Malorian Arms Company - 3516 (updated)
Wake up Vault Dwellers, we have a wasteland to burn!
Screenshots 8 screenshots
About this mod Machine translation
Wake up Vault Dwellers, we have a wasteland to burn!
Original address:
Prefix:
Casing Framework (optional, if you want the shelling to be the same as the original version):
Fallout 4 - First person IdleStop fix (necessary, should be updated simultaneously):
Garden of Eden Papyrus Script Extender (necessary, just updated a while ago):
Mod Configuration Menu (required):
Ammo Expansion Patch (optional if you wish to use the 12.7mm bullets instead of the original .50):
Tactical reload (optional, if you want a mid-reload animation instead of just the full reload animation):
Open Animation Replacer (optional, if you want to use OAR patch):
Updated version 2.03 Chinese version address on December 3:
Updated version 1.02 OAR patch on August 24th:
OAR configuration for sequential loading + IdleStop fix.
It does not replace TR, but it can work with it if you use the patch in the main file.
Be sure to select "Horizontal Swipe Reload" in the weapon workbench to enable it.
The optional file Cyberpunk 2077 - Malorian Arms - 3516 - OAR was updated on July 28th. You can choose to install it according to your needs:
Take out the animation replacement configuration file for sequential loading.
It does not replace Tactical Reload, but it is compatible if you use the patch in the main file.
Be sure to select "Horizontal Swing Reload" in the weapon workbench to enable it.
Updated OG Ba2s file on April 3, 2026:
Install this after the main file, replacing ba2 with the original.
Only use this to fix the stealth model when playing the original version of the game (pre-next gen).
Updated on February 15th:
Version 2.07:
Hotfix*: Fixed a "medium magazine" issue that added more ammo to the magazine than intended.
Tweak*: Reworked attribute distribution of laser, muzzle and compensator attachments to correctly reduce recoil and dispersion cone.
Change*: Flamethrower attacks can no longer be cast from a third-person perspective due to the "Game.ForceFirstPerson" global feature causing some issues in next-gen and AE versions. I plan on making a custom third person animation for it in the future though.
Updated on February 11, 2026:
Version 2.06:
Hotfix*: Fixed a small FOMOD bug that caused file deployment errors when the user selected "Don't install any additional patches".
Version 2.05:
Hotfix*: Fixed the name of the .45-70 receiver, what was going through my head when I shot the .40-70 🫠.
Version 2.04:
Change*: The most powerful receiver now requires Gun Nut 3 instead of Gun Nut 4.
Changes*: All accessories that do not accept materials have had their respective loose mods removed, as they have no value or weight.
Change*: "Rock Boy's Prime" penetration property is now 50% instead of 30% (previously it was almost unnoticeable, so I had to buff it).
New*: 3 new conversion receivers are added, suitable for 10mm, .45 and .45-70 calibers respectively. Note that this also adds the "Far Harbor" DLC to the basic module.
NEW*: You can now configure the number of bullets in the magazine required to launch a flamethrower attack via the MCM menu.
NOTE*: I've updated the requirements and description, and this version was made and bundled with the latest Creation Kit (AE version), so you may need a few other mods to load into previous versions of the game (which may not be possible if you haven't already).
Updated to version 2.03 on November 26th
Update log:
Version 1.01:
Hotfix 1: Moved the weapon's properties from the attachment to the main weapon object, making the weapon incompatible with many other mods, legendary effects, and perks. (Sorry guys????)
Patch 2: Added vanilla attachment point "ap_Legendary" for legendary effects attachments, you will still need something like Legendary Effects Overhaul or something similar to attach LE independently.
NEW*: Added an alternative version of the "Rockerboy's Prime" internal module that does not have the "ADS Aim HUD" effect embedded and can be crafted at the weapon workbench.
Version 2. …
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.