Ideal Rifle (OICW) - Updated
Real guns are made of wood and steel; plastic and polymer are for sissies!
Screenshots 8 screenshots
About this mod Machine translation
Real guns are made of wood and steel; plastic and polymer are for sissies!
Original address:
Prefix:
Far Harbor
nuclear world
Machinery Workshop DLC
Updated on August 2, 2026:
1.1.3 - Fixed ammo patch
Updated Chinese address on October 6, 2025:
Updated on March 28:
1.1.2 - Minor text updates and terminal QoL improvements
Update March 3:
1.09 - Script updates to improve cleaning.
1.1- Added more barrels and magazines. Strengthen 5mm and redesign the magazine capacity. Combat-Sight is now a scope affected by the Sniper perk.
1.1.1 - Fixed damage list.
Updated on February 27th:
1.07 - Changed the Ammunition Extended Grenade model to make it fly faster. Fixed third person power armor animation.
Updated on February 24th:
1.04 - Turn Commander Caleb into a durable and refreshing Wanda Legends refresher.
1.05 - Rebuilt Wanda refresh mechanism.
1.06 - Fixed cryogenic grenades in stable mode.
Version 1.03 updated on February 23: Fixed the interaction problem in forced first-person mode.
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grateful:
Degenerate Dak - assets, lots of assets...
The6thMessenger - concepts, scripts and integrations
Brainstormepilog - Animation
Its_Strong - Screen
Ten Speed - Screen
Preface:
As a replacement for military rifles, the Ideal Individual Combat Weapon (OICW) program uses airburst smart grenades as a counter-target engagement tactic. Often considered a failure because it became too unwieldy and complex, and its proprietary ammunition an undue logistical burden, the Ideal Rifle was what was left of the concept.
The Ideal rifle has a modular design and is a typical European-designed assault rifle; featuring a variety of attachments, ammunition, and other modifications to its internal structure. It is popular among civilians, contractors and the military for its reliability and ease of use.
Reserved for the military, its grenade module is what's left of the concept; it eschews smart grenades in favor of typical straight-firing autocannon rounds, trading its airburst capability for a fraction of the cost by simply forcing its way through cover with sheer explosive power.
Features:
Multiplier Damage - Properly scales damage between heavy chambers and attachments.
Can fire single-shot, 3-shot bursts or long burst fully automatic - choose from 18 different receivers. "Standard" doesn't count, who did TF choose?
3 magazine types with rapid ejection variants and the ability to use multiple ammo: Rapid 5mm by default, stalwart 5.56mm when push comes to shove, and the occasional heavy .44-Mag.
Grenade Module - Can fire 25mm grenades. Choose between experimental or stable grenade mode, with different types.
6 different lengths. Also affects the accuracy of the grenade module
Injected in level list -- Spawns in gunner's hand at Lv.1, using default 5mm, and spawns in 5.56mm version at level 25.
Bottom mounted grenade launcher:
Experimental Mode - Covers the grenade equipment (similar to WF's grenade launch method, select the grenade and use the grenade key to launch), providing a faster way to launch explosive shells. Note that it only works in first person.
Stable Mode - Overrides primary fire, while requiring the use of a switcher, provides a stable way to fire explosive ordnance, effective even in 3rd person and VAT.
Built-in ammo switching system - hotkeys can be used to switch ammo between grenade types and even disable it if needed.
There are 6 different types of grenades, and grenade crafting is comprehensive:
- Anti-tank - Small AOE, damage goes through walls.
- High Explosion - Large AOE, reduced damage.
- Low temperature - Large AOE, greatly reduced damage, slows down and knocks down enemies.
- Pulse - Deals higher damage to robots and reduces perception.
- Plasma - Causes severe mixed damage.
- Micronuke - Causes severe physical damage, and causes radiation damage.
Available in the Chemistry Workbench - "Ideal Rifle" section. Switching tools can be crafted, holotapes ca …
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.