About this mod
A collection of Weapon Patches made for Horizon 1.9 . Mostly lore friendly, with a focus on making each weapon function within Horizon's new game mechanics and balance as I can, whilst keeping as much of their original identity intact.
- Requirements
- Permissions and credits
- Changelogs
- Damage - Base Damage of all of my weapons are based on the corresponding Horizon caliber they're capable of shooting. Thus a .30 carbine does at its base, the same damage as the Light Machine Gun (Assault Rifle). However, a few of my weapon patches change the Base Damage ever so slightly, ranging from a -1 to 3 Damage. With a scant few weapons featuring larger increases/decreases to damage. Based on its balance against similar weapons, its fire rate, its audio, its irl and/or Fallout lore, etc...
- Mods - are balanced for Horizon, though each weapon patch and author tends to create their own gun specific balance. I try to maintain their ideas while curtailing some of their drastically strong mods. With Receivers in particular largely being the exact same five as Horizon uses. (Standard, Light, Hair Trigger, Calibrated, and Heavy Frame for Ballistic Weapons) Scopes are converted into using Horizon's 'Modular Scopes' mechanic. Unless the scope in question is visually meant to be archaic. Because all scopes are now essentially the same, scopes like the 'Night Vision Scope' are now just a visual variant and nothing more. I may at some distant time more properly separate or make obvious that no scope is better than another.
Suppressors for the weapons I patch regain a very minor reduction in recoil (5%), but are otherwise unchanged. Descriptions are written in the same style that Horizon does. Which means a focus on the #s, and superficial text.
Crafting recipes are also balanced for Horizon.
However, due to the sheer number, and truthfully not fully grasping the crafting economy of Horizon, they are imperfect. Though the skill requirements for crafting each item, is imo pretty close to balanced.
- Ammo - Weapons use Ammo that the author intended if possible (based on Horizon ammo types) and irl/game history.
- Loot - Placed weapons in the world persist into my patches depending on their power, their location, and whether I think it it fits their 'lore', though many placed weapons have been removed from my patches, per Horizon balance. Some patches that retain placed weapons may have very strong reasons for that. Usually because such guaranteed spawns are part of the original mods Quest or some kind of event, important to the mod. Check each weapon's entry for details.
- Uniques - are kept, chiefly for visual variety. As many are no longer truly "unique" and spawn rarely on NPCs. The rarer "Uniques" that do spawn, tend to have higher end mods attached to them, as per the original mod authors version. Though even they, are tampered down to more fit Horizon's balance. True Uniques are exclusively available via Horizon's Trading Terminal. These tend to have high level mods attached to them. A few actually have unique mods or even a Legendary Effect. However, the later is almost always on very weak, semi automatic guns and have equally low tier (imo) Legendary Effects.
- Acquisition - Weapons spawn on relevant NPCs based on the original mods Level List injections and on what I think makes sense. Using various templates starting with low grade, very basic versions of the weapons, up to more custom modded versions of such weapons. Depending on Level and which NPC's they spawn on. (A Brotherhood of Steel member will have a 12.7mm pistol far earlier than some random Raider and will have a scoped version far sooner as well) I also added variant weapon templates and corresponding level list (via Horizon's Quest LL injection) to ensure some variety. You may also find many of the patched weapons available at various Weapon Vendors depending on level, chance and whether that Vendor could reasonably have the weapon in their stock.This is done through the use of Robco Patcher which is required for weapons to spawn on Weapon Vendors around the commonwealth.
- Market Trading Terminal Integration - Weapons are randomly available depending on the Trade Cycle. As well as the perceived rarity of the weapon. i.e. An actual "Unique" weapon would be rare and expensive. While a regular version of that gun should be a frequent, less expensive sight in the marketplace. Prices vary from just needing the caps, and trading material, to needing similar weapon parts as the weapon you're trying to trade for. The idea being that everyone in the weapon trading bizz needs spare parts to maintain their stock. One thing to note is that I currently don't have a perfect means to limit the selling of Uniques. Which means that if you buy one of them you can potentially purchase it multiple times. The only thing I have to restrict that comes into play after you buy one and leave the menu and have the weapon on your person or in Horizon's "Personal Storage" (not fully tested).So, it's currently on you to decide not to game the system and buy multiple of the true Uniques I've patched.
- ZX-1 Experimentation Integration - Most of the weapons can be Reverse Engineered and rebuilt with varying skill required to do so.
***Many of the weapons, once Reverse Engineered are located in the Ballistic Category. Regardless of the weapons type. This is a known bug. This will be fixed in new updates/patches going forward (after 2024-09-20).
- Patches - Tend to be Replacer Patches. Meaning they replace the original mods .esp file and are loaded AFTER Horizon's main .esp plugins.Some however, are just Patches that require the base mod's .esp. With the original mod's .esp being loaded ABOVE Horizon's main .esp plugins and then my .esp patch loaded AFTER Horizon's main .esp plugins in the load order. In either case, my weapon patches should be loaded AFTER Horizon and the patched weapon's mods files in left priority pane. Assuming you're using something like Mo2. Which is recommended. If a mod gets a substantial update, be sure to wait for me to update my patches for it, else something may go awry. Always read the Changelogs!
- Munitions - is NOT required and its dependency is not present in any of my weapon patches.
Installation:
Then install my Main File and the Patched Weapon Mod's. Loading both BELOW both the Original Mod's and Horizon in BOTH the left and right panes of Mod Organizer or a similar Mod Manager.
MAIN FILE:
The ESL patch also adds the ability to craft .303 British rounds. Rounds that are simply unused within Horizon and have some possible use with some of my patches.
The big change is the re-introduction of the 45.70 caliber round into the game. As in base Horizon 45.70 is replaced by 45.70 ECA rounds. These ECA rounds appear visually as .308 rounds and obviously have a high tech effect. Both visually and mechanically. Which was fine enough when the only 45.70 capable gun in base Fallout 4 was the Lever Action Rifle.
With the many 45.70 gun mods I intend to patch, not having the original ammo would just make things odd. As well as my love for FNV's Bush Gun, which is the loose basis for the Lever Action Rifle. I wanted a regular 45.70 caliber round in Horizon.
Its ballistic damage matches the 45.70 ECA round but without any additional damage and with far, far less armor penetrative effect. More in line with a .50 rifle caliber power.
The ammo is added to all the Level List that the 45.70 ECA appears on and thus SHOULD spawn in such situations. As well as being affected by the Scrounger perk.
The Lever Action Rifle of course regains its ability to fire base 45.70 rounds.
The ECA is otherwise untouched, save for it visually looking more like the 45.70 round it should, when loaded into lever guns etc...
Any issues related to 45.70 anything should be reported in this mod page and not on Horizon's page, nor the official Horizon Discord.
WEAPONS:
Pistols
1. 9mm Pistol (Browning Hi-Power) Redux v2.0 by DeadPool2099
Know that I merged 9mm Pistol (Browning Hi-Power) - Unofficial Update v2.3 by codeblackcrash changes into my patch. (Give them all the love for their efforts!)
Then install my Replacer Patch for the 9mm Pistol.
Hi-Power Pistol:
Ammo Types - 9mm, .38, and .38 RAD.
Fire Modes - Semi-Auto only.
Notes - Given that I'm allowing this weapon to be chambered in .38, to give it some variety, it felt like a good idea to rename the pistol as well. I also gave the weapon a 1 to its Base Damage to compensate its limited ammo types and weapon attachments. Overall, it should feel like a decent early game pistol, just like it was in New Vegas. But one that loses pretty quickly once you get access to better pistols that also tend to have more weapon attachments.
All of the Uniques for this weapon gained an additional 1 Base Damage (a total of 2!) to again compensate them.
The "L'Innocence" Unique is essentially a visual variant with that little extra damage from the above, having lost its Legendary Effect.
The "Mare," "Maria," "Bloody Mary" Uniques have all kept their (Unoffical Update) Legendary Effects, albeit they're all lessened per Horizon's Balance.
How to acquire - The Hi-Power can spawn on just about any humanoid within the Commonwealth starting at level 1.
