Cci ammo ballistics

Ammo and ammo deals

2011.11.07 07:35 laza01 Ammo and ammo deals

This is a community for discussion about ammunition and related topics. If you have a question, please post. Someone else may be wondering the same thing.
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2020.02.02 00:55 EscapeFromNoobTov Fleas Of Tarkov

This subreddit is for fellow Fleas to connect without dealing with the barrage of down-votes and ridicule from non Flea Market players and also to share items that sell successfully or not. Help new Larva turn into proper grown Fleas as we tackle the Marketplace.
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2009.09.15 05:37 S.T.A.L.K.E.R.

All about the S.T.A.L.K.E.R. survival-horror computer game series: Shadow of Chernobyl, Clear Sky, Call of Pripyat, community mods for each, and the upcoming official sequel S.T.A.L.K.E.R. 2: Heart of Chornobyl. This is not a subreddit about stalking people nor discussing real-life stalkers!
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2024.05.21 21:54 hoodthugassbootynigg Tried to rebalance PD3's armour system without just reverting to PD2-style and I think I'm onto something

So the number one big problem with PD3's armour is that it completely fails to create tension. There's no tension throughout the heist because it's too easy to maintain control over the heist and prevent a premature plate break, and there's no tension from attrition because you can easily stretch your armour to last for way longer than any heist will last. Resulting in fatal boredom. So I tried modding these adjustments:
These changes were a good start. Before you were pretty much forced to wait out every assault and do objectives in breaks, but these changes allowed for an aggressive yet very cautious and tactical playstyle, like playing PD:TH on OVK145/193+. But it was still too easy and boring... until a dozer came up and the difficulty completely spiked.
Now one of the other big problems with PD3's design is in how they did difficulty. Instead of making it harder to do things right, it just punishes you harder for doing things wrong. It's like saying "Here's an insanely hard maths question: What's 2+2? It's difficult because if you get it wrong, you DIE!" Take the tasers, for example. They're too underpowered, so they increased their damage - changing nothing, because it was still super easy as ever to just not get tased in the first place. So, I wanted to address the difficulty gap by making the specials more of a real complication:
Now it's still easy to prevent the tasers and naders from attacking, but since they take so much longer to kill, you have to fall back to safe territory and come out multiple times to kill it to be safe, which really spices things up because that process opens a window where enemies can push or flank you, so now the specials actually have a big indirect impact. The shield change is also very effective at nerfing camping and waiting out assaults (since no other change actually made that any less effective).
I tested this out on Under the Surphaze OVK and oh man this actually put the excitement back in the game. Any extended enemy fire would immediately break a place so I had to clear every corner and slide from cover to cover like a tactical shooter, constantly having to decide whether to push or fall back, and after a tango with a dozer there ended up being a super tense escape with just one plate and a sliver of health left. This was absolutely a big improvement.
I would like to change other balance aspects of the game like the ammo economy, weapon firepower, skills etc. to make 4-player a proper co-operative challenge, but without p2p that isn't happening soooo it's gonna have to work with solo play and busted weapons.
If you want to try it, here is the rebalance mod. You'll need this and this to play offline.
submitted by hoodthugassbootynigg to paydaytheheist [link] [comments]


2024.05.21 21:31 BenKerryAltis WARNO if it's set in Suzerainverse

About WARNO)
Background:
The first division to be introduced on the Sordish side was the 5th Infantry Division. Deployed in the Nargis region as part of the Sordland First Army, The 5th infantry division is perhaps the most typical of all Sordish infantry divisions before the war of 1958. In fact, the Sordish armed force inquiry specifically designated the division as a template division. The 5th Infantry Division saw its first combat in the Estord pincer; it has since taken part in many major campaigns throughout the war.
Logistics: The 5th infantry division is designed with strong logistical capability in mind, providing the commander with a range of different options for combat sustainment
Sunolis 32 truck: the stereotypical truck that represents the Sordish Armed Forces
M52 munition carrier: the license-produced Arcasian carrier has been used as a mechanized troop transport. On some occasions, they are used to ferry ammunition to the frontline.
Fielddepot: a hardened strongpoint for storing ammunition. The Sordish doctrine relies on a good defense just like it relies on a good offense.
Sunolis 41 jeep: a mobile ride for commanding officers, not exactly the safest option
Infantry: The backbone of the Sordish Army, the men of the 5th infantry division may not be best of the entire army, but they are well-equipped and ready for combat.
Rifleman (motorized): 10 men squads with 8 G2 combat rifles, one MG21 machine gun, a Carl Gustafsson recoilless rifle (12 penetration with 4 shots), and rifle grenades. Initially, the Lancea reform aimed to fully mechanize all infantry units with M52 carriers. However, due to resource constraints, for each infantry brigades, two infantry battalions are motorized on trucks, and the third is mounted on M52 carriers.
Riflemen (mechanized): 8 men squads with 7 G2 combat rifles, one MG21 machine gun, a Carl Gustafsson recoilless rifle and rifle grenades. The squad rides in M52 carriers to battle. The carrier can reinforce the rifle squads with ammunition and material to reflect the fact that carriers do carry ammo on them. The recoilless
Engineers: 6 men squads with 5 G2s, one MG21, and 4 AT grenades (10 penetration and 50m range). Engineers have always been a part of the Sordish army since the Markian empire. Per doctrine, the engineers should be deployed as a reserve unit in the rear to strengthen defenses, they are not expected to hold the line or storm enemy positions.
Pioneers: Pioneers are specialized combat engineers tasked with storming enemy strongpoints and engage in close combat. This role is reflected by their shock trait, which increases their damage output at close range. A pioneer squad has 9 men with 7 G2s, an FO-47 flamethrower, satchel charges (50m range, 3 HE damage), and AT grenades.
Weapon squad: For each company, four machine guns are allocated; this is reflected by the weapons squad with 4 tripod mounted MG21s. The squad has 8 men with 4 G2 and an additional Carl Gustafsson Recoilless.
Anti-tank squad (motorized): The dismounted recoilless squad operates a crew-served 106mm M51 recoilless rifle (14 penetration, 70% accuracy, 800m range). They reflect the anti-tank squad organic to each motorized company.
Anti-tank squad (mech): mechanized AT squads are attached to each mechanized infantry company from the battalion level; they consist of a 5 men team with two Carl Gustafsson. The squad rides in a M52A carrier armed with a 106mm recoilless rifle.
ATGM squad: This is a new addition to the motorized battalion's anti-tank asset, but it has yet to replace the role of the venerable M53. The BS-3 missile is operated by a three-man team with a minimum range of 400 meters. The MCLOS guidance system resulted in abysmal accuracy (35%), but the long range of the missile and its penetration level (14 penetration with 3000m range) brought a revolutionary change to anti-tank combat.
Headquarters team: the leader of the unit. A five men team with 4 G2 rifles and one recoilless rifle. The headquarters team increases the morale of units within its effect radius and increases their veteran level. Enemy units seen by the HQ team can also be targeted with artillery with reduced aiming time due to their “forward observer” trait.
Artillery: Despite being smaller than their gargantuan Rumburgian counterpart, Sordish infantry divisions have access to a wide range of artilleries.
81mm mortar team: Five-men team with an 81mm, not the best nor the worst. (2 HE damage, fast fire rate)
M502 mortar carrier: A M52 carrier configured to carry 120mm mortar (3 HE damage, fast fire rate)
HF110 howitzer: a towed piece of 110mm artillery (3 HE damage, medium fire rate but with longer range and ammunition)
HF155 howitzer: a towed piece of 155 (4 HE damage, medium fire rate)
L213 SPG: A self-propelled 155mm artillery gun, it is armored to protect itself against enemy counterbattery fire (4 HE damage, medium fire rate)
Rk228 “pipe organ”: A heavy multiple-launch rocket artillery capable of firing 16 480mm rockets in one row. The accuracy is poor, but it can absolutely devastate enemy strong points.
Tanks: The Lancea reform seeks to turn the army into a modernized force capable of inflicting devastating losses on enemy units through maneuver warfare. The division’s tank arsenal has been modernized to some degree.
B-45 tanks: first developed in 1945, the tanks were pretty outdated by 1958. They lack modern armor and cannot reliably damage newer tanks with their 88mm gun. (4 front armor, 2 side armor, 1 rear armor, the 88 gun deals 2 HE and 10 penetration with 40% accuracy over 2300m range)
B-55 tanks: the update to B-45 tanks (pretty much T-55 but better), the B-55s are equipped with smoke launchers, newer 100mm guns, and active night vision capability to counter the Rumburgian night capability. The armor is also improved (7 front armor, 3 side armor, 1 rear armor, the 100mm gun deals 3 HE and 14 penetration with 45% accuracy over 2500m range)
B-55M1, the newest generation of the B-55 series, the tanks are equipped with ballistic computers and better armor, the ammunition is also improved. (9 front armor, 5 side armor, the gun deals 16 penetration with a kinetic projectile with 60% accuracy over 2500m range)
B-55cmd, a command variant of B-55, with leader trait and forward observer trait
Recon: The ability to get information across is essential in modern warfare, hence the army has invested much in this field
FernJaeger: 10 men motorized squad with 7 G2 rifles, 2 MG21 machineguns, 1 Carl Gustaf, and grenades. They have exceptional stealth and spotting.
Belluxjaeger: 4-man team with one Carl Gustaf. They can ride in M52 Jagdhross carriers (the recon version of M52, it is equipped with one 106mm and two MG21 guns). or jeeps
Hettmotor Fuchs: A 6-wheeled armored car with a 20mm cannon and smoke launcher (3 front armor, good spotting)
Air Defense: the Sordish air force is confident in their ability to stop most enemy air attack, but infantry divisions usually retain a strong anti-air component
M42 20mm: dual 20mm anti-air gun, it is somewhat obsolete
M55 anti-air: Self-propelled quad 20mm anti-air gun with radar assisted guidance, the main defense against Rumburgian air threat.
FK-20 Magico: Lespian infrared anti-air missile, the only weapon system not made in Sordland. The missiles have a 60% hit rate against air targets.
Helicopters: Sordish infantry divisions do not have access to much helicopters, most helicopter assets are centralized to armored divisions
Antelope II: Lespian light helicopter, somewhat commonly used in the Rika continent by the Pretorian Defense Force and some Arcasian PMCs, the helicopter is mostly used for recon with only an MG21 mounted on it.
Planes: The Sordish Air Force is an independent strategic branch. Due to limited resources, they are more concerned with gaining air superiority and acting as an interdicting force. The vast majority of infantry units cannot call in close air support. A longtime joke is that a colonel in an infantry division can call in as much air support as a captain in a tank division can.
P-86 Sabre: the plane comes in two variations; A2A variant is armed with a Rattlesnake air-to-air missile (60% accuracy). The rocket variant fires 128mm rockets.
P-104 Starfighter: the Arcasian plane’s reliance on speed has made it notorious for crash incidents, it is often nicknamed as “flying coffin” by aircrews. The plane comes in a bomber variant with two 450kg bombs.
P-100 Super Sabre: the backbone of the Sordish air force, the A2A version has semi-active radar missiles in addition to Rattlesnakes, the bomb version carries four 450kg bombs and two 20mm gun pods
submitted by BenKerryAltis to suzerain [link] [comments]


2024.05.21 20:34 AEAMMO1 [AMMO] Fiocchi 9mm 115gr FMJ 1700 Rounds $399.50 Free Shipping 23.5 CPR CCI Independence 9mm 115gr 1000/cube $237.00 Free Shipping These are our last two 9mm products we have left at "old prices"

[AMMO] Fiocchi 9mm 115gr FMJ 1700 Rounds $399.50 Free Shipping 23.5 CPR CCI Independence 9mm 115gr 1000/cube $237.00 Free Shipping These are our last two 9mm products we have left at submitted by AEAMMO1 to gundeals [link] [comments]


2024.05.21 18:05 Fennnikk This has probably been talked about in the past, but bonuses for all Power Armors?

