Make sure to check the description for the mods used and be sure to give them a download if you want to add them into your own journey through the wasteland!
Is it possible to nominate mods? There's a really good G3 mod (and it's subsequent addon mod to add the "R91" rifle--which is just a wood grip G3) to the game, and some cool revolvers like the 1905. Also, for cursed mods, any of NovaFinch's weapons have some really cursed attachments that would make Jonathan scracth his head.
Hey! I’m the creator of the mg at the tail end of the video. Thanks for a feature! Didn’t realize my case ejection node was rotated wrong. I’ll have to push out an update soon 😂
I must thank you quite dearly for not only taking that miserable lump of failure and polishing it into something quite good, but for introducing me to a gun I haven't heard of.
Yeah, if the biggest issue with your mod is inaccurate shell casing trajectory then I'd say you did a great job. Especially when compared to the atrocity of the FO4 Assault rifle.
@@swelldritch2774 I still can't get over how they made that assault rifle look more like a mix between a fridge and a tail pipe than anything remotely resembling a firearm
@@CloudedPeach for me the biggest problem whit the "assult rifle" as stock its semi auto whit a 10 round mag (I think). when in reality and even in game code its refered to as a MG, and the art book refers to it as a MG for Power armor suits (instead of having everyone running around whit a Minigun they would run around whit the "assult rifle in MG setting). Because if it was in default automatic whit a drum mag and a function that if you was in turret mode or in a power armor (NPC and player) whit a belt feed backpack/ground it would had been a lot more welcomed.
Most people: 'That's silly, it has a shoe for the buttstock". Jonathan: "Yeah, yeah, there's the shoe (boot) buttstock, but more importantly it has a sliding left-side cocking handle instead of right-side one".
@@lilruss15 It's a trope that started from counter-strike, the creator was left-handed so he modeled the guns that way. I guess the people who modeled the guns in Fallout 4 have little experience with real firearms and used other games as reference.
@@ClamMan1989 what? you dont think you should miss shots point blank with an AK? Lol. the first stalker had kinda an rpg System where you would actually miss with low Tier weapons. It feels wrong though, since the rest of the game is so much about realism.
@@ClamMan1989 Yeah, I have a feeling that the NATO guns would break Jonathan. The M4 equivalent especially, given how low detail it is, and not even using the sight properly.
although why you would need recoil compensation on a weapon that wouldn't have any recoil is odd. edit: but then again lasers in fallout have recoil so ¯\_(ツ)_/¯
21:47 Precisely right! The m2216 was one of the first new weapon mods for Fallout 4 Because of this, people weren't sure how to use custom animations within fallout. Nor were they sure it even supported them. So the changes were made so they could use the SMG reload animations and have it make any amount of sense.
For anyone wanting to mod fallout 4 for the first time, try to avoid downloading a mod just because it has the most endorsements and downloads or you will end up with guns like the m2216, which only has the endorsements because it was one of the first weapon mods to be made for fallout 4 back in 2016. Weapon mods for fallout have come a long way since then, but you might have to look a little bit harder to find the good ones.
Searching by endorsements within the last year is a good place to start, but really youtube lists of top however many guns of whichever type is a very good place to find good gun mods of whichever kind. Degenerate Dak and Yaboybrandyboy both have some very good mod lists
FX0x01 makes the best weapon mods for Fallout 4 imo. That is if you want real life firearms in the game. Their textures, reload animations, and sounds are on point.
You can ideally use endorsements past a certain year, I forget which one. 2018 is a good starting point on Nexus, modders caught on to a lot after the first few years of modding
I’d also like to add:Restrain from downloading mods on your first playthrough. Although I love my modded game, I wouldn’t trade it for my memories of jumping into vanilla Fallout for the first time.
One thing to mention about the massive revolver is that it was (canonically) designed to be used with power armour so they made it over the top in size.