Weapon Vendors from across the Commonwealth begin selling the Hi-Power starting at level 1 as well.
The Hi-Power Pistol and all its Uniques can be purchased from the Market Trading Terminal under the Trader named "Trevor."
Prices and Trade Skill required to purchase them vary, depending on their rarity.
Issues: I had a hell of time patching this mod, and as such, please be sure to let me know if there are any issues with my patch.
2. PBW - The 9mm Pistol v1.1 by Alexerator
While it might be possible to run this and the above 9mm Pistol by Deadpool, I recommend that you choose one or the other. As it will get confusing naming wise and likely incompatible with each other.
Then install my Replacer Patch of it.
Hi-Power Pistol:
Ammo Types - 9mm, .38, and .38 RAD.
Fire Modes - Semi-Auto only.
Notes - I renamed the pistol due to its ability to be rechambered. Though, I did not bring over the base mod's ability to be chambered in .45, mostly as Alexerator already has a wonderful .45 Pistol (Cavalry Pistol), and I didn't want this gun to step on that ones toes in any way. Unlike Deadpool's 9mm Pistol, this one does have quite a few attachments that can grant the Hi-Power Pistol fairly flat shooting. Thus, I did not increase this mod's version an increase to its Base Damage. Overall, it should feel like a solid early game pistol, and a very faithful rendition of the 9mm Pistol from New Vegas. One that does eventually lose out to other pistols over time, but still a solid means of offloading low caliber rounds on enemies.
How to acquire - The Hi-Power Pistol can spawn on just about any humanoid within the Commonwealth starting at level 1.
Weapon Vendors from across the Commonwealth begin selling the Hi-Power starting at level 1 as well.
The Hi-Power Pistol can be purchased from the Market Trading Terminal under the Trader named "Blap Blap Meister."
Western Standoff:
Ammo Types - .357, .44, and its speciality rounds.
Fire Modes - Semi-Auto only.
Notes - A very interesting gun. One that I did not expect to be balanced without great effort, but thanks to Alexerator, it actually is pretty much out of the box. As the gun cannot be altered at the Weapons Workbench weapon attachments wise, has a 6 round Magazine limit, and fairly high recoil. But in exchange you have the power of a Revolver and the speed/handling of a Hi-Power Pistol.
Because of those facts, I decided to grant it access to .44, the ability to have its Receiver upgraded (not changed!) and for it to be Augmented. And you can Reverse Engineer it to further enhance it!
Despite that, I don't think it oversteps on the Revolver too much. As the inability to benefit from various Weapon Attachments, ultimately hurt its long term outlook, once you get access to the good stuff for the Revolver.
Let me know how it fares!
How to acquire - I opted not to change how you acquire this weapon, and thus for further details, check out the base mod's Mod Page on how to do so. It will be found in poor condition though.
3. Chinese Pistol Set v1.0.1 by neeher
AND
Install Horizon Mod Attach Point Keyword Managerfollowing this instruction:
"The plugin should be loaded after Z_Horizon_DLC_All.esp and before weapon or armour patches."
Thanks again to Sars99 for this mod and everything related to it!
Then install Replacer Patch of the Chinese Pistol Set.
Chinese Mk I Pistol:
Ammo Types - 9mm, 10mm, and 10mm Cryo.
Fire Modes - Semi-Auto only.
Notes- That shoddy pistol from Fallout 3 returns! And still holds its place as a fairly weak, worse option than a N-99. As its restricted to a 10-round stripper clip loading Magazine, as well as only having 9mm and 10mm rounds allowed for this weapon. I decided to restrict its ammo to 9mm and 10mm due to its irl and in lore (Fallout 3) history.
This lack of options really make this a niche gun, to be used just for fun, or when you lack other options.
How to acquire - The Chinese Mk I pistol spawns on Raiders, Triggermen, and Railroad members starting at level 1. It can also rarely be found in safes.
Weapon Vendors from across the Commonwealth begin rarely having it in stock also starting at level 1.
The Chinese Mk I can be purchased from the Market Trading Terminal under the Trader named "Blap Blap Meister."
Chinese Mk II Pistol:
Ammo Types - 9mm, 10mm, and 10mm Cryo.
Fire Modes - Semi-Auto and Full Auto.
Notes- The flat out superior version of the Chinese Pistol. Featuring multiple Magazine options and integrated superior range. In the form of having access to Mk II and Mk III Receivers. The later having an integrated Stock to boot. As well as it having the ability for it to be fired in Full Auto. Make this version an actually usable firearm.
How to acquire - The Chinese Mk II Pistol spawns on Raiders, Triggermen, Gunners, and Railroad members starting at level 5. It can also rarely be found in safes after level 10.
Weapon Vendors from across the Commonwealth begin rarely having it in stock starting level 10.
The Chinese Mk II can be purchased from the Market Trading Terminal under the Trader named "Blap Blap Miester"
4. Police Sidearm - (Smith and Wesson 39 59 Hush Puppy) v1.0.2 by DegenerateDak & CSEPteam
Then install my Replacer Patch for it.
Police Sidearm:
Ammo Types - 9mm, .38, and .38 RAD.
Fire Modes - Semi-Auto only.
Notes - A really nifty early game pistol. One that has plenty of attachments, suited for low AP VATS spam and stealth. Its fast semi-auto fire, Magazine capacity, and low recoil make it a strong early game pistol. Perhaps stronger even than a N-99 Pistol in some ways. Especially with its somewhat Unique Stealth Weapon Attachments. Which increase movement speed and accuracy while sneaking.
Despite its limited ammo types, which are all low damage. The ammo types were chosen due to this kind of weapon being chambered in both 9mm and .38 at times. As well as the authors intended vision of the weapon. Balance wise.
The "Hellraiser Heatmaker" Unique has kept its Legendary Effect, though through Horizon it is weaker than in Base Fallout.
The "Protector's Pistol" Unique has also kept its Legendary Effect, and likewise, its effect is weaker in and thanks to Horizon.
The "Hush Puppy" Unique is per the original mod, VERY Unique and has all its Legendary Effects still. Both its Unique Receiver and Suppressor. Though the later is just a visually different than the other Suppressor you can craft. The Legendary Effect of the gun has kept its 20% Increased Damage on Sneak Attacks. Though the real kicker is its Unique, un-modifiable Receiver. Which increases its Damage by 50% and its Critical Hit Damage by 50% as well. But now essentially being a Bolt-ish Action Pistol. Which is all very neat. This all keeps the "Hush Puppy" very potent against low armored targets. Raiders in particular will continue to be vulnerable to it even into high levels.
You can Reverse Engineer this weapon with a very high Ballistic Skill. Let me know how you feel about the balance of this Unique!
How to acquire - The Police Sidearm spawns on just about everyone but Synth from level 1. The Police Sidearm can be found rarely within safes starting at level 5.
Weapon Vendors from around the Commonwealth begin selling the Police Sidearm at the same time, from level 1 onwards.
The "Protector's Pistol" can be purchased from Arturo Rodriguez at Commonwealth Weaponry in Diamond City.
The Police Sidearm, Hellraisers Heatmaker, and the Hush Puppy can be purchased from the Market Trading Terminal under the Traders "Blap Blap Meister," "Pete the Wheat," and "Gunari Mettbach" respectively.
Prices and Trade Skill required to purchase them vary, depending on their rarity.
5. Surplus Pistol - Glock P80 v1.1 by Alexerator
Then install my Replacer Patch of it.
Surplus Pistol:
Ammo Types - 9mm, 10mm, .38, and their speciality rounds.
Fire Modes - Semi-Auto and Full Auto.
Notes - The biggest change is that I didn't add .40 rounds alongside this mod. As that seemed like a lot of work for a caliber that is pretty close to 10mm anyway. So, you'll just have to not look to close at the ejection port with .40 Caliber written on it.
Instead giving it 9mm, which its more famous for, and 10mm. To sort of give it a .40 sort of vibe, as well as fitting the potential lore of this thing. i.e. the attempt to match Colts winning pistol design, the N99. Then I gave it .38 to again play into giving it a .40 ish caliber and to lean into its competitive versatility against Colt's N99.