If they were to add a set bonus to all PA's, how would it look? Currently one of my biggest problems with PA gameplay is that though, sure, there's a difference in aesthetic look and damage resistances these are nothing compared to the proper set bonuses of what's considered endgame armor. It's partially why the Union PA is so good being that it has two which are especially good to have. The t-65 doesn't have a set bonus but I'd argue it's bonus is just that it's got by far the highest resistances to the point where you actually can feel the difference between it and other armors. This all leaves the "old" armor, the Raider, t-45 (literally no reason to use it besides maybe jetpack compared to the excavator), the t-51, the t-60, and x-01 are all left kind of.. "Bad" comparatively. which sucks, these are the OG armors (for the most part).
Here would be my suggestions, personally.
T-45 Pure Steel The T-45 is bulky, a little awkward, and is made of practically just raw steel for it's armor. This has really only one benefit being that I'd like to think it's one of the heaviest in weight. Give it stagger reduction maybe?
Raider Scrap Mechanic +3 gain from "Junk Piles" on the arms like Excavator's effect to Ores, but give the overall set bonus like, less weapon degradation. Or maybe even if you wanted to go wild something where you gain damage as your weapon degrades but this feels really awful to try and work with.
T-51 Advanced Tech The T-51 is the most advanced pre-war armor, I'd also argue it's by far the most iconic armor in the series. Have the whole set give an additional +1% radiation resist per piece (totaling 96% reduction) in reference to the old games additional radiation resist, and maybe like +10 action points.
T-60 Standard Issue The soldier's armor, the one properly produced for general military deployment before unfortunately the world came to an end. This set should give an overall strength bonus like the military paints do in Fallout 4 as well as an ammo weight reduction passively.
X-01 EMP Resistance Honestly, this set should be the energy version of the Hellcat. Getting a +2% energy damage resist per piece to mirror that one's +2% ballistic damage resistance. I believe in the lore somewhere it talks about the X-01's specific focus on being resistant to "EMP's", a weakness of previous power armors. This just makes sense to me they even look kinda similar.
The rest of the armors have something else properly going for them or some other set bonus/effect. I'd love to see some thoughts about this and the effects "suggested" (Bethesda will never read this and this is just for thought)
submitted by Fennnikk to fo76 [link] [comments]


2024.05.21 15:28 TopGunGinger "High Velocity" 22lr in old Steven's Model 66B?

I picked up an old Steven's Model 66B bolt action rifle (24" barrel) a few weeks back. It is in amazing condition for what was considered a "cheaper" rifle during it's time. Bright, crisp, shiny bore and great lockup.
The first time I took the rifle out I used some Ruger branded CCI 22lr that was labeled for 1070 fps. This is pretty mild ammo and it was great for my first time out with the rifle. The problem is that was the only box of that ammo I had.
I picked up 5000+ rounds of Federal Champion 40 grain 22lr for a great price just before the ammo pandemic. The box lists it as 1240 fps and does not say "high velocity" anywhere on the packaging. From my Google searching it appears as though high velocity ammo is considered anything below 1,150 fps. Am I okay to feed a steady diet of the Federal Champion 1240 fps through this rifle? It has a lot of sentimental value to me and I'd hate to put unnecessary stress on the rifle if I plan to shoot it often enough moving forward. I was under the assumption that HV ammo was labeled as such by the manufacturers.
submitted by TopGunGinger to 22lr [link] [comments]


2024.05.21 14:39 MJ12_Trooper The helmet issue barely no one talks about - rehashed and dumbed down

Ayt, i'm bored out of my mind, i'm suffering from ADHD so I just had to make a post.
TLTR: Gordon has no helmet canonically... maybe, potentially, figuratively even... we don't know.
So some people STILL believe this myth, and this should be extremely easy to demystify since there are people like Chuck Jones telling us otherwise. BUT, even in the face of evidence sceptics still think that Gordon has some kind of retractable helmet or that he's detaching it manually for variety of reasons. Some even say that the HUD is hypothetical for the sake of gameplay... but i'm getting ahead of myself...
Since there aren't any verified official or unofficial hints as to why the heads-up display appears at all even though the in-game model doesn't seem to be wearing the helmet, or how in basically every single splash art or box art starting from the OG vanilla version of HL till Episode 2 practically, Gordon's hazard suit is exposed up there. I mean hell, in EP2 you can see both Gordon & Alyx getting away from a pissed off hunter in the background. Let's explore the things we're already familiar with:
a): Headcrabs CAN'T successfully latch onto the player. Helmet seems to be the only barrier deflecting headcrabs and keeping your body safe from ballistics, if you're submerged in toxic or otherwise radioactive waste found in BWPP, it keeps you high (with morphine) and dry (with operational vent systems). This is the reason why Gordon isn't getting 5th degree burns from swimming in glowing acid or withstanding a nade shrapnel to the face...
b) The PS2 port, Half-Life: Decay is dragging us down with it's incoherency. At the very start of the co-op segment you can clearly see either Colette or Gina (depending on which one you play as) with absolutely no head protection whatsoever even though their body is covered neck-to-toe in HEVS. This AGAIN prompts me to believe that either Valve doesn't care about it and let's the decision "be" for the sake of style or some weird thematic direction but... making the same mistake twice? You're telling me... Chuck just decided "fuck it" and let Pitchford take control of the license? This wouldn't be so strange if the same situation could be said for Shepard BUT the guy is wearing a chargeable P.C.V. he isn't feeling anything up there. Fully equipped vest with ammo count and vital sign tab functioning like in the case of hazard suit, not to mention his face is completely covered on the big box release that's soaked in so much green I got a permanent silhouette imprint on ma' optic nerve.
c) Gordon's markIV suit doesn't have a visible helmet to begin with... You get out of the tram, meet your first barney, enter anomalous materials chapter, follow wall guidelines, fuck up Arne's lunch with a button press and then finally arrive to the dorm just to see the suit incased inside a glass cylinder. You come closer to observe it intentionally ignoring the console on your second playthrough AAANNNDDD ... yup no helmet. Plain and simple. Even the holographic assistant from Sector A who's teaching you about security and the long jumping module had no helmet. Nada. (i know she's suppose to be Gina Cross but i just can't...)
d) G-man is suppose to be a human correct? i mean we know he has super powers and can teleport but i'm pretty sure that if he is just a human organism with supernatural powers, won't he suffocate in Xen? Or emplode? Or maybe both? In HL:A & HL1 we can clearly see him talking to Gordon and/or Alyx respectively for long period of time completely unbothered by the cosmos, inflating his little lungs with dark matter like it was nothing. Again, canonical we don't even know if Xen has breathable surroundings or not, it's a wild guess just like the fact that you see dead scientists complete with their helmets both in hl1 and blueshift.
There are lots of other minor not so interesting arguments, but these are the key once... wdyt?
submitted by MJ12_Trooper to HalfLife [link] [comments]


2024.05.21 11:37 Ashurnibibi I'm an unapologetic bot enjoyer who plays diff 9 and rarely dies. Here's my no 1 favourite bot loadout.

