Before you step up to your weapons bench in Fallout 4, cram a hundred pounds of junk into it, and start tinkering with your favorite laser rifle, you might want to cast an eye on what modder LucasGod has been up to. Any Mod Any Weapon doesn't mince words, and could completely change the way you shoot monsters and robots. As you might have guessed from the name, it enables any weapon mod to be attached to any weapon, allowing you to lovingly craft the horrible and hilarious killing machine of your dreams.
Fallout 4 mod enthusiast Tyrannicon shows what's possible in the video above, with his wonderfully enjoyable deadpan manner. Watch as he builds and tests a scoped triple-barreled electrified minigun, an alien laser pistol that's half Fat Man, and several other devastating Frankensteinian weapons.
The mod even works with melee weapons as well, so if you're looking for creative new ways to bludgeon someone's skeleton right out of their body, it should provide you with a ton of new options. Some things to keep in mind, from the mod page:
"Your custom weapon will inherit the base stats and attributes (Such as spread, bullet count and animation) from the base weapon you used, even if you change every piece into another kind of weapon. Attach a beam splitter to a shotgun and see the magic happens!"
"Enemy weapon generation is kinda buggy with this mod, I recommend you use it only to craft your weapons, and disable it afterwards if you plan on looting genuine weapons from enemies until I manage to fix that."
In normal circumstances, Fallout 4 only allows you to tack a set number of weapon modifications onto your chosen firearm. Any Mod Any Weapon created by 'LucasGod', on the other hand, lets you go wild. I mean seriously wild. I'm talking Targeting Huge Target Seeking Fat Man wild. Or Recoil Compensated Huge Rapid Gatling Laser wild. Or Suppressed Triple Barrel .44 wild. WILD.
"This mod allows you to craft and attach any non-melee weapon mod, on any non-melee weapon," says LucasGod. "It's not balanced, not immersive, and might even affect the non-unique weapons carried by enemies you find in the wild or on stores. But it's really fun!"
Mod creator LucasGod gives the example of attaching the rocket launcher's lock-on sights to any other weapon. Imagine that. However, whatever crazy combination you could come up with, you may find an enemies using it.
According to Lucas, you can install the mod, create your insane weapon, then uninstall it. Whatever you create will remain unchanged, but by removing the mod, you prevent enemies from having any custom stuff.
Attach a mirv launcher on an automatic gun and make it rain nukes!Attach the rocket launcher lock-on sights on any weapon!Attach the gamma gun dish on your gatling laser and spread that radiation across your enemies at ludicrous speed!
Your custom weapon will inherit the base stats and attributes (Such as spread, bullet count and animation) from the base weapon you used, even if you change every piece into another kind of weapon. Attach a beam splitter to a shotgun and see the magic happens!
Enemy weapon generation is kinda buggy with this mod, I recommend you use it only to craft your weapons, and disable it afterwards if you plan on looting genuine weapons from enemies until I manage to fix that.
I brought a couple of Mods for an Anti-Material Rifle and they have a (Gun Runners Arsenal) label in the Pipboy but i can attach the mods, i did pick up the gun in a location that was added via a Quest Mod that i installed but i'm wondering whether i need a weapon with the same (Gun Runners Arsenal) label on it to equip these mods or if it's because this Quest Mod added an Anti-Material Rifle which is different from the regular one
Even though Fallout Wikia states that some GRA mods can be used with non-GRA weapons, I cannot find any mod that actually fits the description. This means that all the GRA weapon mods require GRA weapons.
Actually not all do. There are mods for guns such as varmit rifles and laser rifles and hunting rifles that arent gra weapons. If the weapon has a copy that is (GRA) then you can only put it on the gra copy.
While the "Any Mod Any Weapon" does allow for some admittedly awesome firearms, there are a few constraints, albeit small ones. For instance, players won't be able to attach a muzzle to a barrel that doesn't support muzzles. However, there are workarounds, for in that scenario, the muzzle can be attached to a barrel that matches, and then the barrel itself can be changed out for something different. Plus, it's possible for enemies to get a hold of what's been created using the mod, so in order to avoid that from occurring, fans should install it, make whatever bizarre weapon they desire, and then uninstall the mod, which will only allow the player to wield the newfangled gear.