I also added the ability to fire it in Full Auto, both to match its famous full auto variant and matching the N99. It does act a bit strangely in how it recoils in full auto, but it kind of fits imo. Try it out to find out.
Overall, this will be a competitive early game pistol, one that starts with two extra rounds in the Magazine compared to the N99 and a higher fire rate to boot.
The "Prototype G99 Handgun" is still a Unique. One that is just like the base mod, is un-moddable. In regards to its Weapon Attachments. Nor is it capable Reverse Engineered. But you can Augment and Improve its Receiver. Its Receiver has been improved, now acting like a more potent Calibrated Receiver. Granting it a 20% Increased Damage and 20% extra damage to Critical Hit Damage. While its Legendary Effect has been altered thanks to Horizon's Balancing, to now be the "Charged" Legendary Effect. Which means it adds Energy Damage to the weapon. Now, at first I didn't recognize why this weapon had such Energy Damage, and assumed that for some reason Alexerator had made this weapon have a touch of Energy Damage to somehow sort of hint at Glock's Plasma Pistol. In retrospect that doesn't make too much sense on my part, but I decided to keep this Legendary Effect. As I think it still works as a theme.
Overall, the Prototype G99 will be a very solid variant of the Surplus Pistol, one that'll only be bested by a fully customized version of the later.
How to acquire - The Surplus Pistol spawns on Gunners, Triggermen, Raiders, DC Security Guards, Railroad, and BoS members starting from level 1. Can also rarely appear within Safes.
Weapon Vendors from across the Commonwealth begin selling the Surplus Pistol at level 1.
The Surplus Pistol and "Prototype G99 Handgun" Unique can be purchased from the Trader named "Blap Blap Meister."
With the former being very cheap to buy, and the later being almost 20 times as pricy.
6. Colt-Mothman 6520 and N-80 Pistols Pack v1.0 by Scail
Then my Replacer Patch for it.
Colt-Mothman 6520:
Ammo Types - 9mm/10mm/12.7mm and their speciality rounds.. The same as the N-99 Pistol (10mm Pistol).
Fire Modes - Semi-Auto only. As you'd expect from a revolver type gun.
Notes - It deals an extra 2 damage compared to an N-99 pistol, given that its a revolver-ish gun that has no magazine mods, and is limited to semi auto only.
It's lack of attachments and overall intent, is to be a super niche sort of alternative to a N-99. But not a serious contender to that gun. One that shines early on or in your imagination, should you really, really want a 10mm revolver type gun.
N-80 Pistol:
Ammo Types - 9mm/10mm/12.7mm and their speciality rounds. The same as the N-99 Pistol (10mm Pistol).
Fire Modes - Semi-Auto only.
Notes - Given its name and the mod author's intent, the gun is meant to act as precursor to the N-99. As such it ultimately falls short of the N-99, in regards to its customizability and ability. Especially the lack of full auto capability. However, it does have a single advantage over the N-99. And that is its base 18 round magazine. Which gives it an edge against the base N-99 Pistol. Though that edge is lost soon after you gain the ability to upgrade magazine sizes. As both the N-80 and the N-99 share the same Large Magazine capacity sizes.
How to acquire - Both guns spawn on a wide variety of NPC's. Raiders, Gunners, BoS, Triggermen, etc... Many a Humanoid NPC might have it. Not unlike a the N-99 Pistol. Can also rarely spawn inside safes. Though, it should still be a somewhat uncommon sight, in comparison to that gun.
Weapon Vendors around the commonwealth begin selling the weapon at level 1.
Can be purchased from the Market Trading Terminal under the Trader named "Gunari Metbach."
7. N88 10mm Pistol Two v2 by arobot96
AND
Install Horizon Mod Attach Point Keyword Managerfollowing this instruction:
"The plugin should be loaded after Z_Horizon_DLC_All.esp and before weapon or armour patches."
Thanks again to Sars99 for this mod and everything related to it!
Then install my Replacer Patch for the N88 Pistol.
N88 Pistol:
Ammo Types - 9mm, 10mm, .45, and their speciality rounds.
Fire Modes - Semi-Auto and Full Auto.
Notes - A pretty nifty pistol, one that has some interesting attachments that put it in a strong place. Firstly its ability to chamber .45 and not 12.7mm is due to its size and possible inspirations (Bren 10 & others). And while its Base Damage has not been increased, I did grant this weapon 10% Damage when chambered in 10mm. Due to that possible inspiration and to grant it a little something, something.
Some notable attachments are the Carbine Barrel, which then affords it a Grip equal to that of a 'Comfort Grip,' which is neat, since you can pair that with a Carbine/Full Stock and essentially get two Grip effects (ish) at once. Though with some caveats. This ultimately leads to this weapon having the potential to be very, very accurate and with little to no recoil. Which is fine given its limited Magazine Capacities and lower tiered ammo types.
In my opinion this weapon will fill an interesting niche, but not be too overpowered.
How to acquire - The N88 Pistol spawns on DC Security Guards, Gunner Bosses, Raiders, Triggermen, and BoS members after level 1. It can also rarely be found within safes after level 1 as well.
Weapon Vendors from across the Commonwealth have a slim chance of having the N88 Pistol in their stocks after level 1.
The N88 Pistol can be purchased from the Market Trading Terminal under the Trader "Blap Blap Meister."
8. N99 10mm Pistol - F4NV v1.1 by Toasty Fresh AND Toasty Fresh's N99 Overhauled v1.71 by AbbyRawkz
DON'T install any of the Replacer versions, nor the option files. As those will not work with my mod.
AND
Install Horizon Mod Attach Point Keyword Manager following this instruction:
"The plugin should be loaded after Z_Horizon_DLC_All.esp and before weapon or armour patches."
Thanks again to Sars99 for this mod and everything related to it!
Then install my Replacer Patch for this gun.
N-99 Heavy Pistol (I renamed the N99 10mm Pistol):
Ammo Types - 9mm/10mm/12.7mm and their speciality rounds. The same as the N-99 Pistol (10mm Pistol).
Fire Modes - Semi-Auto only.
Notes - Given its look, its audio and my view of what this gun should be. Which is a sort of 'Heavy Pistol' gun. Which is why I increased its Base Damage by 1. Which ends up giving it a 1/2/3 damage when chambered in 9mm/10mm/12.7mm, respectively.
It has some neat attachments which potentially give it an edge against a N-99 Pistol in semi auto and allow it to be a sort of 'expert' or more accurate sort of variant to that gun. But the lack of full auto does ultimately make it less potent overall.
How to acquire - Spawns on a wide variety of NPC's. Raiders, Gunners, BoS, Triggermen, Diamond City Security, etc... Almost any Humanoid NPC might have it. Not unlike a regular old N-99 Pistol. Can also rarely spawn inside safes. Though, it should still be a somewhat uncommon sight, in comparison to that gun.
Weapon Vendors around the commonwealth begin selling the weapon at level 1.
Can be purchased from the Market Trading Terminal under the Trader named "Gunari Metbach."
9. N99C - Custom 10mm Pistol v1.1 by C1ph3rr
Then my Replacer Patch for it.
N99C Pistol:
Ammo Types - 9mm/10mm/12.7mm and their speciality rounds. Just like a N99 Pistol.
Fire Modes - Semi-Auto and Fully Automatic.
Notes - This gun is in an interesting spot. A mix of the vanilla N99 and the F03/FNV version of the gun. The base mod had this gun dealing more damage and having strong weapon attachments and being able to go fire in full auto. I decided to tone down its damage to match the vanilla N99, while keeping those strong weapon attachments, (barrel mods that Reduced Recoil by 50%!) and the ability for be fully automatic. Which still means its better than vanilla. But has a different niche than the other N99 variants I've made patches for. One that has 'flatter' shooting than the alternatives.
My lore for this gun is that it was made before the vanilla N99 became widely available, the N99C had a limited release to the public. And it was beloved, as its high quality materials and good mixing of the old and the new, caused firearm aficionados to endorse it enthusiastically. However, the corporations didn't care for the costs in making this variant and were more interesting in mass producing a cheaper N99, more profitable gun. Thus the vanilla N99.