Hi all. Every day I see people saying they struggle with bots and how they just aren’t fun. As a certified bot diver, I know how those missions can turn into absolute disasters in a second. However, there is a loadout that I think is the most flexible and efficient in almost all situations that I think will greatly help you and might even change your mind about playing bots. If not, at least I tried. This is what I take with myself when I just want to win.
A summary first, then some explanations.
Armour: heavy fortified (explosion resistance) Primary: Pummeler SMG Secondary: grenade pistol Grenade: stun
Stratagems: ballistic shield, AMR, rest to taste. I like Eagle airstrike and railcannon.
Armour: go heavy. While mobility is everything against the bugs, positioning is everything against bots. Speed isn’t essential, so pick protection. The Fortified perk gives you explosion resistance which is crucial because trust me, there will be times when it feels like the entire world is blowing up around you. There is also the white heavier medium suit whose name I forget, that one works well too if you find yourself too slow.
Primary: the Pummeler. If you don’t have it, the Defender works well too. They both reliably kill everything except the following: hulks, tanks, scout striders, factory striders. The reason we’re taking the Pummeler instead of the higher DPS Defender is the stagger effect it has. Its time to kill isn’t fantastic but you can lock down groups of enemies by alternating between them, kind of like how you used to with the pre-nerf Slugger. The reason for taking an SMG in the first place is the ballistic shield. More on that later.
Secondary: the grenade pistol. Two reasons: fabricators and close scout striders. We’re not bringing other explosives, so the GP is our factory killer besides any Eagles or orbitals you might take. Its real strength, however, is its ability to one-shot scout striders at ranges too close for the AMR. It’s not always consistent and you might have to hit them another time, but that’s not a problem because you’ll be reloading behind your shield, which the striders cannot penetrate. You can also use it against devastators but probably not much, since it does have limited ammo. Although it is fun arcing a grenade over a heavy dev shield and nailing them in the face.
Grenade: stun. We’re taking this for hulk hunting. I don’t know how long exactly the stun is, but it’s really good. Easily long enough to switch to the AMR, line up a shot, fire, line up another, and fire again. No more hulk. It can also shut down groups of smaller enemies but that’s mostly handled by our primary.
Now for the stratagems.
Ballistic shield: this is the centerpiece of the loadout. Underrated, underutilised, unbelievably good. This thing is bulletproof, literally. It will block everything ranged except explosions and fire. Small arms? No problem. Raider or heavy dev machine guns? Ping right off. Scout strider cannons, tank MGs, even the heavy frontal miniguns on factory striders? Not getting through this bad boy. The best thing about it is that it’s directional, meaning that you can choose which side you want to protect. Just carrying it covers your left, aiming covers your front, and pulling out your support weapon covers your back.
Now I did say it doesn’t work against explosives. This is a downside, but that’s why we’re bringing armour with the fortified perk. I suggest against trying to block rockets and cannons since they can break the shield, but this is unlikely to happen if you use it as intended. It’s also useless against flamethrowers, which is why we’re carrying stun grenades for disabling and hopefully eliminating those hulks that carry them.
What’s great about bringing the shield is that it makes you think about your positioning in a way fighting bugs never does. Against bugs you run and kite, never stopping because if you do, you’re dead. Against bots, this will not work. You will be killed, over and over again. You have to be slower, more methodical. Unlike bugs, bots are easy to outrun, but if they catch you out of cover, especially if they get a flank on you, you’re toast. With the shield, however, you can pick the weaker flank, take a deep breath, and attack them instead of them attacking you. What’s neat about this is that this tactic is viable even without the shield but doing it with it first builds up your skill and especially confidence; it’s a bit daunting at first.
I could ramble on and on about the ballistic shield but I think I’ve gone on long enough already. Let’s move on to the last part of the loadout, which is...
The anti-materiel rifle, or AMR: yes, materiEl. In my opinion, the true Swiss army knife of the automaton front. Some might protest and say the autocannon is it. I disagree, because while the AC is a great weapon, it lacks two things the AMR has: a free backpack slot needed for the shield, and good sights. If I’m not bringing the shield, I do take the AC sometimes. Despite its name, the AMR is perfectly good against personnel too. Since we’re bringing an SMG, we’ll be using the AMR for long-range chaff clear too. It’s also usable, if not ideal, for close range, although the massive recoil makes it challenging for that purpose. Still, if you get cornered with it you can forsake accuracy and just mag dump anything in front of you and chances are it’ll work because despite appearances, this thing has an insane fire rate. It’s not ammo efficient, but it’s better than dying. However, we’ll primarily be using the AMR for precise shots at weak points. It kills all devastators with one shot to the head, scout striders with one or two shots to where the legs attach, and hulks with two shots to the optic. It destroys the factory strider’s miniguns with four-ish shots, kills them outright with one and a half mags to the underside. It downs gunships with four to an engine. It’s useless against tanks unless you can get a shot at the backs of their turrets, but we still have two unused stratagem slots for those.
As for those, nothing else is “mandatory" for this build so pick what you like or what suits the mission. I like the basic Eagle strike because of its utility in killing everything. The railcannon is great for those moments when you see a hulk you want to absolutely, positively just delete in an instant. Precision strike works wonders against tanks, as do the 110mm rockets. 120mm is great for groups and factory striders. 380mm levels big bases and stuff like dropship depots and command bunkers. You get the idea.
So there you have it, IMO the most versatile bot loadout you can bring. As I said, this is my win button for when I’m not interested in experimenting and just want to get the job done. It’s effective and it’s fun. If you’re a bugdiver struggling against the socialist menace or just need something different to mix up your Scorcher & AC life, give it a try. I promise you won’t be disappointed. Any questions, feel free to ask. SES Queen of the Stars, over and out.
submitted by Ashurnibibi to helldivers2 [link] [comments]


2024.05.21 10:39 Nimble_the_Humble What is your Go-To Loadout for each faction? (Armor included!)

Disclaimer: I really don't care and know what the current meta is. I just use what I love the most.
Let me start off with my armor of choice: B-01 TACTICAL
After many life threatening battles I have finally noticed this default armor is the best armor in my personal opinion.
It has the same armor rating as the heavy armor but kept the mobility of the medium armor, which makes it all-rounded armor, perfectly balanced.
Other armors I use are: CW-36 Winter Warrior (full set) & SC-34 Infiltrator with CE-27 Ground Breaker
Nuff' said, here are my favorite loudout for each faction:

Automatons

● PLAS-1 ScorcheAR-61 Tenderizer
● P-113 Verdict
● Stun Grenade
● Ballistic Shield Backpack/Supply Backpack
● Anti-material Rifle

Terminids

● Arc-12 BlitzeAR-61 Tenderizer
● GP-31 Grenade Pistol
● G-13 Incendiary Impact Grenade
● Recoilless Rifle/Flame Thrower + Ammo Backpack or Shield Generator Backpack
submitted by Nimble_the_Humble to Helldivers [link] [comments]


2024.05.21 09:49 TheThrowAway7331 New ideas for weapons/stratagems?

Here are some I just thought up that might be neat.
Primary/Secondary
  1. Automatic Laser Pistol (similar to the sickle.)
  2. Automatic Laser Pistol (similar to the sickle.)
  3. Lever action rifle.
  4. Bolt action rifle.
  5. Short barreled shotgun (Can be used one handed)
  6. Automatic arc rifle (Lower damage automatic version of the Blitzer)
  7. Compound Bow the fires grenade-like projectiles (A beefier version of the crossbow pretty much.)
  8. Dual wield secondary weapons like the Senator, Redeemer, or Verdict.
  9. Laser sniper rifle. (Like a smaller version of the Quasar with a long range scope)
  10. Compact liberator. (Shorter liberator that is one-handed with a much higher recoil)
  11. Metalstorm rifle. (A rifle based on Metalstorm technology. Basically a weapon with an insane fire rate that depletes a whole magazine per shot but does a butt load of damage.)
  12. Ballistic shield weapons. (Think of Blackbeard's rifle from Rainbow 6 Siege)
  13. Incendiary punisher.
  14. Small melee weapons. (A new weapon slot that would just replace your melee animations)
  15. Large melee weapons. (Primary replacing heavy melee weapons like great words or hammers.)
  16. Fully automatic crossbow. (No explosive damage, but high armor pen + silent.)
  17. Non-explosive compound bow. (No explosive damage, high pen + silent.)
Stratagems
  1. Heavy Anti-Material Rifle. (Bolt action AMR with less ammo and more damage/pen.)
  2. Double stalwart. (Two stalwarts meshed side by side with a long and stationary reload.)
  3. Plasma Thrower. (A higher damage, shorter range flame thrower possibly with armor pen?)
  4. Mortar tube. (A mortar tube that you have to be stationary to fire and can be team reloaded.)
  5. Armor piercing rocket launcher. (The airburst with a different warhead pretty much.)
  6. Plasma LMG. (Something similar to an automatic purifier with less damage and a smaller AOE.)
  7. Laser LMG. (The Sickle's bigger, angrier cousin.)
  8. Flag of Super Earth. (A melee weapon call in that has an AOE damage buff or healing buff for allies.)
  9. Stealth pack. (A backpack that gives you stalker-like invisibility for a limited time.)
  10. Laser strafing runs. (Eagle call in that does not need to be rearmed.)
  11. Medic Pack. (A medical pack that other players can heal from with the Medic armor perk stim effects.)
  12. Active Protection Turret. (A turret that intercepts incoming missiles/bile lobs.)
  13. Plasma strafing runs. (Single use high damage strafing runs for the eagle.)
  14. Toxin tower. (Toxin cloud emitting version of the tesla tower.)
  15. Incendiary mortar. (A mortar with incendiary projectiles.)
  16. Toxin mortar. (A mortar with toxic cloud projectiles.)
  17. Quad Quasar turret emplacement. (Quasar version of the HMG Emplacement.)
  18. EMP mines. (Mines that stun enemies that pass through them.)
  19. Healing tower. (Tower call ins that do AOE healing for allies and enemies.)
  20. Grenade turret. (Tower call in that fires grenade launcher rounds.)
  21. Arc Cannon. (The arc version of the Quasar.)
  22. Flame thrower rover. (A team killing device to surpass metal gear.)
  23. Breaker rover. (A rover with a breaker spray and pray.)
  24. Heavy flame thrower. (A higher capacity longer range flame thrower that has less ammo.)
  25. Plasma Cannon. (The plasma version of the Quasar.)
  26. Metalstorm Launcher. (A launcher based on the metalstorm weapon system. Basically a lower damage fully automatic recoiless rifle with only 1 or 2 reloads.)
  27. Incendiary Launcher. (A launcher tube or grenade launcher that fires high-damage, long-lasting incendiary projectiles.)
  28. Surveillance rover. (High flying rover that paints enemy targets near you so that they can be seen through walls.)
  29. Sniper rover. (A rover with a diligence sniper and longer range.)
  30. Target designator. (Marks a target allowing allies to do more damage to it.)
  31. Scout craft. (A small Halo Wasp-like aircraft limited ammo and low health.)
  32. Quad bike. (The ground version of the scout craft with the ability to carry a passenger.)
  33. Plasma Strike. (The orbital version of the 500kg bomb.)
Bonus ideas.
Stim Pistol. (Secondary that fires stims that heal allies.)
Overdrive. (A self targeting grenade that gives you a damage boost but also a health drain for a limited time.)
Healing grenade. (Something similar to the thermite grenade, but does healing over time to allies/enemies.)
Plasma strike. (The orbital version of the 500kg bomb.)
Throwing axes. (Grenades that are thrown hatchets which can be recovered afterwards.)
Radio pack. (Backpack that decreases stratagem call in time/provides extra call ins.)
Distraction beacon. (A tower call in that draws enemy patrols towards it after a set time.)
Rover assistant. (An unarmed rover that interacts with ammo boxes, objectives, and vault doors automatically.)
Spotter rover. (A rover that spots mission objectives + high priority enemies and marks them on your map automatically.)
Healing rover. (An unarmed rover that heals allies.)
submitted by TheThrowAway7331 to Helldivers [link] [comments]


2024.05.21 08:17 ConsequenceSure3063 Best Coffin Gun Case

Best Coffin Gun Case

https://preview.redd.it/qfk6kvfc2q1d1.jpg?width=720&format=pjpg&auto=webp&s=c25db6e47db083e1c8f499a2fb5b34bf389a1e37
As we delve into the top-of-the-line Coffin Gun Case, we aim to provide you with a comprehensive overview of this unique and innovative storage solution. Not only will we highlight its exceptional features and durability, but we'll also explore how it has transformed the way gun owners secure and transport their precious firearms. Come and join us in this informative and engaging journey as we unravel the mysteries behind the Coffin Gun Case.