I think most of the "big guns" of Fallout are intended for use in PA, but the games let you use them without PA if you want. Some games (New Vegas?) have a Strength requirement for weapons, even, so someone with an inhuman 10 Str can use a Minigun unassisted but mere mortals probably want the Str boost from power armour.
Using some of the newer mods with tactical reload would be great to show Jonathan. There's some really impressive stuff that's been made the last few years
I really appreciate the respect Jonathan has for modders going in, and for taking into account lore/in-universe reasons for some decisions when it comes to designs.
I believe the point was to illustrate the silly trend of shoehorning weapons into existing reload animations, rather than showing off every AAA+ quality mod of passion in existence
I mean, modders in sometimes VERY large quantities work in Valve, CD Projekt Red, GSC Game World, MachineGames are founded by modders, 4A Games, Blizzard, Ubisoft (at least Sofia, likely all offices) etc. Game companies and developers know to pay attention to modders.
@@lathanchurch8352 it's mostly I think because with mods there is no time constraints. As opposed with game companies they are many times forced to work awful hours to get a project done
It's cool to see Daks mod getting some recognition from Johnathan Ferguson of all people. It's really one of the best direct reworks of that travesty of steel and polymer mishmash to have been made.
Gonna be honest, I know F4’s AR design is funky and Seussian but I like it. I think the majority of gripes with it comes from the fact that its even called an Assault Rifle, which it wasnt designed to be. The handmade AK from Nuka World was cut from the base game during development, and the intended LMG got renamed to Assault Rifle to fill the niche. Funky series-original weapons that dont make complete sense have always been a part of Fallout (the original 10mm pistol from the Isometric games was a strange conglomeration of a mag-fed pistol and a revolver; Fallout 3 changed it to a more Deagle-inspired look) and I think its more fun to have a few oddball guns in there than constantly reuse the same iconic modern firearms over and over again like every other shooter does. Thats not to say that actual real-world guns shouldnt be there, I just think the stylistic variety is more interesting and gives the Pre-War time period its own identity.
@@uberd3323 You're right, it definitely does have a place in the games, it's just not the best of the funky guns that have existed in it. If anything it's just the combination of parts- and of course the designation- that is so irksome. There's also the fact they had a perfectly good design already in the form of the R91 and replaced it with the new one, which is what makes it such a travesty to me.
What was so odd to me was the exaggerated change from it's depiction in Fallout 3, which was just a simple model of a G3A1, which fit more of the bill of being a 'assault rifle' than this Lewis-Gun-took-a-MG34-around-the-corner-and-smoked-Steampunk-with-it kind of look In Fallout 4. It was just an absurd design, even by the retrofuturistic standard of the Fallout series.
When first gun mods for fallout 4 were popping up, ALOT of them did not have custom animations. "M16A4" in the video seems to be one of them, hence the crank on the side of the gun to make animations make sense
yep. and even after custom animation become available there was a time where the only way to have custom animation was to replace existing animations. took a long time until a weapon could add its own animation only said weapon mod gun would use and not mess whit any other weapon mod or vanilla.
@@Zack_Wester Are you sure you aren't confusing Fallout 4 with New Vegas? I'm pretty sure Bethesda had already implemented a per-weapon reload system by Fallout 4. Though I'm not entirely sure myself tbh since I haven't modded FO4 much compared to FNV.
@@anirvana no no weapon animation in fallout 3, 3 NW and 4. was a hard coded list that looked like this. .animation = the file format animation was in. rifle1_reload.animation rifle2_reload.animation pistol1_reload.animation and so on. and there was no way to edit that file or data table that contain the list as doing so would break the engine completely. that said I think there was like 1 or two free spots that was not used and you could use. but as a mod have free slot 1 or 2 been taken already by another mod or not was not posible to find out. so you could had 20 mods that all overwrote each other free slot 1 animation while the slot 2 was still unused. moders finally found a solution way later. another problem was the let say there is a mod that added a Bulpup weapon animation to its bulpup weapon (there are no bulpupp weapons in fallout vanila). mod two that adds a bulpupp animation can´t really pigyback on the first mods animation for a long time.