As per the above lore, the gun is hopefully, a rarer gun to find. But one worth finding.
Let me know how you feel about this variants balance!
How to acquire - Spawns on Gunner Bosses at level 10 and on Generic Gunners, Raiders, Diamond City Security and BoS members at level 15. And Triggermen at level 20. Can also rarely spawn in safes at level 15, as well. It should be a relatively uncommon sight.
Weapon Vendors from the Brotherhood of Steel begin selling it at level 20 and Caravan vendors start selling it at level 30.
Can be purchased from the Market Trading Terminal under the trader named "Gunari Mettbach."
10. .30 Carbine Pistol - Automag III v2.0 by CSEPteam
Then install my Replacer Patch for it.
Automag III Pistol:
Ammo Types - .30, 12.7mm, 12.7mm HE.
Fire Modes - Semi-Auto only.
Notes - Renamed due to it being able to shoot 12.7mm now. Can shoot said caliber given this mod's Unique which was originally chambered in 12.7mm. And to give this weapon a fair chance, given that it was originally balanced to be stronger than a N-99 Pistol, but in Horizon .30 Carbine is dumpster ammo. Which is why I increased the Automag III's Base Damage whilst chambered in .30 Carbine, by a whooping 1! (pog). Also, when chambered in 12.7mm the Automag III loses a round from its Magazine Capacity, to somewhat match the original mod's Ammo Capacity balance for its Unique.
Otherwise, this weapon is really cool gun that has some decent Weapon Attachments that can extend its viability a fair bit. But overall, its just a decent cool gun to have, and not one that'll likely end up being something a min-maxer would use.
The "Blackout" Unique has kept its Legendary Effect and lost its 'unique' 'I'm chambered in 12.7mm!' vibes. Though it still comes with high-end attachments, thus its price.
How to acquire - The Automag III Pistol spawns on BoS members, DC Security Guards, Gunners, and rarely on Raiders after level 6.
It can also rarely spawn in safes after level 6 as well.
Weapon Vendors from across the Commonwealth have a chance to sell the Automag III after level 6 as well.
The Automag III and its Unique can be purchased from the Market Trading Terminal under the Trader named "Blap Blap Meister."
11. 40 cal Autoloader pistol v1.0 by micalov
Then install my Replacer Patch for it.
Auto-Loader Pistol:
Ammo Types - 9mm, 10mm, .45, and their speciality rounds.
Fire Modes - Semi-Auto only.
Notes - Renamed to avoid it being tied to any caliber. Though it's a bit basic for a name. Otherwise, it's a fast firing pistol with good accuracy and thanks to its ammo types, its got a lot of staying power. Despite having a limited attachment pool.
It gains 2/1 Ammo Capacity when chambered in 9mm/10mm respectively. And has slightly more recoil when chambered in .45 acp.
Overall, a fairly basic, yet solid fast shooting pistol. That feels good to shoot and works well within Horizon.
How to acquire - The Auto-Loader Pistol spawns on DC Security Guards, Gunners, Raiders, Triggermen, and Railroad members after level 1.
It can also rarely spawn in safes after level 1 as well.
Weapon Vendors from across the Commonwealth have a slim chance to have an Auto-Loader Pistol in their stocks after level 1.
The Auto-Loader Pistol can be purchased from the Market Trading Terminal under the Trader named "Blap Blap Meister."
12. .45 Pistol - 1911A1 - Another Another Millenia v1.1 by CSEPteam
Optionally, install Tactical Reload Patch for .45 Pistol - 1911A1 by JademanFitzro1 if you plan on using my TR Replacer Patch for this weapon.
Be sure to disable/remove the PigAAM1911_TR.esp that comes with that patch. (We just need the meshes)
Then install either my non-TR or TR Replacer Patch for the .45 Pistol 1911A1.
1911 Pistol:
Ammo Types - 9mm, 10mm, .45, and their speciality rounds.
Fire Modes - Semi-Auto only.
Notes - Another solid 1911 Pistol. Unlike my Cavalry Pistol patch, I felt this version of the weapon suited having the option to be rechambered. As there are various rechambers for it. Thus this iterations Ammo Set. I also granted it an additional 1 to its Base Damage, similar to Horizon's Service Pistol. And I also made so that the 1911 gains an extra round or two in the mag, when chambered in 9mm or 10mm respectively. Fitting its irl Magazine Capacity when chambered in said calibers.
With its wide array of attachments, this should just be a solid gun within Horizon.
The "Russell's Pistol" (Alyx) Unique has gone unchanged. Keeping its truly unique Legendary Effect.
How to acquire - The 1911 Pistol spawns on DC Security Guards, Gunners, Raiders, Railroad members, and Triggermen at level 1 onwards.
The pistol also rarely shows up in safes at level 1 onwards as well.
Weapon Vendors from across the Commonwealth uncommonly have the 1911 in their stocks from level 1 onward.
The 1911 Pistol and the "Russell's Pistol" Unique can be purchased from the Market Trading Terminal under the Trader named "Blap Blap Meister."
Baby Browning:
Ammo Types - .38, .38 RAD, and 9mm.
Fire Modes - Semi-Auto only.
Notes - A true Unique one of a kind tiny 1911 ish pistol. It doesn't have any Weapon Attachments, but can otherwise be modified and Reverse Engineered. Just a silly unique with the 'Lucky' Legendary Effect.
How to acquire - Is located in the same location as the base mod. See the base mod's Main Page for details.
13. Cavalry Pistol (Colt M1911 - New Vegas .45 Auto Pistol) v1.1 by Alexerator
AND
Cavalry Pistol - Anim Fixes and Addon Patch v1.0.1 by Winterworld19
Install the Main File only. (The update files are not relevant to my patches as they've been folded into mine.)
Ensure that the Fixes and Addon Patch are located ABOVE my Replacer Patch. With my .esp overwriting everything else.
Then install my Replacer Patch for the Cavalry Pistol. Either my non-Tactical Reload version OR the TR version.
Cavalry Pistol:
Ammo Types - .45 and its speciality rounds.
Fire Modes - Semi-Auto only.
Notes - The classic Colt M1911 of legend! Given its legend, I decided to not allow it any rechamber options. Though to compensate somewhat, I did increase its Base Damage by 2. Overall, it's just a really solid gun that should be viable for most of the game and feel really fun all the while.
The "Zion .45 Auto Pistol" Unique is practically unchanged, other than me increasing its Base Damage by 3 (1 more than the base Cavalry Pistols) as its base unique effects, were that it fired faster but had a higher recoil pattern. Which was pretty fair and balanced.
So much so that I decided to keep where and how you find it intact. Though it comes in a heavily degraded quality, to somewhat ensure that even this guaranteed drop isn't too strong.
How to acquire - The Cavalry Pistol can be found in the hands of Gunners, Raiders, Triggermen, BoS, and Railroad members starting from level 5. It can also be found rarely in safes at level 5 as well.
Weapon Vendors from across the Commonwealth have a chance of having the Cavalry Pistol in stock starting at level 5.
The Cavalry Pistol can be purchased from the Market Trading Terminal under the Trader named "Blap Blap Meister."
For details on where to find the "Zion .45 Auto Pistol" Unique, seek out the base mods Main Page.
Reminder - Be sure to have Hz plugins like Enhanced Settlements located AFTER just about everything else. Follow Zaw's load order found in this Article.
Experimental Colt 6500:
Ammo Types - 10mm and 10mm Cryo.
Fire Modes - Semi-Auto only.
Notes - A fun homage and Unique variant, mixing the classic Fallout 1 10mm Pistol and Cavalry Pistol. Which is why I increased its Base Damage by 2. Which matches a standard gun chambered in .45. I decided to not allow this variant to switch Receivers, thanks to Its unique Receiver that grants it potent abilities and its appearance. But, I did alter it in such a way that imo, I increased said Receivers potency. By essentially keeping its increased rate of fire and merging in a Calibrated Receiver (sans damage increase) into it. With a decreased VATS cost on-top.