The Top 9 Best Coffin Gun Case

  1. Tough Vault Takedown Rifle & Shotgun Case by Pelican - The Pelican V700 Vault Takedown Rifle and Shotgun Case is a top-rated, crushproof, and weather-resistant gun case with high-impact polymer, ergonomic handles, secure push-button latches, and five foam layers, designed explicitly for takedown firearms.
  2. Durable, Crushproof Double Rifle Case - Experience top-notch protection for your scoped rifles with the crushproof, dustproof, and weather-resistant Pelican V800 Vault Double Rifle Case, featuring high-impact polymer construction and secure push-button latches for easy access during transport.
  3. 55" American Classic Double Rifle Case - Upgrade your shooting experience with the American Classic Double Rifle Case, boasting 55" of tactical design and ample space for 2 rifles and 2 pistols, ensuring secure and organized transport to your next adventure.
  4. Ultimate Guitar Rifle Case for Discreet Transport - The Savior Equipment Ultimate Guitar Rifle Case is a customizable, 3-foam-insert hard case for discreet firearm transportation and secure locking, featuring multiple configurations for easy handling and enclosed wheels.
  5. Durable, Weatherproof Tactical Rifle Case with Wheels - The RPNB Weatherproof Tactical Rifle Case with Wheels offers IP67 rated watertight and dustproof protection, making it ideal for safeguarding rifles, shotguns, and accompanying equipment during air travel and outdoor adventures.
  6. High-Quality Gun Case with 52" Capacity - Step 1: Identify key product features
  7. Customizable Covert Rifle Case by Savior Equipment - Discover the ultimate protection and versatility for your rifle with the Savior Equipment Specialist Covert Rifle Case, featuring customizable configurations, durable materials, and secure lockdown straps.
  8. Specialist Covert Discreet Rifle Case for Professionals - The Savior Equipment Specialist Covert Rifle Case (SKU 750971) is a discreet and customizable covert rifle case designed for professionals like you, offering endless options to build it to your exact needs.
  9. Security Pistol Case with Five Button Mechanical Lock - The V-Line Top Draw XL Large Capacity Pistol Case is a top-opening security safe with a five-button mechanical lock, offering quick access and protection for your firearms in a stylish and durable semi-gloss black powder coated finish.
As an Amazon™ Associate, we earn from qualifying purchases.

Reviews

🔗Tough Vault Takedown Rifle & Shotgun Case by Pelican


https://preview.redd.it/l69nvoqc2q1d1.jpg?width=720&format=pjpg&auto=webp&s=65472489ec43a2398e0897086b53c1fa1e5d2afc
I recently discovered the Pelican V700 Vault Takedown Rifle and Shotgun Case, and it's truly a game changer for transportation of your beloved firearms. As an avid hunter, I appreciate that this case provides a high level of security, offering crushproof, dustproof, and weather resistant protection. The sturdy handles ensure your rifles or shotguns can withstand even the toughest conditions on your hunting trips.
One feature I particularly love is the presence of six push button latches that offer secure closure with easy-open access. This ensures your weapons are safe and secure while also making it convenient for you to access them when needed. The case also comes with specific foam designed to fit takedown firearms and related accessories, providing your gear with excellent protection during transportation.
However, like any product, there are some cons as well. The case is quite bulky and heavy, making it less ideal for those looking for a lightweight solution. Additionally, cutting and shaping the foam to fit your specific equipment can be time-consuming. Overall, despite its drawbacks, I would highly recommend this gun case to anyone in need of a reliable and resilient transportation solution for their takedown firearms.

🔗Durable, Crushproof Double Rifle Case


https://preview.redd.it/ry47455d2q1d1.jpg?width=720&format=pjpg&auto=webp&s=450f6b4f8104be437bdb95e43cf6a77bbd54e1b4
I recently had the chance to use the Pelican V800 Vault Double Rifle Case in tan, and I must say it's been a game-changer in keeping my firearms safe and secure. The high-impact polymer exterior is not only incredibly durable but also has a sleek, modern look that I absolutely love.
One of the standout features for me is the customizable protective foam lining the interior. Having a secure fit for my rifles is so important, and this case makes it easy to create that level of protection. Plus, the added benefit of being crushproof, dustproof, and weather-resistant gives me peace of mind when traveling with my gear.
However, cutting the foam to fit my rifles exactly was a bit time-consuming and messy. It would have been nice if the case came with "pluck" foam, like some other brands offer, to make customization easier and less stressful.
In terms of ease of use, the handles are ergonomic and sturdy, making it comfortable to carry even when the case is fully loaded with scoped rifles. The wheels are also a great addition for those times when you need to roll your gear instead of lifting it.
Overall, the Pelican V800 Vault Double Rifle Case has been an excellent investment for keeping my firearms protected during transport. Its combination of durability, security features, and customizable foam make it a top choice for anyone in need of a high-quality rifle case.

🔗55" American Classic Double Rifle Case


https://preview.redd.it/efuo87md2q1d1.jpg?width=720&format=pjpg&auto=webp&s=97b838a4cef06e4c9a4cdcd42b6193e700d9c493
My experience with the Savior Equipment American Classic Double Rifle Case has been quite remarkable. As someone who frequently visits the range, this case has been a game-changer for me. Its tactical design not only looks great but also provides an unmatched level of functionality.
One of the most standout features of this case is its spaciousness. It comfortably holds two rifles and even has additional pocket compartments to keep your belongings organized and secure. The internal padding ensures that your firearms are protected during transport, giving you peace of mind.
Another unique feature is the presence of lockable zipper sliders on both firearm compartments. This not only adds an extra layer of security but also makes it incredibly safe to carry around your weapons. The padded muzzle and stock sleeves further enhance the overall protection offered by this case.
However, there's room for improvement as well. The case can become quite heavy when loaded with its full capacity, which might be challenging for some individuals to carry around. Additionally, although the molle webbing compatibility adds versatility, it might not suit everyone's preferences.
In conclusion, the Savior Equipment American Classic Double Rifle Case has been an excellent companion on my trips to the range. Its robustness, capacity, and secure zippers make it a top choice for gun enthusiasts. Despite its weight and specific design choices, this case undoubtedly delivers on its promise of keeping your firearms safe and secure.

🔗Ultimate Guitar Rifle Case for Discreet Transport


https://preview.redd.it/yjffg1xd2q1d1.jpg?width=720&format=pjpg&auto=webp&s=3b24b616b1523e9080d068351ba4488a530fac47
I've been using the Savior Equipment Ultimate Guitar Rifle Case to keep my rifle safe and secure during transportation. This case has been a lifesaver, providing discreet protection that doesn't draw unwanted attention. One of the best features is the fully customizable foam inserts that let me configure the case to fit my specific gear perfectly. With three inserts included, I can easily switch between two different layouts depending on the trip.
The high-impact polymer outer shell and enclosed wheels make it easy to transport my rifle without any hassle. The six lock-ready latches add an extra layer of security, giving me peace of mind when traveling with my firearm. The only downside I've noticed is the need to purchase locks separately, but overall, I couldn't be happier with my investment in this case.

🔗Durable, Weatherproof Tactical Rifle Case with Wheels


https://preview.redd.it/4i8bqe7e2q1d1.jpg?width=720&format=pjpg&auto=webp&s=60a59110bcf624c07972c19519fcaf8d3cf45a10
I recently purchased the RPNB Weatherproof Tactical Rifle Case with Wheels and Customizable Cubed Foam, and I couldn't be happier with my purchase. This rugged hard case was a perfect choice for my shooting excursions, offering not only exceptional protection but also convenience with its rolling feature.
The first thing that stood out to me was the IP67 rating, which ensures that the case is both watertight and dustproof. No matter where I take my rifle, I know that it's safe and secure inside the case. Another feature that I really appreciated was the adjustable pressure relief valve, which makes opening the case a breeze after changing elevations.
Additionally, the pre-drilled holes for two padlocks provide extra security, giving me peace of mind when I'm storing my firearms. The pick-and-pull foam insert is another highlight, as it effectively absorbs impact and protects my gear from any damage that might occur during transport.
The only downside I've encountered is that the case can be a bit cumbersome to carry, but this is easily offset by the rolling feature. Plus, the fact that it meets TSA and airline requirements means I can easily take it with me on trips or to the range.
In conclusion, the RPNB Weatherproof Tactical Rifle Case with Wheels is an excellent choice for anyone looking for a reliable, durable, and secure way to transport their rifles and shotguns.

🔗High-Quality Gun Case with 52" Capacity


https://preview.redd.it/8lny9vre2q1d1.jpg?width=720&format=pjpg&auto=webp&s=02debc75fd14d363db2e0aab9b5bd6e2d62b7446
I've been using the Kolpin 52" Gun Case for my shotguns and it has been a game-changer. The divided interior pocket is perfect for keeping my scoped rifles or shotguns organized and well-protected. The case is made of water and dust-resistant ballistic fabrics, which I love because it keeps my hunters safe from the elements. The thick padded construction also offers additional peace of mind, knowing that my rifles are securely nestled within.
One of my favorite features of this case is the two large exterior gear storage pockets. They're perfect for storing ammo, cleaning kits, and other essentials, all within easy reach. The quick-release mounting straps are another huge plus, as they enable me to secure the case to the roll cage of my UTV with ease. Plus, I can quickly remove it and use it as a carrying case, making transporting my rifles hassle-free.
However, one minor inconvenience is the strapping method required to attach it to the roll cage. It took some time to figure out and wasn't the most convenient method. Nevertheless, the overall quality and fit more than make up for this minor drawback. I've been extremely satisfied with this case and would highly recommend it to anyone in need of a reliable and well-built gun case.

🔗Customizable Covert Rifle Case by Savior Equipment


https://preview.redd.it/xfzcsbye2q1d1.jpg?width=720&format=pjpg&auto=webp&s=4eb7d94b19a2496c141749c347876bb9d61de15e
As someone who's had a fair share of close calls while carrying my gear, the Savior Equipment Specialist Covert Rifle Case has been a game-changer. I remember one rainy day when I was caught unprepared, and the thought of how the situation could have been avoided with this case kept lingering in my mind.
The case has a padded single rifle compartment that provides excellent protection for my cherished gear, and the rigid hook & loop lockdown straps ensure it stays secure. What I love most about this case is its ability to be customized - the adjustable muzzle holder and full-length removable padded divider help me organize my cargo more efficiently.
On longer hauls, the concealed backpack straps provide added comfort, and the exterior accessory pockets offer ample space for any additional necessities. Plus, the concealed pocket with loop panel for holster concealment adds an extra layer of convenience that I appreciate.
The only downside I've found is that the case can be bulky to carry at times, especially when it's fully loaded with all my gear. However, this is a small price to pay for the uncompromised protection and versatility it provides.
All in all, the Savior Equipment Specialist Covert Rifle Case has been a reliable companion that goes above and beyond to keep my essentials safe and accessible. Highly recommended!