While some Fallout 4 fans might argue that using the "Any Mod Any Weapon" is tantamount to using cheats and console commands, LucasGod would agree with them wholeheartedly. As it happens, the description he wrote for the mod reads, "It's not balanced, not immersive, and might even affect the non-unique weapons carried by enemies you find in the wild or on stores. But it's really fun!"
By resolution 71/258, the General Assembly decided to convene in 2017 a United Nations conference to negotiate a legally binding instrument to prohibit nuclear weapons, leading towards their total elimination. The Assembly encouraged all Member States to participate in the Conference, with the participation and contribution of international organizations and civil society representatives.
The Treaty on the Prohibition of Nuclear Weapons (TPNW) includes a comprehensive set of prohibitions on participating in any nuclear weapon activities. These include undertakings not to develop, test, produce, acquire, possess, stockpile, use or threaten to use nuclear weapons. The Treaty also prohibits the deployment of nuclear weapons on national territory and the provision of assistance to any State in the conduct of prohibited activities. States parties will be obliged to prevent and suppress any activity prohibited under the TPNW undertaken by persons or on territory under its jurisdiction or control. The Treaty also obliges States parties to provide adequate assistance to individuals affected by the use or testing of nuclear weapons, as well as to take necessary and appropriate measure of environmental remediation in areas under its jurisdiction or control contaminated as a result of activities related to the testing or use of nuclear weapons.
The initiative to seek a legally binding instrument to prohibit nuclear weapons is an outcome of the discourse centred on promoting greater awareness and understanding of the humanitarian consequences that would result from any use of nuclear weapons.
In recent years, renewed interest in the humanitarian impact of nuclear weapons was first manifested in the final document (NPT/CONF.2010/50 (Vol. I)) of the 2010 Review Conference of the Parties to the Treaty on the Non-Proliferation of Nuclear Weapons. In its conclusions and recommendations for follow-on actions, the Conference expressed its deep concern at the catastrophic humanitarian consequences of any use of nuclear weapons and reaffirmed the need for all States at all times to comply with applicable international law, including international humanitarian law.
A series of three international conferences on the humanitarian impact of nuclear weapons, convened in 2013 and 2014 respectively in Norway, Mexico and Austria, sought to present a facts-based understanding of the short and longer-term effects of a nuclear weapon detonation.
Can I have the default weapon on the vehicle? The front machine guns and the pack of stingers?I personally don't like the modded versions of the JB700, that's why I am looking for the original weapons from the story mode.Thanks anyway for the mod, good fun.
What do i have to replace, sorry I am not a programmer and I seem to have some trouble. If I replace the bottom line with the numbers its stops working entirely and then I put in the name the game crashes when I try to launch something.
And you know its going to be an interesting play session when the first mod I've come upon is "Any Mod Any Weapon" which, as you might deduce, allows you to shove any mod in to any weapon with hilarious results.
So what this does is it allows you to mix and match mods from different weapon families in order to create some truly monstrous weapons. Most of the things I've tried out worked exactly as I imagined they would so it seems that with this mod your imagination is the limiting factor.
Minigun as the base weapon +Electrification/Ignition mod = an insanely overpowered minigun that spews rays of lighting towards anyone stupid enough to still be around you after you've assembled it.
As you might imagine, a lot of these weapons live on a completely different planet devoid of balance so unless you really like having your ass handed down to you by a random raider with a nasty surprise in their pocket I'd suggest you disable the mod once you're done crafting weapons you're interested in.
And that's it as far as the mod is concerned. It might be a simple one but being able to mix and match weapon mods like this can be useful for far more than simply stomping enemies with. You can create entire new classes of weapons and as long as you don't go overboard with the use of strong mods you can have relatively balanced scatter-laser shotguns and other weapons like it to play around with during normal gameplay.
Available now on Nexusmods, this particular beauty already had 5,568 unique downloads at the time of writing this article, with users urged to make the most ridiculous weapons possible, as seen in the video above.
First, we will go over what equipment is most recommended for high damage output. There is a little more nuance to what equipment is best than having everyone equip the same weapons that have the best output due to team damage buffs, boss debuffs, using supers for damage, ease of use, and general access to certain weapons and mods. 2b1af7f3a8