But even more, it has a unique Legendary Effect that essentially gives shots fired from this weapon a lower end non-explosive HE round effect. Due to its 15% increased damage and increased limb damage, at the cost of an increased Recoil pattern.
All in all, it'll make a unique 10mm variant of the base gun, that should be in a solid spot in contrast to other 10mm pistols or its basic version, once weapon attachments and crafting come into play.
How to acquire - The Experimental Colt 6500 can be purchased from the Market Trading Terminal from the Trader named "Blap Blap Meister".
14. 10mm Revolver (10mm Ruger Super Redhawk) v1.02 by DegenerateDak & CSEPteam
Then install my Replacer Patch for it.
10mm Revolver:
Ammo Types - 10mm and 10mm Cryo.
Fire Modes - Semi-Auto only.
Notes - Given the intent of Dak and Pig, and the look of this weapon, I decided to give the 10mm Revolver a 3 to its damage. In comparison to a base N-99 Pistol chambered in 10mm.
The 10mm Revolver is more or less the same as the authors intended. A 10mm version of the .44 Revolver with quite a few more attachments, that can give this revolver a leg up in terms of recoil and accuracy. It even shoots faster to boot.
This puts it in a pretty balanced position within Horizon. As it doesn't do anything too wild. All it does is shoot 10mm rounds more efficiently than most everything else.
"The Gambler" Unique has now been made a simple visual variant of the 10mm Revolver. It's very interesting Legendary Effect, not at all being a fit for Horizon. Sadly.
How to acquire - The 10mm Revolver spawns on Raiders, Gunners, BoS members, and Triggermen starting at level 5. Can also be rarely found within safes after level 15.
Is sold by a variety of Weapon Vendors starting at level 7. With BoS, Caravan, and Goodneighbor vendors having the earliest and best chance to have it in stock.
The 10mm Revolver and "The Gambler" can be purchased from the Market Trading Terminal under the trader named "Gunari Mettbach" and "Blap Blap Meister", respectively.
Prices and Trade Skill required to purchase them vary, depending on their rarity.
15. PBW - The Police Pistol REDUX v1.1.0 by Alexerator
Then install my Replacer Patch for it.
Police Pistol:
Ammo Types - .38, .357, .44, and their speciality rounds.
Fire Modes - Semi-Auto only.
Notes - That neat revolver from Dead Money returns, thanks to Alexerator! Now given its more svelte aesthetic, as well as both its irl and game history. I decided to give it access to both .38 and .357 rounds. Which helps separate this revolver from Horizon's Revolver and others. I also granted it a 1 to its Base Damage to signify that it was made to be chambered in this way. However, not wanting it to lack Ammo Types, I also granted it access to .44 magnum. Though its damage in said mode is less than other revolvers chambered in .44. Again to signify, that it was meant to be chambered in .357/.38.
This weapon is double-action, like Horizon's Revolver. But unlike said Revolver, it doesn't lose that fact when chambered in .357 or .38 for that matter. As the Police Pistol already had a fast fire rate, so keeping it double-action is just cooler imo, without much loss in function.
It also has a faster reload that most Revolvers. I also increased its Base Critical Damage Multiplier by .25 to help keep this Revolver relevant as time goes on.
Lastly, I removed the two functioning scopes from this mod, as Horizon already has to the base Revolver. And even though I myself am a fan of Revolvers with Scopes, the Police Pistol frankly, looked goofy with them on.
"The Treasure of Sierra Madre" Unique is still truly unique. Albeit with its incredibly high increased Base Damage reduced, for balance sake. Whilst keeping its 10 Poison Damage. Though, I did also, give it another 1 to its Base Damage over the normal Police Pistol. As this weapon cannot be modified. Though it can be upgraded, augmented, and with a very high Ballistics Skill, Reverse Engineered.
How to acquire - The Police Pistol spawns on DC Security Guards, Gunners, Raiders, and Railroad members after level 1.
It can also spawn inside safes after level 1 as well.
The Police Pistol can be purchased from the Market Trading Terminal under the Trader named "Blap Blap Meister."
While "The Treasure of Sierra Madre" Unique has had its location unchanged from the base mod. See Alexerator's Police Pistol Main Page for more details. Though I'd recommend just leaving it unknown.
16. Manurhin MR73 Revolver v1.5 by ShimSham
Then install my Replacer Patch for it.
Preface: I used ForegoneConclusion's MR73 mod "Manurhin MR73 Revolver - Target Pistol Patch" to better patch this weapon. So, shoutout to them for their great work! (You do not require ForegonConclusion's patch to be clear.)
Target Pistol:
Ammo Types - .38, .38 RAD, and .357 magnum.
Fire Modes - Semi-Auto only.
Notes - Renamed to better fit Fallout's more generic naming conventions and following ForegoneConclusion's patch. I also gave this weapon a 1 to its Base Damage, given its limited ammo types and history. This weapon irl is famous for its accuracy and handling. Which is why its per-shot recoil is superior (less than) to a typical Horizon Revolver. Its also a Double-Action revolver. Which means it fire slightly faster than a typical Revolver.
Helping its 'Sniper Revolver' lore and intent, is its access to a Long Barrels that extended its range and reduce its recoil more than a standard Revolver. As well as granting it access to a Short Scope Bipod set up that further increase said statistics.
Overall, this weapon really fills the 'Sniper Revolver' niche well, especially against low armored targets. Such as Raiders. It's lack of Armor Penetrating ammo, reduces its effectiveness in the long run, however.
How to acquire - The Target Pistol spawns on Gunners, Raiders, and Railroad members after level 10.
This revolver rarely spawns in Safes after level 10 as well.
High tiered Weapon Vendors within the Commonwealth have a chance to sell the Target Pistol after level 10.
One Target Pistol may be found in the same location as it was in the base mod. Albeit in a deteriorated condition. See the base mod's page for details, if you wish.
17. .44 Auto-Revolver (Mateba Unica 6) v1.0.4 by DegenerateDak & CSEPteam
AND
Install Horizon Mod Attach Point Keyword Managerfollowing this instruction:
"The plugin should be loaded after Z_Horizon_DLC_All.esp and before weapon or armour patches."
Thanks again to Sars99 for this mod and everything related to it!
Then install my Replacer Patch for the .44 Auto-Revolver.
Autorevolver:
Ammo Types - .357, .44, and their speciality rounds.
Fire Modes - Semi-Auto only.
Notes - A really cool looking gun, whose sepciality is that it's a Double-Action Revolver. Which increases its fire rate by quite a bit. And given Dak & Pig's intent on making this essentially a version of the standard Revolver, I followed suit. So there is much to say other than its fire rate and having access to far more Weapon Attachments makes the Autorevolver, just better in pretty much every way. However, it is much rarer to find.
The "Serenity" Unique has kept its Legendary Effect, but its been reduced by quite a bit to keep it more in line with Horizon's Balance.
The "El Diablo" Unique has also kept its Legendary Effect and it's been reduced for the same reasons as the above.
How to acquire - The Autorevolver spawns on Gunner Bosses, BoS members and can even be rarely found on Raiders after level 15.
It can also be rarely found inside Safes after level 15 as well.
Weapon Vendors from across the Commonwealth have a slim chance to have it in stock after level 15. With the higher tiered vendors having the best chance to have the Autorevolver in stock.
The Autorevolver and its Uniques can be purchased from the Market Trading Terminal under the Trader named "Blap Blap Meister."
Prices and Trade Skill required to purchase them vary, depending on their rarity.
18. Those Guns - PKD Blasters v1.0 by Diakyuto & Bwones - Doombased
Then install my Replacer Patch for it.
The Detective Special:
Ammo Types - .38, .357, .44, and their speciality rounds.
Fire Modes - Semi-Auto only.
Notes - I renamed so as to not get confusing or odd whenever you swap rounds. And to match an irl weapon that this seems somewhat inspired from.