@@Zack_Wester I do know how New Vegas and 3 handle animations, since I make animation sets myself lol. Haven't done so for FO4, was wondering if Bethesda changed that since I don't remember having to download any dependency mods (e.g. kNVSE for FNV) for any mods that added custom made animations in FO4.
Be modder, put countless hours into designing your own gun, make it perfect for your own tastes with elaborate engravings and decoration to give it as much flair as possible. Skulls and swirls, shiny metal and new leather. You're so proud of your work you share it with the world. Jonathan Ferguson - Looks like dead pigeon lol
IIRC the "Widow" Shotgun is part of a modpak called "Black Widow" that comes with an also similar styled armorset and it is designed for a female character
If you guys keep doing Fallout themed videos (which I hope you do), I reccomend checking out the weapons of Fallout New Vegas'es DLCs. Stuff like the Red Glare, the Shoulder Mounted Machine Gun, the .45 Pistol, FIDDO, etc.
didnt know there was anything other then the pistol version of the gyrojet the attention to detail to customize the ammo in the air like that modders are impressive
I would love to see Jonathan react to some of the guns found in Warframe. The sheer variety of guns that exist in the game would make a very interesting video of his opinions on the widely different ones.
May want to tell Jonathan about the Fallout Londan mod that's being worked on. He'd maybe find it neat that the ghoulified Royal Guard is still protecting the Queen and they're using EM 2s.
I like how he notices when a round in a revolver are never dented but doesnt point out when it does. But I'm surprised he didn't notice the massive dents on rounds on the homemade revolver from being hit from what I assume is a nail.
Yes, Fallout 4 mods had to design their guns around the existing reload and firing animations for a while before custom animations were possible,. and even then they ere a rare sight, at least while I played the game.
That gyro jet hmg mod is not only one of the coolest mods I've ever seen but also just one of the coolest made up firearms in any game I've seen. I've always thought the real life gyro jet was a cool concept, the only weaponry I can really think of that functions similarly are some guns from Warhammer 40k like bolt guns.
There's an M16 mod for Fo4 with custom animations and everything. I think it would be a treat to John if he could have a video of that, there are so many variations the mod adds it could probably be a video itself.
its been so great watching these mods come out over the years Im so happy to see the fallout 4 mod scene shine here. All the those modders are incredible at what they do and Deserve huge kudos deffo show them some love on nexus mods.
The M2216 was one of the very early custom modeled weapon mods for Fallout 4 if I remember correctly, it came out maybe 2-3 months after the game came out, so at that time there was no way to make mods with custom animations, so all weapon mods that used custom models had to be made to fit the animations of existing weapons in the game.
I would love to see a video with Johnathon reacting to CoD: World at War firearms and see what he has to say about them. They are a lot better than Vanguard but also not perfect. Have him react to that!
Jonathan, Clearly that Gyrojet HMG has a tab in the mag well that pushes a follower stop out of the way and allows the rounds to rise past the aligning friction pad at the top. It's gas port operated and only a tiny amount of energy would really be needed to cycle the weapon considering it wouldn't need to have as strong a lock to contain the relatively gradual launch pressure. The focus would be repeatable alignment of the non-uniform projectile (extending fins are tricky) and consistent ignition and launch pressure. The best way to do that would be to have as much of the feed mechanism in the receiver as possible so that is likely where "feed lips" might be found.
