Falcon III Scout Pistol
猎鹰III侦察手枪
Screenshots 8 screenshots
About this mod Machine translation
~Information is power~
At Maid Dynamics, this is the driving philosophy behind the development of revolutionary new weapons. A weapon that allows one operator to control the entire engagement.
While power armor has revolutionized the way our soldiers win wars, our nation's hidden power has been severely overlooked. Forced to use a limited selection of outdated weapons that are too cumbersome to be practical. We at Maid Dynamics intend to change that.
The Falcon III Scout Pistol is a lightweight and portable weapon system using a revolutionary sensor suite developed in partnership with the Commonwealth Institute of Technology.
While a soldier can wear two tons of armor, we recognize that our nation's covert operatives cannot walk into a ballroom wearing a titanium-plated jacket. Falcon 3 is trying to make that armor obsolete.
With advanced stereo multispectral sensors, the Falcon III can track enemy targets, warn of incoming threats, and even interface with fire control systems, all of which provide superior battlefield awareness.
Utilizing the latest space-age materials, the pistol delivers superior handling for greater maneuverability in the field, while our proprietary "Duster" suppression technology allows the operator to remain undetected without sacrificing weapon range.
Chambered in either .45ACP or the proprietary .38 MAID high-velocity cartridge, the Falcon III delivers information gathering and stealthy lethality in a compact, elegant package.
Version 1.1 is here! The Falcon III can now run the traditional Falcon scope module, redesigned as a 2.5x power digital sight; or a set of Cherenkov blue glow dot sights.
This isn't just a new mod. A lot has happened with version 1.1. The grid has been redesigned to better take advantage of how Fallout 4 handles modular weapons. This includes new texture maps that deliver higher fidelity on every component while using less texture memory than previous versions to achieve the same level of quality. Medium should look sharper, while High is just overkill.
Finally, an option to disable the use of lights by NPCs has been included as a mod for the pistol.
Note that if you are upgrading a save file that already has a pistol, you may need to reapply the mods for some weapons, as the new sights will require changes to how they are handled.
Use an automatic mod manager of your choice, or copy the contents of the zip file to the Fallout 4 Data folder. To uninstall, simply delete Falcon3.esp; Falcon3 - Main.ba2; Falcon3 - Textures.ba2 from the Fallout 4 Data folder.
Two prototype pistols were on their way to CIT when the bombs dropped. Where they end up is anyone's guess, and while all the trains derailed, it's unlikely they made it all the way to the CIT.
They're not hard to find, but if you want an exact location, check out the last part of this description. If you just want a visual reminder, check out the Lost Boxes in the image gallery.
What frustrated me when I started with this mod was that the game's pistols were mostly only 10mm, with only the piped weapons using .38 or .45 cal. I want to make a weapon that uses these calibers and has its own play style that doesn't invalidate the 10mm or the Deliverer.
The pistol itself is based on the Perfect Dark (2000) Falcon II, which in turn is based on the Colt Double Eagle pistol. The pistol was modeled in Blender and converted using Outfit Studio and NifSkope.
The pistol's mods are laid out so that most of the typical stat buffs are packed inside, while the ammo, receiver, underbarrel mods, and suppressor all allow you to tweak the weapon to your liking. When there is no suppressor, the pistol has a buffer to move the speed. It's not as powerful as the legendary effect, but I find it more interesting than the range penalty used by the vanilla muzzle model.
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.