This weapon has a 2 Base Damage when chambered in .38 and .357. To signify that it was made for those calibers. (my personal lore) And deals normal Revolver damage when chambered in .44. Really not too much else to say. I changed very little, and it acts quite similarly to Horizon's Revolver but with a slightly increased rate of fire and less ammo capacity. While it trades with Horizon's Revolver, access to a Hair Trigger Receiver and Sharpshooter's Grip for not having a Reflex Scope.
Ultimately The Detective Special fares reasonably well despite some limiations.
How to acquire - Spawns on Gunners, rarely on Raiders and safes after level 6.
Weapon Vendors around the Commonwealth may rarely have The Detective Special in their stock after level 6 as well.
The Detective Special may be purchased from the Market Trading Terminal under the Trader "Blap Blap Meister."
The Commando Special:
Ammo Types - .357, .44, 5.56, and their speciality rounds.
Fire Modes - Semi-Auto only.
Notes - The Military version of The Detective Special. Removing its ability to be chambered in .38 but adding the ability to shoot 5.56 rounds and like its civilian counterpart, its 2 Base Damage that does translate when chambered in 5.56.
This variant also gains access to one more Grip. Which affords it greater accuracy.
How to acquire - Spawns on Gunner Bosses, BoS and Railroad members after level 15. Is also rarely be found in safes after level 15 as well.
High Tiered Weapon Vendors rarely have The Commando Special in their stock after level 15.
The Commando Special may be purchased from the Market Trading Terminal under the Trader "Blap Blap Meister."
That Gun:
Ammo Types - .38, .357, .44, 5.56, and their speciality rounds.
Fire Modes - Semi-Auto only.
Notes - I couldn't resist adding this weapon, and figured people might want the aesthetics of The Detective Special with the mechanics of The Commando Special. So, that's what this is essentially. With one additional boon, being that its base Critical Damage Multiplier is increased to 1.75. Which is .25 more than its normal variants and typical revolvers. Which they themselves have a .25 increased Crit Multiplier over every other non-revolver gun within Horizon.
How to acquire - Can be purchased from the Market Trading Terminal under the Trader named "Pete the Wheat."
Issues -
19. F4NV Mysterious Magnum and .44 Magnum Revolver Replacer v1.0 by ShimSham
I also folded F4NV .44 Magnum Revolver Sight Alignment Fix by deleted201317996 into my mod.
Install the Main File and the "No Ads Fire Delay" Optional File from their page.
(And optionally any of the Textures Optional Files)
Then install my Replacer Patch for it.
.44 Magnum Revolver:
Ammo Types - .357, .44, and their speciality rounds.
Fire Modes - Semi-Auto only.
Notes - An incredible weapon, one that due to its look and history, I felt needed to keep its name. But for balance reasons, I granted it access to .357. Though gains a touch less benefit for doing so compared to the standard Revolver, as said Revolver is Single Action and when chambered in .357, becomes Double Action. The later is something the .44 Magnum Revolver already is. To balance this, I increased its damage by about 10% when chambered in .44 in comparison to a standard Revolver.
The fact that the .44 Magnum Revolver is double action and thus shoots faster is a fairly hefty upgrade, further increasing this revolvers power. It also has additional attachments over Horizon's Revolver, which really ensure that this weapon ends up being a very strong handgun well into the mid to late game.
The "Mysterious Magnum" Unique has lost its raw damage bonus over the basic .44 Magnum Revolver, but has in comparison gained an increased Critical Damage Multiplier. That being of 1.75, which is a .25 increase over the Revolver's 1.5. Which the late is .25 increase over almost all the base weapons within Horizon. So, Crits hurt real good with it. However, it has less weapon attachments available to it per the base mods intent. Which may simply to keep its true to its aesthetic.
One big thing is that I did not alter anything related to the Quest to obtain the Mysterious Magnum nor the visual alterations to the Mysterious Stranger. The Armor/Clothes you get through this mod has been balanced for Horizon as well.
How to acquire - The .44 Magnum Revolver spawns on rarely on Raiders, Gunners, Triggermen, DC Security Guards, BoS, and Railroad members starting at level 10. The gun can also be rarely found in safes at level 10 as well.
Weapon Vendors around the Commonwealth begin uncommonly selling the .44 Magnum Revolver at level 10.
The .44 Magnum Revolver can be purchased from the Market Trading Terminal under the Trader "Blap Blap Meister."
The "Mysterious Magnum" can be acquired per the original mod's Questline. Starting from Valentine's Detective Agency. See the base mods Main Page for more details.
20. .44 Magnum Pistol (Prototype Desert Eagle) v1.1 by DegenerateDak & CSEPteam
AND
Install Super Mutant Equality a Super Mutant Weapon Expansion by Brainstormepilog
My replacer patch adds the Magnum Pistol to Super Mutant level list via Horizon's Quest Addon and will cause the mutants to not use the weapon properly.
Then install my Replacer Patch for the Magnum Pistol.
Magnum Pistol:
Ammo Types - .357/.44/.50 AE and their speciality rounds. All of these calibers have been chambered in a Desert Eagle type firearm historically.
Fire Modes - Semi-Auto only.
Notes - Requires a base Strength of 4 to wield. Fills the role of 'Heavy Pistol' fantastically and being able to chamber such potent rounds puts it in a strong spot within the pistols line up. Its weapon attachments aid in that fact by increasing range and accuracy.
How to acquire - Spawns on Gunners, BoS, Raiders and Super Mutants. Starting at around level 15. Though the Raiders have the lowest chance overall. Can also spawn in safes around the same time.
As well as from Brotherhood, Caravan, and Goodneighbor weapon vendors. Starting from level 15-25, progressively, in 5 level increments from the three I listed, in order.
Can be purchased from the Market Terminal from "Gunari Mettbach."
21. Mark XIX Pistol - Desert Eagle v1.09 by Toasty Fresh - Hitman47101 - Wardaddy - Diakyuto and Pals
AND
Install Horizon Mod Attach Point Keyword Managerfollowing this instruction:
"The plugin should be loaded after Z_Horizon_DLC_All.esp and before weapon or armour patches."
Thanks again to Sars99 for this mod and everything related to it!
Then install either my Replacer Patch with or without Tactical Reload support.
(You DO NOT need the TR Patch File found within the base mod's file section)
Desert Eagle:
Ammo Types - .357, .44, .50 AE, and their speciality rounds.
Fire Modes - Semi-Auto only.
Notes - Requires a Base Strength of 4 to wield. Renamed from the "Mark XIX Pistol" to a Desert Eagle. As it'd make more sense for the people to know. Especially since its labeled on the side of the gun.
Given it's legendary power, I deigned to give it a 1 to its Base Damage. While its many attachments further increase its potential over alternatives in a fairly substantial manner. Even offering a Full Stock option that should (?) use Riflemen Perks rather than Gunslinger Perks when it comes to their mechanical benefits.
Inspired by the base mod and how it handled its Munition Ammo Types (Which were removed, naturally), I granted .357 and .44 the ability to fit an additional round or two (respectively) in the magazine, when chambered in said ammo types. Matching supposed irl Magazine Capacities for said calibers.
I also toned down the variance between the many, many scopes quite a bit. With only a handful retaining any mechanical advantage over others.
Overall, the weapon should feel pretty comprehensive and potent throughout the game.
The "Big Calzone" Unique has retained its various Unique to it weapon attachments and essentially, Rifle configuration. It's also been given a 2 to its Base Damage, to account for it being more of a Sniper and somewhat less wieldy in close quarters combat.
The "Quantum Power!" Unique has kepts its 'First Blood' Legendary Effect and unique aesthetic.
How to acquire - The Desert Eagle spawns on Gunner bosses, rarely on Raiders, and BoS members after level 15. And then on normal Gunners and the DC Security Guards after level 25.
The Desert Eagle can rarely be found in safes after level 15 as well.
Weapon Vendors from across the Commonwealth have a chance of selling the Desert Eagle after level 15. With higher tiered/quality vendors having the best chance.
The Desert Eagle and the "Big Calzone" can be purchased from the Market Trading Terminal from the Traders named "Gunari Mettbach" and "Blap Blap Meister" respectively.
