, sniper rifle, assault rifle, SMG or even a powerful beam rifle.
The mod provides See-through-Scopes Framework support, as well as an AWKCR version.
For custom animations, see the following mods:
Alien Assault Rifle Animations by Steampunk755, Wardaddy and DrLazlo
This weapon can be obtained from Alien, just like the Alien Blaster.
Additionally, the Alien Assault Rifle can also be spawned as a legendary weapon.
statistics
When using Alien Power Cells, the weapon is approximately 40% more powerful than the laser rifle.
Converting to Fusion Cells reduces damage, making the weapon 10% more powerful than a laser rifle.
This weapon relies on the Commando or Rifleman perk, depending on whether you use full or semi-auto.
Weapons have the following mods:
5 Receivers - adjusts the balance between ammo capacity and damage
9 Barrels - Convert weapons into shotguns, assault rifles, SMGs, sniper rifles or even beam rifles
4 Stocks - So, what will stocks do to guns?
4 Magazine Types - Choose from the standard Alien Blaster Wheel, Fusion Cell, Fusion Core or even the weaponized Nuka Cola Quantum.
15 attractions - from Railroad Scopes to Long Recon Scopes. Of course, combat scopes and combat reconnaissance scopes are available
3 muzzles - strap an alien bayonet or compensator to the gun.
NOTE: You will need to make your own weaponized Nuka Cola Quantum. This can be done at the cooking station or chemistry station.
At those crafting stations, you can convert a Nuka Cola Quantum into a Weaponized Nuka Cola Quantum.
The weaponized Nuka Cola Quantum is a bit like a Fusion Core, which means its charge is depleted.
The guns also have some pretty sweet custom 'animations'.
For example, the beam barrel rotates when idle, and when you pull the magazine out of the gun (when reloading), any glow effect will completely dim.
This weapon is compatible with perspective scope frames.
This means that if you install the frame (or already have it installed), you can customize the reticles for Reflex and Combat Sights.
The framework is not mandatory. These attractions will work fine without the frame installed.
AWKCR version
This mod also comes with the AWKCR version of this mod. As of version 1.1, AWKCR and the normal version of this mod are interchangeable.
If you update from 1.0.3 or lower, all acquired Alien Assault Rifles will disappear from your save if you are using the AWKCR version.
The reason is that the previous AWKCR patch is the "correct" AWKCR patch, which means it must be a "standalone" patch.
The keyword cap bug has been fixed since Fallout 4's 1.5 update. AWKCR patch aims to remove mod associated keywords
Prevent this error from happening. This requires the AWKCR patch to be standalone, as it requires the keyword to be removed.
This is no longer necessary. So, to make the mod more dynamic, the new AWKCR version of this mod is now interchangeable with the normal version.
The disadvantage of this is that when you update and use the AWKCR version, you will lose all previously acquired Alien AR.
Reacquire all missing alien weapons using the console command specified below.
How to get it?
Alien Assault Rifles should spawn on every alien in the game. Usually, there is only one, the one near the UFO Crash Site.
Kill the aliens to get the alien assault rifle. If you have killed the alien, the weapon will not spawn on his corpse.
You can always use the console to spawn a new alien, or spawn the weapon itself. To spawn a weapon, type the following into the console:
Help "Alien Assault Rifle" 4 WEAP
The console will spit out a FormID that looks like this: XX000800
Next, enter: player.additem XX000800 1
Use the help command to replace XX with the two digits you just found.
Another possible way to obtain guns is to go on a legendary hunt. The Alien Assault Rifle …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.