🔗Specialist Covert Discreet Rifle Case for Professionals


https://preview.redd.it/ckn270bf2q1d1.jpg?width=720&format=pjpg&auto=webp&s=fe70c7a23c8a2b933ee66f497d4684d6c8ac51df
As a seasoned professional, I always value the importance of discretion and precision in any tool I use. That's why when I tried the Savior Equipment Specialist Covert Rifle Case, I was immediately drawn to its sleek design and customizable features.
The first thing that caught my attention was the muted cover. It's like a whisper in a room full of noise, ensuring that my presence remains unnoticed. Once inside, I discovered an endless array of options to build the case according to my exact needs.
While the dimensions are not overly impressive, they were precisely the right size for my purposes. The external height of 5 inches and external length of 30 inches provided a perfect fit for my rifle, while the 3 inches of internal height and 12.5 inches of internal width provided ample space and protection.
However, there was one feature that I wish was more user-friendly. The screws used to secure the components were not the easiest to handle, especially when in a rush. Nonetheless, the level of customization and quality craftsmanship outweighed this minor inconvenience.
Overall, the Savior Equipment Specialist Covert Rifle Case proved to be a reliable companion on my missions. Its discreet design and customizable features made it an essential tool for any professional.

🔗Security Pistol Case with Five Button Mechanical Lock


https://preview.redd.it/tixvt5of2q1d1.jpg?width=720&format=pjpg&auto=webp&s=0c2b1b50d60ff4c6b097a0dcc76dae3547c00c39
Recently, I had the chance to try out the V-Line Top Draw XL Large Capacity Pistol Case, and it certainly exceeded my expectations in terms of security and functionality. As I opened the case, I noticed the sturdy fabricated steel construction, which provided a reassuring sense of durability. The foam lining on the top and bottom of the case ensured that my pistol stayed secure and safe.
One of the standout features of this pistol case is the SIMPLEX five button mechanical lock, which allowed for quick and easy access when needed. The CA DOJ approval added an extra layer of confidence, knowing that this case met the necessary security standards.
However, there were a couple of minor drawbacks. For example, the case could be quite heavy when fully loaded, which might make it slightly cumbersome to carry for extended periods. Additionally, the optional mounting bracket, while useful, was not included.
Overall, the V-Line Top Draw XL Large Capacity Pistol Case proved to be a reliable and secure option for storing and protecting my firearm. Despite the few minor drawbacks, I found the pros outweighed the cons in this case.

Buyer's Guide

When it comes to storing and transporting long firearms, a coffin gun case is a practical and efficient option. These cases are designed to hold shotguns and rifles with a length of up to 42 inches. They offer a range of features, making them suitable for various shooting purposes while ensuring the firearm remains protected and secure. In this buyer's guide, we will discuss the essential factors to consider when purchasing a coffin gun case and provide general advice to help you make an informed decision.

Size and Length of the Firearm


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First and foremost, you need to consider the size and length of your firearm when choosing a coffin gun case. Measure your shotgun or rifle to determine the correct size. Manufacturers usually state the maximum length of firearms that their cases can accommodate. Make sure to select a case that can hold your firearm snugly without any movement to ensure its protection during transportation.

Materials and Construction

The materials and construction of a coffin gun case are crucial factors to consider. A well-built case should provide excellent protection against impact, moisture, and dust. Look for cases made of durable materials such as high-density foam, ABS plastic, or a combination of both. These materials offer good shock absorption and water resistance, ensuring that your firearm remains protected even during rough handling or exposure to harsh environments.

Security Features

For those who need extra security for their firearms, consider purchasing a coffin gun case with security features such as locks and latches. This will prevent unauthorized access and ensure that your firearm remains protected.

https://preview.redd.it/thv72beg2q1d1.jpg?width=720&format=pjpg&auto=webp&s=61a1f5378d9257278fb39257563ad5aaf3f68fbe

Design and Ergonomics

Ergonomics are essential when it comes to coffin gun cases. Look for cases that feature a comfortable and user-friendly design, allowing you to easily carry and maneuver your firearm. This includes features like well-padded handles, shoulder straps, or a sturdy and lightweight frame that doesn't limit your movement.

Price and Budget

Finally, consider your budget when purchasing a coffin gun case. High-quality cases come at a higher price, but they also offer better protection and features. However, there are many affordable options available, so you can find a case that fits your needs and budget without compromising on essential features.
When buying a coffin gun case, remember to take your time to research and compare different models to ensure that you are getting the best value for your money. With the right case, you can transport and store your long firearms safely and efficiently for years to come.

FAQ


https://preview.redd.it/u34dtspg2q1d1.jpg?width=720&format=pjpg&auto=webp&s=412a91f975ec0e87199f4bcd8203425b5bb19b81

What is a Coffin Gun Case?

A Coffin Gun Case is a specialized storage solution designed for storing and protecting firearms, particularly antique, collectible, or heirloom guns. Its shape resembles a coffin, providing a unique and stylish option for gun owners to showcase and store their prized possessions.

How is a Coffin Gun Case different from a traditional gun safe?

A Coffin Gun Case is different from a traditional gun safe in terms of its design and construction. While both offer protection for firearms, a Coffin Gun Case focuses on aesthetics, displaying the gun in a coffin-like case. Traditional gun safes prioritize security and storage capacity.

https://preview.redd.it/cw885d2h2q1d1.jpg?width=720&format=pjpg&auto=webp&s=d179c49f2e65dad89a545fed2aa0e273eb40b32c

What types of firearms can be stored in a Coffin Gun Case?

A Coffin Gun Case can store various types of firearms including antique, collectible, and heirloom guns. It is recommended to consult the specific dimensions provided by the manufacturer to ensure proper size and fit for the chosen gun.

What materials are commonly used in Coffin Gun Cases?

Coffin Gun Cases are typically made from high-quality materials such as solid oak, walnut, or mahogany for the exterior, and high-density foam for the interior to provide protection for the firearm. Some models may also include glass display windows and locking mechanisms.

Are Coffin Gun Cases suitable for displaying and storage in homes or offices?

Yes, Coffin Gun Cases are designed for both displaying and storing firearms in homes or offices. They not only serve as a functional storage solution, but also add a unique and elegant touch to any interior space.

How do you secure a firearm inside a Coffin Gun Case?

Most Coffin Gun Cases include a locking mechanism to secure the firearm inside the case. It may be a combination lock or a key lock, depending on the model. In addition, some cases come with a foam insert to hold the gun in place and prevent movement during transportation or storage.

How durable and long-lasting are Coffin Gun Cases?

Coffin Gun Cases are built with high-quality materials, making them very durable and long-lasting. Proper maintenance and care, such as avoiding exposure to extreme temperatures or humidity, can ensure the case remains in good condition for years.

Are there different designs and styles of Coffin Gun Cases available?

Yes, there are various designs and styles of Coffin Gun Cases available on the market. Some may have glass display windows, while others may feature different types of wood or finishes to match the desired aesthetic of the owner's space.
As an Amazon™ Associate, we earn from qualifying purchases.
submitted by ConsequenceSure3063 to u/ConsequenceSure3063 [link] [comments]