You may also purchase a 'Gold' Desert Eagle from "Pete the Wheat." This Deagle's only unique trait is its access to various paints (Real Gold). Its price reflecting the supposed value of the Gold Paint.
While the "Quantum Power!" Unique can be found in its original location. Albeit in poor condition.
Atomic Falcon:
Ammo Types - .357, .44, .50 AE and their speciliaty rounds.
Fire Modes - Semi-Auto only.
Notes - Requires a Base Strength of 4 to wield. A nifty and cool Children of Atom version of the Desert Eagle. Which does 20% less ballistic damage than the usual Desert Eagle, in exchange for dealing an additional 15 Rad damage with each shot.
Honestly, I'm not sure how to balance Rad Damage. As I don't think it's that strong, and that this weapon winds up simply being less effective that its normal counterpart. Which fine.
As the gun itself is pretty nifty and uses a mix of Science and Gunsmithing in order to craft various attachments. With the former taking the place of the 'higher' Skill Requirements, and the later being a sort 'Basic' level of knowledge needed.
Speaking of attachments, this version has less attachments than the normal Desert Eagle, to account for its integrated Rad Damage.
Overall, its a neat weapon but one that might not be worthy it in the long run. Though it gives Science based Characters a Ballistic ish weapon to shoot. So, that's nice. Let me know how it fares.
How to acquire - The Atomic Falcon spawns on Children of Atom after level 15.
Cricket rarely sells this weapon after level 15, as well.
The Atomic Falcon can be purchased from the Market Trading Terminal from the Trader named "Pete the Wheat."
22. Magnum Autoloader - Desert Eagle - Another Another Millenia v1.0 by CSEPteam
AND
Install Magnum Autoloader ADS Fix by PepeRhonin
Then disable the PigMagADSFix.esp that comes with it. (We only need the meshes)
AND
Install Horizon Mod Attach Point Keyword Managerfollowing this instruction:
"The plugin should be loaded after Z_Horizon_DLC_All.esp and before weapon or armour patches."
Thanks again to Sars99 for this mod and everything related to it!
Optionatlly, install Tactical Reload Patch for Magnum Autoloader - Desert Eagle by JademanFitzro1 if you plan to use my TR Replacer Patch. And again, disable the PigMagADSFix.esp that comes with it. (We only need the meshes)
Then install my Replacer Patch for the Desert Eagle. Either the Non-TR or TR versions.
Magnum Autoloader:
Ammo Types - .357, .44, .50 AE, and their speciliaty rounds.
Fire Modes - Semi-Auto only.
Notes - Requires a Base Strength of 4 to wield. Given its audio, its heavier weight (Compared to the Desert Eagle I patched above), its slightly slower rate of fire, and overall meatier aesthetic. I decided to give this weapon a 2 to its Base Damage.
Other than that, it's just a heavy hitting Desert Eagle type weapon. One that has a somewhat more limited attachment pool in comparison to the Desert Eagle, I patched above. It still has everything you should want from a truly Heavy Pistol, Desert Eagle.
How to acquire - The Magnum Autoloader spawns on Gunner bosses, rarely on Raiders, and BoS members after level 20. And then on normal Gunners and the DC Security Guards after level 30.
The Desert Eagle can rarely be found in safes after level 20 as well.
Weapon Vendors from across the Commonwealth have a chance of selling the Desert Eagle after level 20. With higher tiered/quality vendors having the best chance.
23. 12.7mm Pistol (Fallout New Vegas) v1.0.3 by DegenerateDak & CSEPteam
AND
Install Super Mutant Equality a Super Mutant Weapon Expansion by Brainstormepilog
My replacer patch adds the 12.7mm Pistol to Super Mutant level list via Horizon's Quest Addon and will cause the mutants to not use the weapon properly.
Then install my Replacer Patch of the 12.7mm Pistol.
12.7mm Pistol:
Ammo Types - 12.7mm and 12.7mm HE.
Fire Modes - Semi-Auto only.
Notes - Requires a base Strength of 5 to wield. Given its name, its authors intent and of course its history, I figured it ought to only be able to chamber 12.7mm rounds. That and its ability to only fire in semi auto, I decided to increase its Damage by 3.
In comparison to something like a N-99 Pistol chambered in 12.7. This damage boost and its weapon attachments should make it a solid pistol despite its limitations. As well as ensuring that it is the peak 12.7mm capable firearm.
Its Uniques are no longer "unique" and are simply to offer visual diversity.
How to acquire - The regular 12.7mm Pistol can spawn fairly early on BoS, at level 5 onwards, and on Gunner bosses at the same time. The pistol then begins spawning on more and more regular troopers as you approach level 30. Eventually around level 15-20, it begins spawning rarely on Railroad (taking from dead BoS), Raiders and Super Mutants. Can also rarely spawn in safes.
"The Grunt" unique spawns on Gunners. Starting on Gunner Bosses and then other Gunners. Though at an slightly earlier timeline than the regular 12.7mm Pistol. Can rarely spawn on Raiders and Super Mutants at level 30. Can also rarely spawn in safes.
The "Paladin's Peacemaker" unique now spawns on BoS members exclusively. Starting at level 5.
The regular 12.7mm Pistol and its "uniques" can be purchased from a variety of Weapon Vendors, starting at level 20 with the BoS vendors. Afterwards, the regular version starts spreading around the commonwealth Weapon Vendors every 5 levels or so until you hit level 40.
"The Grunt" variant can be purchased from Caravan Weapon Vendors at level 25. Then on Workshop (settlement traders) Weapon Traders and Goodneighbor Weapon Vendors at around level 35.
All versions of the 12.7mm Pistol can be purchased from the Market Terminal. The 12.7mm can be purchased from the Trader "Gunari Mettbach". "The Grunt" can be purchased from the Trader known as "Blap Blap Meister" and the "Paladin's Peacemaker" can be bought from the "Brotherhood of Steel)". The later assuming you're a member of that faction.
24. Tanker Pistol and Crusader Pistol (Reimagined New Vegas 12.7mm Pistol) v1.1 by Alexerator
Then my Replacer Patch for it.
The optional 14mm Pistol from their page is NOT patched at this time.
Tanker Pistol/Prototype Crusader Pistol:
Ammo Types: 10mm/5.56/12.7mm and their speciality rounds.
Fire Modes - Semi-Auto only.
Notes - Requires a base Strength of 4 to wield. The 10mm and 5.56 are both calibers that Fallout 76's Crusader could use and now with 12.7mm thanks to Alexerator, thus my reasoning for the three available ammo types. He also noted on his page that The Tanker Pistol is essentially a generic version of the Prototype Crusader Pistol (Now renamed ingame to avoid confusion with another Crusader Pistol mod). Thus I made them mechanically the same. Both however, deal 1 extra damage than vanilla weapons with similar calibers. ie a 10mm shot from these pistols beat a N-99 Pistol's damage by 1.
I did this because of the size, audio, and generally "Heavy Pistol" feeling the Crusader Pistol gives. And given its fairly high recoil, limited magazine sizes and lack of full auto. This extra damage gives them some staying power they might otherwise lack. imo. Though the magazine size can be increased further by chambering either 10mm or 5.56 rounds. To match the magazine capacity somewhat that the normal Crusader Pistol had prior to this patch.
The Tanker Pistol almost always spawns with 12.7mm rounds loaded. While the Crusader tends to be loaded with 5.56 rounds. This is mostly meaningless for the player. But is done to match what Alexrator intended for the weapons.
How to acquire - The Tanker Pistol can spawn fairly early on BoS, at level 5 onwards, and on Gunner bosses at the same time. The pistol then begins spawning on more and more regular troopers as you approach level 40. Eventually around level 15-20, it begins spawning rarely on Railroad (taking from dead BoS), and Raiders. Can also rarely spawn in safes.
The Crusader Pistol spawns on BoS members exclusively. Starting at level 5.
The Tanker/Crusader Pistol can be purchased from a variety of Weapon Vendors, starting at level 20 with the BoS vendors. Afterwards, the Tanker Pistol version starts spreading around the commonwealth Weapon Vendors every 5 levels or so until you hit level 40.