The handmade revolver is one of my favorites. Also is can be chambered in rifle rounds and shotgun shells that look like they change the mechanism a bit
Love the fact that these are being made still years after fallout came out but they know we're all still playing it XD may have to take a trip up north sometime to show my support in person. Being real though your content is amazing just like the museum it was filmed in, anyone that gets chance to visit the armouries should definitely go it's amazing. Also he mentioned Kentucky Balistics, this man is a weapons god amongst men
Should check out the "Combined Arms" mod and it's add-on. Looks like some solid gun models with that mod. Oh, and the Daks MG69 is an awesome alternative to the vanilla "Assault Rifle"
The M2216 is a very early mod in the history of FO4 modding and the modder had to use vanilla animations and adhere to engine limitations. You were completely on point.
That Kentucky Ballistics video he's talking about is wild. Dude almost died from a 50cal exploding in his face, cut his jugular open and he stuck his thumb in it and drove to the hospital and survived
I'd love to see a part two with more carefully picked mods, because a lot of the ones in this video are fairly old and are nowhere near the quality of modern ones (for example just compare the m2216 and the mk18). I would recommend mods by fx0x01, novafinch and subleader in particular
the m2216 was an early mod and i mean very very early before modders had began to make their own animations to fit weapon models which is why as you noticed its been changed to fit the animations, not sure if Johnathan will see this but thats the explanation
Started a new playthrough of Fallout 4. Added in every new gun mod from the last 4 years and replaced the vanilla guns with modern firearms. The game is so fun when you have 100 new firearms to collect and customize/upgrade.
And many of them are shooting back at you! It's also fun if you limit yourself to reusing addons (mags, scopes, etc) from found weapons instead of making your own super-elite ones. I love the RU556, MK18, P220 and CS5 mods. Also IceStorm's MP5 which I think is no longer available. I even used a crossbow mod for one playthrough.
Keep in mind that this is basically a glorified mod showcase with a firearms expert. Except like other mod showcases they didn’t add links to the mods on the Nexus. Still a nice video. Jonathan Ferguson is probably the only thing helping this channel stay afloat (not my quote)
@@Pigness7 I’m not a mod author so it doesn’t bother me (and I kinda don’t care, not to be mean) but I could understand from a mod author’s point of view, and I’d be upset if my mod wasn’t credited. I was considering linking the mods from the nexus, but most are older and there’s better versions. Mk41 is still pretty good.
Thank you ! Always enjoy the works of you guys. FO4 has more mods and will be great to see some more on this topic in the future. Some are more wacky, others are trying to be more realistic, it will be great to see more reviews from Jonathan. Keep the good work up.
Please have Jonathan look at generation zero guns (including dlc weapons). His reaction and feedback on some of the Swedish counterparts in that game will be interesting.
Fun fact: the reason that anti-materiel rifle has tape wrapped all the way down the barrel even though it's only needed on a small section for your hand to grip is so that you can unwrap the extra length of it and use it to hold your hands and face together when that janky death trap inevitably explodes during an attempted firing and fills you with fragments of the chamber and barrel
One brilliant thing with the handmade revolver is the way the ammo shows that it's punctured, neat little thing I don't think I've really ever seen in a mod.
I love seeing some of the mods I use in fallout 4 being seen. Now I know what Jonathan thinks about the magnum revolver rifle which I personally love using in game.
I absolutely agree with Jonathan when it comes to modding. I want my mods to feel like an extension of the universe instead of something thrown in from ours that's why I hate the mods that just throw in ARs and AKs without any consideration to the universe
If you look up Fallout 2's weapon arsenal, you can see FALs, P90s, Desert Eagles, Pancor Jackhammers and even G11s . It's Bethesda that decided not to include modern weaponry in their newer games for some reason.
Feeling a little nitpicky myself. I'm rather certain that's an M16A2 being modeled, with the solid round clamshell handgrip. The M16A4 has a full set of bottom/left/right/top Picatinny rails on the foregrip, with covers that go over the rails, but don't actually touch each other, giving a distinct split up appearance. On the other hand, the carry handle does appear to be mounted onto some picatinny rails, which would be an A4 feature, since the A2's carry handle was definitely part of the receiver. Nonetheless, that foregrip is a pretty distinctive A2 feature.