2024.05.21 07:43 NotAnAsian-Totally [FO4] I can't hear sounds in True Storms

Like i said, i can't hear the weather sounds in True Storms, only the interior sounds. Any help would be greatly appreaciated.
My loadorder:
# Automatically generated by Vortex
*WorkshopFramework.esm
*BakaFramework.esm
*HUDFramework.esm
*TrueStormsFO4.esm
*DressupA.esl
*NoraSpouse.esm
*Skb-MinigunsRebirth.esl
*PAHeavyImpact.esl
*PhotonDisruptor.esl
*CellRespawnMod.esl
*Legendary, rearmed.esl
*AutoAxe.esl
*Depth of Field Removal.esp
*Vertibird Minigun Replacer (Flak Gun).esp
*ImmersiveScalingNONAWKCRTweakedESP.esp
*LvScaling.esp
*Any Armour on Any Clothes - Legendary Edition.esp
*FaceMaxson.esp
*Squirrels_of_the_Commonwealth.esp
*DeadlierDeathclaws.esp
*EquilibriumWeapons.esp
*LegendaryCloth.esp
*Simple Ballistic Weave Expansion.esp
*W.A.T.Minutemen.esp
*GhoulBlood.esp
*Skb_RiflesRebirth.esp
*Backpacks of the Commonwealth.esp
*Zapgun.esp
*Mk41GyrojetHMG.esp
*Glock86.esp
*EG7.esp
*Liberator.esp
*ChinaLakeandHolorifle.esp
*CorvalhoWidowShotgun.esp
*F4NVServiceRifleRedux.esp
*Skb_MachinegunsRebirth.esp
*BeastWhisperer.esp
*EFF.esp
EveryonesBestFriend.esp
*DanseHelmet.esp
*Rangergearnew.esp
*Respawnable Legendary Bosses.esp
*WattzLaserGun.esp
*Hard Legendary Giant Creatures.esp
*ClassicSniper.esp
*M1Garand.esp
*M2045MagnumRevolverRifle.esp
*DualGun.esp
*StealthSuitDrk.esp
*MTs255.esp
*PuntGun.esp
*Punt Gun Unique.esp
*SelectRevolver.esp
*F4NVRechargerWeapons.esp
*smmg.esp
*HuntingShotgun.esp
*BullpupBozar.esp
*GaussRevolver.esp
*9x39Project.esp
*3dscopes.esp
*DP_CaravanShotgun.esp
*libertyprimecompanion.esp
*T65PA.esp
*ChildrenofBunkerHill.esp
*PrivateVertibird.esp
*SelectRapidMG.esp
*SelectShotgun.esp
*Automag.esp
*HuntingRevolver.esp
*Allow Companions Into The Institute.esp
*CROSS_BreakActionLaser.esp
*ExcavatorPA.esp
*RedShiftPowerArmor.esp
*River_Memorial.esp
*Extended Grenade Timer 10s.esp
*DV-Very Durable Vertibirds.esp
*DV-Armored Pilots.esp
*RaiderPAChopShop.esp
*FIS-Naming-Weap-Armo-EN.esp
*Animated Drinking.esp
*ImmersiveAnimationFramework.esp
*IAFBeerPatch.esp
*TrueStormsFO4-FarHarbor.esp
*DarkerNights.esp
*TrueStormsFO4-NukaWorld-FH-Compat.esp
*NoThirstyChemsPlus.esp
*Leah's Partial Chems.esp
*IAF - Far Harbor & Nuka World.esp
*TrueStormsFO4-EarlierSunsets.esp
*TrueStormsFO4-EarlierSunsetsFH.esp
*TrueStormsFO4-FarHarborExtraRads.esp
*TrueStormsFO4-GlowingSeaExtraRads.esp
*Tactical Flashlights.esp
*Tactical Flashlights - Settings.esp
*Binary Pickpocket Overhaul.esp
*Child Posters.esp
*ChildrenofGoodneighbor.esp
*Orphans.esp
*Higher Female Children Voice.esp
*vertibirdgrenade.esp
*G3Family_308CalEdit.esp
*Crimsomrider's 1950s Feminine Outfits.esp
*RiotShotgun.esp
*Riot Shotgun - Unofficial Update.esp
*SlowTime.esp
*No Aggro Impact Landing.esp
*FO4CorpseCollector.esp
*DD_Khassar_De_Templari_Increased_build.esp
*WestTekTacticalOptics.esp
*WTTO - Colour Targeting HUD.esp
*BrighterSettlementLights_ExtraBrightv1.1.esp
*Better Explosives.esp
*BrutalDeath.esp
*WestTekTacticalOptics - WP.esp
*WestTek Add-On.esp
*Better Thermal Vision.esp
*Pipboy For Everyone - All Dlc.esp
*Pipboy For Everyone.esp
*PIP-Pad.esp
*AlexSleevePatcher.esp
*MoleRatCure.esp
*TurretStands.esp
*Passthrough.esp
*Skip DIMA memories.esp
*SelectBlaster.esp
*Fatman_Targeting_Computer.esp
*SelectMarksman.esp
*RobotFactionPaint.esp
*Hellfirenew.esp
*HX3_HeadLampPatch.esp
*T-51.C Advanced Computer System 2.0.esp
*ExoticWorkshopCreatures.esp
*BeastMaster_ExoticCreaturesPatch.esp
*Quantum Deathclaws V1.1.esp
*Better_Settlement_Defence.esp
*ArtilleryFlare.esp
*ArtilleryInstantsuper.esp
*300%NoShadows.esp
*Pinkhl200%NoShadows.esp
*Yellow200%NoShadows.esp
*Pipboy For Everyone - PIP-Pad.esp
*Beastmaster Quantum deathclaw fix.esp
*Unique Mythic Deathclaws Redux.esp
*LuckyLoot.esp
*JugerOverhaul.esp
*EnclaveX02.esp
*Insignificant Object Remover.esp
*Any_Terminal_at_Any_Height.esp
*ITPCC.esp
*ExpandedCommonwealthAnimalEncounters.esp
*Rusty Face Fix.esp
*BE_Enhanced Grenades.esp
*Better Explosives - Grenade Frequency 15.esp
*CROSS_GoreCrits.esp
*CROSS_GoreCrits_FarHarborPatch.esp
*CarryWeight25Strength.esp
*CarryWeight500.esp
*ChinaLake_1.5xDamage.esp
*Holorifle_1.5xDamage.esp
*M1Garand-2xDMG.esp
*OWR.esp
*OWR_CraftableDecor.esp
*OWR_CraftableDecor_CW.esp
*OWR2.esp
*OWR2_CraftableDecor.esp
*OWR2_CraftableDecor_CW.esp
*WinchesterP94Balanced2.esp
*WinchesterP94PlasmaTweaks.esp
*SimpleCombatGrabs.esp
*P220.esp
*3dscopes-9x39project.esp
*3dscopes-bullpupbozar.esp
*3dscopes-classicsniper.esp
*Yona_Weapon_DefenseGun.esp
*3dscopes-defensegun.esp
*3dscopes-gyrojet.esp
*3dscopes-holorifle.esp
*3dscopes-huntingrevolver.esp
*3dscopes-servicerifle.esp
*3dscopes-wattz.esp
*WD_44.esp
*RSh-12.esp
*Realistic Death Physics - ALL DLC.esp
*Pet - Call -Feed Dogmeat.esp
*Marmo1233 - PowerArmorAirdrop.esp
*More Durable Power Armor - 75%.esp
*Chainsaw.esp
*NoRailRoadBallisticWeaveCPL.esp
*zNechi-KeepCompa.esp
*PoisonerLGND.esp
*ImmersiveScrapping_SeasonPass.esp
*InstitutePowerArmor.esp
*BallisticFiber.esp
*FO4Hotkeys.esp
*Fashionable Valentine.esp
*PushAwayCompanions.esp
*Classic And Funny Death Narriations (Memium).esp
*Death Camera Time (60 seconds).esp
*Companion Infinite Ammo and Unbreakable Power Armour.esp
*Craftable Cyrocells.esp
*AutomaticallyTurnOffTheRadio.esp
*BlockingOverhaul.esp
*CROSS_Cybernetics.esp
*CROSS_Jetpack.esp
*CROSS_Blades.esp
*CROSS_BrotherhoodRecon.esp
*CROSS_CryoLance.esp
*CannonballCrafting.esp
*Archimedes-II.esp
*AA Better Companions - No Conflicts.esp
*BossChestsHaveLegendaries.esp
*AVBPipeGunsReplace.esp
*GreaseGunSMG.esp
*Quad_Accelerator.esp
*Liberty_PA.esp
*AVBSPRifle.esp
*AnimChemRedux.esp
*ChameleonAndStealthFixes.esp
*Chemfluence AI Combat Dynamics.esp
*CriticalHitsOutsideofVATS.esp
*Combat Music Fix - FO4 Edition.esp
*spacefiddle_Follower-Stealth-Distance-Fixes.esp
*CompanionTracker.esp
*ClassicSniperSounds.esp
*Crimsomrider's Likable Strong.esp
*cryofix.esp
*DLC ammo.esp
*MGRemesh.esp
*DogmeatHelmetsAndHats.esp
*CurieFSO.esp
*HeavySelectShotgun.esp
*HuntingRifleSounds.esp
*ImmersiveDogmeat.esp
*K9TacticalHarness.esp
*zNechi-KeepCompa-Deacon.esp
*16xFusionCore.esp
*MAKE IT BUN DEM - 10dps for 60s.esp
*MAKE IT BUN DEM - Incendiary Effects 10DPS.esp
*NPCs Use Items.esp
*NoraSpouseFarHarbor.esp
*PowerArmorVoiceChanger.esp
*ProperInvisibility.esp
*RealThrowingWeapons.esp
*AKSounds.esp
*Smoke-able Cigars.esp
*Sneaky Kills.esp
*SilverShroudCallingCard.esp
*SimpleFinishersRE.esp
*StealthySilverShroud.esp
*StealthSuitVoice.esp
*UNnaked Power Armor.esp
*TCContender.esp
*Pacifying perks Tweak.esp
*pipboyspotlight.esp
*NCRMaskLampFix Flashlight AllVer.esp
*InteriorsEnhanced-All-In-One.esp

submitted by NotAnAsian-Totally to FalloutMods [link] [comments]


2024.05.21 05:34 kira_667 Which legend to get

Which legend to get
I'm new to apex legends and enjoying it so much so far but I'm getting bored of playing the same starter legends over and over again. I'm looking for a new legend to get and I'm close to having enough to get em. My top picks are currently ballistic because of the extra gun (plus ,the perk of extra ammo) and he's tactical is seems pretty useful and he's ultimate is great or octane because of SPEED. But which seems better overall. Of course if there are bettehonorable mentions of legends I'd love to hear your input.
submitted by kira_667 to apexlegends [link] [comments]


2024.05.21 04:56 OblivionArises HK MP5 .22 picky on ammo?

Does anyone have any experience with their HK MP5 having some feeding issues with certain brands of .22?
I thought it was the magazines at first until I realized it was only the Federal .22 I had that was having feed issues. I then shot 100 rounds of aguila with only one failure to feed whereas the federal failed every 2-5 rounds on average. It was almost as if the bolt was slamming forward too fast and the rounds would get pinched at a 45 degree angle at the mouth of the magazine.
I know there is a little screw I can adjust in the gun that lets you change the speed of the bolt but I didnt think I would have to mess with it since im not running any very specific ammo yet. Just regular bulk .22, anyone have some insight on this? Ill probably toy with some different brands such as CCi the next chance I get.
submitted by OblivionArises to 22lr [link] [comments]


2024.05.20 23:29 Jack_Doe_Lee I have a few questions about bowgun ammo

Light/Heavy bowguns are among the last weapons I tried. And to my surprise, there are so many factors to consider and many uncertainties when making a build. So I'd appreciate any info, confirmation and/or correction on these points. And please bear with me:
1) Bowguns have the close-range up and long-range up mods. According to the description, they boost the damage (raw only, I assume) of shots when firing at close or long range respectively. There is also a skill called "Mind's Eye / Ballistics", which shortens the distance you need to be away from the target for critical distance. So, do the mods get affected by this skill or not?
2) It makes intuitive sense that normal, pierce, and spread ammo's damage is affected by the weapon's base attack, hitzone values, as well as skills and items which increase raw attack. But then there's elemental ammo. It doesn't seem to do pure elemental damage because I noticed higher overall damage values on bowguns with higher base attack. So there must be a raw component to it as with elemental melee weapons.
But how much of elemental ammo's damage output is raw? Also, does a higher base attack on the bowgun increase the elemental damage done, or does a HR weapon do as much elemental damage as a MR weapon? Do skills and items that increase raw damage affect elemental damage too?
On that note, I read that there are hidden elemental damage caps on bowguns, meaning there is a limit to how many effective"fire/ice/etc attack up" skill points you can slot in. But how much? I've been reading conflicting statements. Do the caps apply to the augments as they do to the skills?
3) Sticky ammo. Uh, how does it work? I hear it does a set amount of damage no matter the hitzone values. The artillery skill description says it raises this ammo's damage. What about attack bonuses from skills and items? Critical hits?
4) Wyvern ammo and cluster bombs. Do they do "regular" raw damage that's affected by hitzone values, base attack, and affinity?
submitted by Jack_Doe_Lee to MonsterHunterWorld [link] [comments]


