About this mod
Adds the Maxim 9, an integrally suppressed pistol developed by SilencerCo. Comes with a host of customization options, custom meshes, textures and sounds, and even the Non-NFA version of the pistol.
- Requirements
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MAXIM 9
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The Maxim 9 is an integrally suppressed 9mm pistol developed by SilencerCo
The Maxim 9 comes with a fair assortment of modifications you can slap onto it, which includes:
20 Receiver options (split between normal configuration and Non-NFA configuration)
3 Grip options
5 Sight options (iron, glow, reflex x2, recon)
12 Reticle options (for Reflex sights)
3 Muzzle options (for the Non-NFA variant)
3 "Tactical" attachments (flashlight, laser sight (compatible with Auto Beam), and both in tandem)
> 9 Laser color options
> 7 Lamp color options
> and a picatinny rail to attach this stuff to
18 Material options (which can also be applied separately to either of the reflex sights)
3 Ammo type options (4 with the Munitions patch)
2 Round type options (switches between Subsonic and Supersonic)
8 Magazine options
20 Color options for the glow sights (10 for the rear sight, 10 for the front sight)
The Maxim 9 is a fairly stolid pistol, clocking in a base damage of 27, which of course is improved by perks, weapon mods and the like. By default it's chambered in .38, but can be changed to 10mm or .45, with the firing sound changing accordingly. With the provided Munitions patch, it defaults to 9mm, with .38 still available as a rechambering option. The Maxim by default is not level-listed, but the Munitions patch enables level-listing on top of adding 9mm ammo, and the Maxim can be crafted at a Chem station under the MAXIM 9 category. A free sample can be procured from Fort Strong; there are however three unique versions hiding out across the Commonwealth, two of which unlock a couple of the material options.
The Maxim 9 doesn't have any custom animations, being rigged to the Deliverer's animations. As such, any mods that directly replaces the Deliverer's vanilla animations will affect the Maxim, however mods that replace said animations with standalone ones (like BF1 Deliverer) won't affect the Maxim. Both the mod itself and the Munitions patch are ESL-flaged ESP plugins, and so won't take up a load order slot.
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PICTURES THAT MOVE
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INSTALLATION
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Download manually or with a mod manager, i.e. Vortex or MO2. If installing manually, extract the files from the zip into your Data folder, then activate the mod either from the in-game mods menu or via a mod manager. At the time of this writing, this will not work on VR or game versions prior to 1.10.162. If you desperately want to use it, use FO4Edit to change the File Header of the .esp to 0.95
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DEINSTALLATION
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Deactivate the mod from the in-game mods menu, or from whatever mod manager you may use. Delete the esp and BA2 files from your Data folder after doing so if you want to clean it out completely.
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COMPATABILITY
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As a standalone gun, the Maxim shouldn't conflict with anything. The level-listing patch uses a script, so there's no worries about needing a Bashed patch. As mentioned above, the Maxim is rigged to the Deliverer animations, and so will inherit any mods that directly replace the vanilla animations; mods like BF1 Deliverer won't affect the Maxim because it assigns the Deliverer its own standalone animations.
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KNOWN ISSUES
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None, but if you encounter any issues pop them into the Bugs tab.