2024.05.20 22:13 this-dumb-blonde M67 Ballistic Coefficient

I'm a massive nerd who likes having DOPE charts on hand for my various combinations of firearm/optics/ammunition. While this usually posted in product descriptions for ammunition in other cartridges, for some reason BC information is usually omitted for 7.62x39. The most I can usually find is hearsay in forum posts, so I guess I should ask around for more heresay or ideally some sort of authoritative source.
I know that most commercial 123gr FMJ generally has a G1 of 2.6-28; I imagine that M67 is on the low end of this due to the air pocket behind the nose of the projectile. PPU 123gr JSP does have a published BC of .257 and I don't imagine soft point will outperform similar FMJ bullets. Yet, one of the only places I've seen a possible BC of M67 mentioned is this 17-year old forum comment that claims the G1 is .243 without citing any sources.
Obviously I'm grasping at straws here. Does anyone have any solid information on this? Really any decent resource would be greatly appreciated.
Edit: Ideally, I'd love the BCs of newly manufactured M67 from PPU and/or Igman, but I will happily receive literally information you may have on M67 BC or 7.62x39 BCs in general
Another edit: After being directed to dig through TheAKForum a bit more, I found a poster there that's done a lost of testing who says that the BC of M67 is .164 G6 here, here, here, and most thoroughly here. He seems to reference this for both old milsurp and also recently produced ammo like Barnaul M67, so it seems pretty safe to use .164 G6 for similar commercial ammo. Regardless, if you can find any additional info on this then I'd love to compile it here.
Probably last edit: I put together a graph of potential BCs here with their respective drag coefficients. HoB is 2.5 since that's my RDS' height using a RS Regulate mount. Peak trajectory for a 20y/300y zero is at 170y. Here's where each BC is at:
Really, any of these numbers work for my purposes; I'm fine being .25in-.5in off. I am still a bit curious about derping with "precision shooting" in 7.62x39, but the obvious answer is to just use better ammunition for that. Thanks all!
submitted by this-dumb-blonde to liberalgunowners [link] [comments]


2024.05.20 22:12 this-dumb-blonde M67 Ballistic Coefficient

I'm a massive nerd who likes having DOPE charts on hand for my various combinations of firearm/optics/ammunition. While this usually posted in product descriptions for ammunition in other cartridges, for some reason BC information is usually omitted for 7.62x39. The most I can usually find is hearsay in forum posts, so I guess I should ask around for more heresay or ideally some sort of authoritative source.
I know that most commercial 123gr FMJ generally has a G1 of 2.6-28; I imagine that M67 is on the low end of this due to the air pocket behind the nose of the projectile. PPU 123gr JSP does have a published BC of .257 and I don't imagine soft point will outperform similar FMJ bullets. Yet, one of the only places I've seen a possible BC of M67 mentioned is this 17-year old forum comment that claims the G1 is .243 without citing any sources.
Obviously I'm grasping at straws here. Does anyone have any solid information on this? Really any decent resource would be greatly appreciated.
Edit: Ideally, I'd love the BCs of newly manufactured M67 from PPU and/or Igman, but I will happily receive literally information you may have on M67 BC or 7.62x39 BCs in general
Another edit: After being directed to dig through TheAKForum a bit more, I found a poster there that's done a lost of testing who says that the BC of M67 is .164 G6 here, here, here, and most thoroughly here. He seems to reference this for both old milsurp and also recently produced ammo like Barnaul M67, so it seems pretty safe to use .164 G6 for similar commercial ammo. Regardless, if you can find any additional info on this then I'd love to compile it here.
Probably last edit: I put together a graph of potential BCs here with their respective drag coefficients. HoB is 2.5 since that's my RDS' height using a RS Regulate mount. Peak trajectory for a 20y/300y zero is at 170y. Here's where each BC is at:
Really, any of these numbers work for my purposes; I'm fine being .25in-.5in off. I am still a bit curious about derping with "precision shooting" in 7.62x39, but the obvious answer is to just use better ammunition for that. Thanks all!
submitted by this-dumb-blonde to ak47 [link] [comments]


2024.05.20 20:49 McCoreman Anyone else just done with helldivers for now? I feel that the FUN in this game has been 'balanced' out and new things weren't worth the medals to unlock or the supercredits to get access to.

I'm almost level 100. Have all warbonds, except some cosmetics from Polar, fully completed. And I just feel like this game lost all the spark that made it fun.
The last two warbonds have only had 1 thing that was useful. Everything else was worse than existing options or unusable due to bugs making them worthless.
There really isn't anything fun or enjoyable about fighting the bots. Compared to bugs...
Sniping is not a valid strategy in this game. On a single shot against an enemy, they acquire your location and close the distance between you and them super fast. The sniper rifles are then not capable of dealing with the large number of enemies that are now in close range.
The 'fixing patrol spawns' patch just changed actual spawn rates to be constantly at 4 player spawn rates for EVERYONE ALL THE TIME. So everything was just frantic and you never got a chance to breath/recuperate/complete objectives/walk between poi's/etc. There wasn't an ebb and flow, just constant running.
The 'random' patrols/fire tornados/meteors aren't random. They are all aimed directly at players and if you are on your own, you just get hammered with them constantly.
All the balance team's previous changes were to remove the meta things that were FUN. They didn't address that they were FUN because they were effective and made us feel like we actually could compete on the battlefield. Their process has been to nerf the meta and then not address the reason WHY things were meta. Not looking at why things were FUN or why players felt that they were needed in the current game balance. I.e. What strategem should I use? Directly after the railgun nerf. We needed the railgun to deal with the million heavy units and the fact that primary weapons are trash against anything bigger than a golf cart.
WTF was that ricochet patch. Armor plinks instead SHOOT RIGHT BACK at the player?!?! The likelihood of that - on Organic armor or even FLAT PLATE STEEL is like 99.999% never going to happen in real life. You have to meticulously engineer the scenario for to have a chance of happening, realistically. Instead you just kill yourself every once in a while, for no logical, grounded in the real world, reason.
Nerfs and buffs are on single targets and adjacent weapons are not being addressed. See Incendiary Breaker vs Spray-and-Pray Breaker. The incendiary got a buff, D.O.T. damage still didn't work right, but even without the fire damage, it now beats out the Spray-and-Pray in damage, ammo, and stability. There is 0 reason to ever even unlock the Spray-and-Pray.
Bugs are making things useless.
submitted by McCoreman to Helldivers [link] [comments]


2024.05.20 19:21 KarmaRepellant Energy, ballistics, or mixed loadout- what's your favourite in 3.23 and what works best?

So with energy weapons being capacitor limited, is a full energy loadout still better than full ballistics with shield penetration but limited ammo and less raw damage?
I'm particularly interested to know about combining energy with ballistics, as that seems to be intended by CIG. Is penetrating shields worth it when it's only with a couple of guns while capacitors recharge? Does anyone find it much better than non-mixed loadouts?
I'd love to hear your opinions and experiences, especially from those of you who have personally compared loadouts rather than just slapping on Omnisky cannons like most of us.
submitted by KarmaRepellant to starcitizen [link] [comments]


2024.05.20 16:48 BitterScore Ballistics book recommendations?

Hi, can anyone guide me through some books that is worth reading about ballistics. When searching about this topic online I always get mixed results on ammo, barrel size and so on. I was wondering if there’s a book that could just help me understand the topic better. Like how hollow points would do in certain scenarios against regular FMJ with data to back it up. Not just someone’s opinion. Thanks
submitted by BitterScore to guns [link] [comments]


2024.05.20 09:26 Top_Tea307 H: Quad fast fire rate reduced weight railway rifle W: price check

H: Quad fast fire rate reduced weight railway rifle W: price check
Got this from a drop on the mothman event, would like to know your thoughts on it
submitted by Top_Tea307 to Market76 [link] [comments]


2024.05.20 01:09 Goblinoid-loser Load order help

Hey everyone,
I been trying to fix my load order on xbox. I am not sure what the culprit is but I get as far as the weapon armor and clothing mods section and it crashes, I have taken mods out and stuff that Ithink are causing issues but I cant figure out what is wrong.
I have all DLC and all creation club content
Master Files
  1. Unofficial Fallout 4 Patch
Framework
  1. Workshop Framework
  2. Munitions – An Ammo Expansion
  3. AWKCR
  4. Player Responds to Pain
  5. Cclub – All-in-One
  6. Mutant Menagerie
  7. You and What Army (updated)
  8. USO Base Game
  9. integrated Commonwealth
  10. True Storms: Wasteland Edition
  11. Settlement Electricity Overhaul
  12. Munitions – Vanilla Ammo Addon
  13. Faction Pip-boys
Fast Start Mods
  1. Start Me Up REDUX – FDI
Faction Overhauls
  1. Creation Club Delayed
  2. Brotherhood Of Steel Overhaul
  3. Liberty reborn
  4. Liberty reborn Gunners patch
  5. Liberty reborn You and what army
  6. Creation Club Faction Wear Weapons and Armor
  7. DC Guards Uniform by MF
  8. Institute Overhaul
  9. Worldwide Ghouls
New Worldspace
  1. Vault 120
Vanilla Quest edits and companion overhauls
  1. Everyone’s Best Friend Dogmeat
  2. Unofficial Patch Everyone’s Best Friend Dogmeat
  3. When Pigs Fly Fix
Settlement Building mods
  1. Vertical Power Conduits
  2. Pass-Through Conduits
  3. Vault-tec Workshop Conduits
  4. Craftible vault elevator
  5. Visible idle markers
  6. M.D. Wolfe’s Shipping
  7. Functional Displays
  8. Manufactering Extended
  9. Manufacturing Extended Expanded
  10. Munitions Manufacturing
  11. Vault-Tec Workshop Overhaul Redux
  12. Water Delivery
  13. Minuteman Morale Pack
  14. Vault Cornfield Wall
  15. More Guard Barricades
  16. Vault 88 Corners Plus
  17. Vault 88 – More Vault Rooms
  18. Vault 88 – Corners Plus Unlock
  19. Modular Vault Rooms
  20. Vault 88 Room Corners Plus – Vault 88 – More Rooms Patch
Settlement building scrip injectors
  1. Settlement Objects Expansion
  2. G2M – Workshop
  3. USO Season Pass
  4. USO AWKCR Patch
  5. USO Performance Boost
  6. USO NextGen Patch
  7. SMM
Gameplay changes
  1. Mobile Workshop SKK
  2. Power Armor Overhaul
  3. Creation Club Hellfire Butt plate fix
  4. Commonwealth weapon superstore
  5. Simple Attack & Death Reactions
  6. Faster Melee and unarmed attack
  7. What should have been
  8. Move that armor frame
  9. Ballistic Weave book
  10. Better wasteland survival guide
  11. Wasteland imports
  12. Fallout 4 cut content mod
  13. Workshop Ownership utility SKK
  14. Settlement attack system SKK
  15. Settlement Attack marker add on
  16. move workshop markers SKK
  17. Full Dialogue interface
  18. SD’s Snarky DLC loading screens
  19. Cheat Terminal
NPC Mods
  1. Dual Survivors - Nate
  2. Combat Settlers SKK
  3. Ferals can’t open doors
  4. Essential NPCs Expanded
Audio Mods
  1. Realistic reverb and ambience
  2. Faded Glory
Visual Mods
  1. FO4 Extras power armor uniformity
  2. Light sources do not cast dynamic light
  3. Ultimate decal remover GOTY
  4. Glassy Pipboy Screen
  5. Interiors enhanced 2.0
  6. Realistic Lighting by SirGreen
  7. Realistic Lighting True Storms Patch
  8. Desert like weather chance True Storms
  9. Electronics + True storms
  10. Power Line Physics
  11. True Storms Far Harbor
  12. Pipboy light cast shadows
  13. Wave
  14. Immersive candles
  15. Corpse Looting 76 SKK
Vanilla settlement mods
  1. Unrestricted Settlements
  2. Codsworths roof repair
  3. Red Rocket v2.0
  4. Somerville v2.0+ RR Reborn
  5. Taffington v2.0
  6. Clean and simple – Vault 88
  7. Doors not walls
Sorting mods
  1. Exclusion – sorting
Hud Mods
  1. Quality of life: custom ini
  2. HUDFramework
  3. Immersive HUD (iHUD)
  4. IHUD patch
Character model replacers
  1. Synthkind Redefined
  2. Show accurate Codsworth
  3. HeadCanon Tattoos
Pip-Boy Replacers
  1. Factions have pip-boy’s
Map Mods
  1. Improved map
Weapon Armor and clothing mods
  1. Laser Garand
  2. Laser Garand Replaces Laser Musket
  3. Automatron – more robot voices...
  4. TNR Shoulder Lamp
  5. Edmond’s Power Armor Backpacks
  6. Better Automatron Weapons
  7. Tactical Weapon Mods
Crafting mods
  1. Conversion – Munitions
  2. Makeshift Weapons Ammo Crafting
  3. UCO Base Game
  4. UCO Season Pass
  5. UCO Morgans Space Suit
Load bottom mods
  1. Place Anywhere
  2. Brute force scrapper
  3. Lookup Failed
  4. Better Companions
Any help is greatly apreciated.
submitted by Goblinoid-loser to Fallout4Mods [link] [comments]


2024.05.19 23:08 KbRqm23 [FO4] Frequent crashing, particularly around Boston

I'm new to modding FO4 - I have modded FNV/TTW and Skyrim before so understand the basics but I'm no expert. I've set up a decent list of mods and had it running fairly well aside from the odd crash which I let slide cos Bethesda... anyway it's now got to the point where the game crashes every 5-10 minutes, particularly when I enter the built up area around Boston - I was hoping someone more experienced than I could take a look at my load order and see if I have any particularly problematic mods that be causing the issue? I also downgraded my game from the new updates before modding as I knew this would break 90% of the mods. TIA
0 0 Fallout4.esm
1 1 DLCRobot.esm
2 2 DLCworkshop01.esm
3 3 DLCCoast.esm
4 4 DLCworkshop02.esm
5 5 DLCworkshop03.esm
6 6 DLCNukaWorld.esm
7 7 Unofficial Fallout 4 Patch.esp
8 8 ArmorKeywords.esm
9 9 HUDFramework.esm
254 FE 0 F4MS.esl
10 a Homemaker.esm
11 b Loads.esm
12 c NewCalibers.esp
13 d SimSettlements.esm
14 e ProjectZeta.esm
254 FE 1 BerettaM9FS.esl
254 FE 2 HellcatPA.esl
15 f EthreonMasterPlan.esm
16 10 CWWorkshopMaster.esm
254 FE 3 HoloDisplay.esl
254 FE 4 Working_Aquariums.esl
254 FE 5 LadderVanilla.esl
17 11 OVT.esp
18 12 NukaWorldReborn.esp
19 13 MojaveImports.esp
20 14 Campsite.esp
21 15 EveryonesBestFriend.esp
22 16 MYLadyKillerBed.esp
23 17 slevins_chemVFX-Light.esp
254 FE 6 PAVertibirdDockFix.esp
24 18 OutcastsAndRemnants.esp
25 19 Nuka-World Fizztop Grille Workshop.esp
26 1a CleanSettlement Greenhouse.esp
27 1b HAIA With Crafting.esp
28 1c QuazDiamondCityApartment.esp
29 1d safeharbor.esp
254 FE 7 OCsNorthpointDam.esp
30 1e GN_Home.esp
31 1f AA FusionCityRising.esp
32 20 QuazHighTechLoftOLD.esp
33 21 RedWaveReloaded.esp
34 22 Homemaker - Unlocked Institute Objects.esp
254 FE 8 Power Armor HUD Switcher.esp
35 23 UNLIMITED JETPACK.esp
36 24 LooksMirror.esp
37 25 Move (Get Out the Way).esp
38 26 No Aggro Impact Landing.esp
39 27 AES_Renovated Furniture.esp
40 28 Renovated_Furniture_MY_BEDs.esp
41 29 SettlementMenuManager.esp
42 2a VisibleWeapons.esp
43 2b AnS Wearable Backpacks and Pouches.esp
44 2c AnS Wearable Backpacks and Pouches - Ballistic Weave.esp
45 2d WIPAG_Power Armor Overhaul.esp
254 FE 9 WIPAG_Vanilla_AWKCR_PA_Addon.esp
WIPAG_B35_Addon.esp
WIPAG_Classic_Addon.esp
WIPAG_CMC_Addon.esp
WIPAG_Combat_Addon.esp
WIPAG_Construction_Addon.esp
254 FE a WIPAG_Contraptions_DLC_Addon.esp
WIPAG_Cosmos_Addon.esp
WIPAG_Excavator_Addon.esp
254 FE b WIPAG_FarHarbor_DLC_Addon.esp
WIPAG_Horse_Addon.esp
WIPAG_Liberty_Addon.esp
WIPAG_Mechanist_Addon.esp
WIPAG_Medic_Addon.esp
WIPAG_Midwest_Addon.esp
WIPAG_MidwestEvo_Addon.esp
254 FE c WIPAG_NukaWorld_DLC_Addon.esp
WIPAG_RedShift_Addon.esp
WIPAG_Relic_Addon.esp
WIPAG_Sierra_Addon.esp
WIPAG_SpaceMarine_Addon.esp
WIPAG_Spartan_Addon.esp
WIPAG_Submersible_Addon.esp
WIPAG_SubRedux_Addon.esp
WIPAG_T51c_Addon.esp
WIPAG_Ultracite_Addon.esp
WIPAG_Vault_Tec_Addon.esp
WIPAG_WarMachine_Addon.esp
WIPAG_X02_CC_Addon.esp
WIPAG_X02_Enclave_Addon.esp
WIPAG_X03_CC_Addon.esp
WIPAG_X03_Hellfire_Addon.esp
46 2e CheatTerminal.esp
47 2f cVc Dead Wasteland 6.esp
48 30 powerarmort49.esp
49 31 ProjectValkyrie.esp
254 FE d WIPAG_Storyteller_Addon.esp
50 32 Eli_Armour_Compendium.esp
254 FE e FPVertibird.esp
254 FE f FPV_Armored.esp
254 FE 10 TrainPowerArmor.esp
51 33 Genesis.esp
52 34 9mmPistol.esp
53 35 USSQuincy.esp
54 36 FO4TribalPowerArmor.esp
55 37 SkyrimInspiredPowerArmor.esp
56 38 AkaWaterWorld.esp
57 39 Kraggles - Structures.esp
58 3a WoodenPrefabsExtended.esp
59 3b Prefabs.esp
254 FE 11 FPVTrackingModule.esp
254 FE 12 FPVPilotCommands.esp
60 3c SSEX.esp
254 FE 13 WIPAG_TES51_Addon.esp
61 3d AnS Wearable Backpacks and Pouches - Power Armor Carry Capacity.esp
254 FE 14 WIPAG_Tribal_Addon.esp
62 3e Quad_Accelerator.esp
63 3f el_AgentOutfit.esp
64 40 AQUILA.esp
65 41 InstitutePowerArmor.esp
254 FE 15 WIPAG_Institute_Addon.esp
66 42 ASVektor.esp
67 43 CBBE.esp
68 44 KSHairdos.esp
69 45 DOOMDesertEagle.esp
70 46 LooksMenu Customization Compendium.esp
71 47 kokok_Piper_Replacer.2F1E.esp
72 48 LooksMenu.esp
73 49 REAPER.esp
74 4a SCAR-L.esp
75 4b Survivalist.esp
76 4c AWKCR - Mod Power Armor Engine Glitch Fix.esp
77 4d FunctionalDisplays.esp
78 4e FunctionalDisplays-AID-VIS-WI.esp
79 4f FunctionalDisplays-AID-VIS.esp
80 50 FunctionalDisplays-AID-WI.esp
81 51 FunctionalDisplays-Collectibles.esp
82 52 FunctionalDisplays-MISC-VIS.esp
83 53 FunctionalDisplays-MISC-Vanilla.esp
84 54 FunctionalDisplays-Patch-DLC-ALL-VIS.esp
85 55 FunctionalDisplays-Patch-DLC-ALL.esp
86 56 CabinInTheWoods.esp
87 57 Boats.esp
88 58 3dscopes.esp
89 59 Better Vendor Stalls.esp
90 5a Lots More Male Hairstyles.esp
91 5b Loads of Ammo - Leveled Lists.esp
92 5c Faster Terminal Displays (20x).esp
93 5d K9TacticalHarness.esp
94 5e LongerPowerLines3x.esp
95 5f BetterGenerators.esp
96 60 BetterSettlersNoLollygagging.esp
97 61 FunctionalDisplays-AID-Vanilla.esp
98 62 AzarPonytailHairstyles.esp
99 63 Canopies.esp
100 64 ShootingTarget.esp
101 65 SettlementPrivacy.esp
102 66 Farming Resources.esp
103 67 BalconySupports.esp
104 68 WeaponDisplays.esp
105 69 Crimsomrider's Unique Furniture.esp
106 6a Thematic and Practical.esp
107 6b SMH.esp
108 6c woodysWastelandStuff.esp
109 6d OCDecorator.esp
110 6e OCDecoratorDLC.esp
111 6f OCDispenser.esp
112 70 RealNameSettlers.esp
254 FE 16 BuildingBudgetExtender.esp
254 FE 17 Scrap Everything - Core.esp
254 FE 18 Scrap Everything - Automatron.esp
254 FE 19 Scrap Everything - Far Harbor.esp
254 FE 1a Scrap Everything - Nuka World.esp
254 FE 1b Scrap Everything - Vault-Tec Workshop.esp
113 71 BetterSettlers.esp
114 72 BetterSettlersCleanFacePack.esp
115 73 BetterSettlersCCAPack2.0.esp
116 74 BetterSettlersMortalPack.esp
submitted by KbRqm23 to FalloutMods [link] [comments]


http://swiebodzin.info