Prototype Crusader Machine Pistol:
Ammo Types - 10mm/5.56/12.7mm and their speciality rounds.
Fire Modes - Semi-Auto and Fully Automatic.
Notes - Requires a base Strength of 4 to wield. Despite being a true prototype, I figured it should be able to use the same ammo types as the regular Crusader. However, I decided to make it speciality made for 5.56 and thus you'll need an Advanced Conversion Kit to shoot the other calibers, though it can fire 5.56 APX without that. Which differs from many other weapons. This weapon maintains its fully automatic capability and having its Unique helical magazine. Though of course, it cannot fire 12.7mm rounds nor speciality rounds in full auto. Meaning that it can only fire 10mm and 5.56 rounds in full auto. Per Horizon's balance.
I increased its base AP cost from 28 to 38 to account both it being a prototype and its ability to fire in full auto. Its base AP cost now being 2 more than normal Crusader Pistols.
This Unique weapon is without question superior to its non-unique variants. But I think even so, it is not overpowered within Horizon. Given its higher AP cost in general, and in full auto. As well as its high recoil and still even with a fancy helical magazine, somewhat limiting magazine size.
Critique is appreciated on this weapons balance!
The "Prototype Crusader Machine Pistol" can be rarely purchased from the Market Trading Terminal from the "Brotherhood of Steel" Trader for a very high price and requiring a lot of Trade Skill. As well as needing to be a member of the Brotherhood of Steel. I may change that last bit at a later date, depending on reception to this!
The Tanker/Crusader Pistol can be purchased from the Market Trading Terminal. The Tanker Pistol can be purchased from the Trader "Gunari Mettbach". While the Crusader Pistol can be purchased from the "Brotherhood of Steel" Trader. The later assuming you're a member of that faction.
25. Crusader Pistol v1.2.1 by Donskie62
Then install my Replacer Patch of the Crusader Pistol.
Crusader Pistol:
Ammo Types - 10mm, 10mm Cryo, 5.56, 5.56 APX, Cryo Cells, Hot Shot (Crusader Flamer Fuel), Fusion Cells, Fusion Cells (MX), and Plasma Cartridges.
Fire Modes - Semi-Auto only.
Notes - A true jack of all trades. Capable of using such a wide variety of ammo types. Each of the new specialty rounds change the weapon's 'Type' to Energy and are based off the 10mm's base damage. Both facts I think balance them somewhat. With the Cyro/Pyro acting like potentially more potent variations of Cryo and WP rounds. And the Fusion and Plasma rounds are more basic. In that they just add damage, balanced against Laser and Plasma pistols respectively.
Given the limited Magazine size and the fact that the new specialty essentially change what kind of gun the Crusader is. Which affects which perks and Specialization applies to it.
Allowing Energy Weapon enthusiast to have a ballistic seeming gun. But not allowing for doubling up on Damage builds.
Do let me know if there is an easy way for me to make the weapon consume more ammo per shot or any other ideas to balance this!
The two Uniques found within the base mod have been made into cosmetic variants that always come with good mods. With "Eden's Revenge" always having the Plasma Ammo Type chambered. Though you better not switch to another Ammo Type with that gun, else you won't be able to switch back.
How to acquire - The Crusader Pistol spawns on BoS members after level 15. And rarely on Gunner Bosses at level 30.
The Crusader Pistol can be purchased from BoS Weapon Vendors after level 20.
The Crusader Pistol and all its cosmetic variants, can be found on the Market Trading Terminal.
The Crusader Pistol and "Reclaimer" can be purchased from the "Brotherhood of Steel" Trader. Assuming you're a member of that faction.
While the "Eden's Revenge" variant is sold for a steep, step price by the Trader named "Pete the Wheat", assuming 'The Prydwen' has arrived.
Prices and Trade Skill required to purchase them vary, depending on their rarity.
26. The Assault Pistol (Colt SCAMP) v1.0.2 by DegenerateDak & CSEPteam
AND
Install Horizon Mod Attach Point Keyword Managerfollowing this instruction:
"The plugin should be loaded after Z_Horizon_DLC_All.esp and before weapon or armour patches."
Thanks again to Sars99 for this mod and everything related to it!
AND
Install Super Mutant Equality a Super Mutant Weapon Expansion by Brainstormepilog
My replacer patch adds the Assault Pistol to Super Mutant level list via Horizon's Quest Addon and will cause the mutants to not use the weapon properly.
Then install my Replacer Patch of the Assault Pistol.
The Assault Pistol:
Ammo Types - 5.56 and 5.56 APX.
Fire Modes - Semi-Auto and Burst Fire.
Notes - Requires a base Strength of 4 to wield. A truly heavy pistol. One that given the simple fact that it's literally got 'chambered in 5.56 and burst fire capable' written on the side of it, I decided that making this gun do exactly that, without the ability to be rechambered. Also the main mod offers no rechambers as well.
However, its ammo capacity has always been... a bit absurd. Giving its size and so I reduced the capacity from 18/24/30 to 12/18/24, standard, medium, and large magazine respectively.
This reduction to its magazine size does affect it's ability obviously, and will likely encourage using it in semi-auto until you get a medium or large magazine mod.
The "Vindicator" has made to be simply a visual variant of the base gun. Losing its Legendary Effect.
How to acquire - The Assault Pistol starts spawning on BoS members at level 12. It then starts spawning in the hands of Super Mutants at level 21. While Gunners start spawning with it at level 24 as well as rarely being found on Raiders at the same time. Can also rarely spawn in safes.
The "Vindicator" variant of the pistol exclusively spawns on BoS members at level 12.
The Assault Pistol can be purchased from a variety of Weapon Traders starting at level 18, for BoS Vendors. It then begins appearing on few other Weapon Vendors between levels 24-33.
The Assault/Vindicator Pistols can be purchased at the Market Trading Terminal. Being sold by the Trader named "Gunari Mettbach".
The Spitfire Pistol:
Ammo Types - 5.56 and 5.56 APX.
Fire Modes - Semi-Auto and Full Auto.
Notes - Requires a base Strength of 4 to wield. The "Spitfire" has kept its unique ability to fire in full auto but lost its Legendary Effect. However, it uniquely doesn't have an AP increase (10%) when in its full auto fire mode. Thus regaining somewhat its Legendary Effect. This variant of the weapon does not have a Burst-Fire mode.
How to acquire - The "Spitfire" can be purchased purchased at the Market Trading Terminal. Being sold by the Trader named "Gunari Mettbach". It's price is relatively high given its unique attributes.
27. The Handmade Pistol (Metro Lolife) v1.0.3 by by DegenerateDak & CSEPteam
AND
Install Horizon Mod Attach Point Keyword Managerfollowing this instruction:
"The plugin should be loaded after Z_Horizon_DLC_All.esp and before weapon or armour patches."
Thanks again to Sars99 for this mod and everything related to it!
AND
Install Super Mutant Equality a Super Mutant Weapon Expansion by Brainstormepilog
My replacer patch adds the Handmade Pistol to Super Mutant level list via Horizon's Quest Addon and will cause the mutants to not use the weapon properly.
Then Install my Replacer Patch for the Handmade Pistol.
Handmade Pistol:
Ammo Types - 7.62, .44, and their speciliaty rounds.
Fire Modes - Semi-Auto and Full Auto.
Notes - Requires a base Strength of 4 to wield. I decided that I'd honor both the mod Authors and the original Metro Creators intent of the weapon. Which is an alternative method of shooting a different kind of round in a rugged pistol. For Dak & Pig it was creating giving Fallout 4 a pistol that shoots 7.62 rifle rounds. While the Metro series just wanted a lower power, higher magazine capacity, faster fire rate alternative to a revolver.
Now we have both. Which I think it works out just fine. As per Horizon balance, .44 rounds can't be fired in Full Auto. And the guns recoil is almost as wild as the B.A.R. In .44 it also scales worse than a Revolver as you upgrade it. Which I think is fine.
So, despite its power, you'll rarely feel too op. Unless you use VATS that is. As its pretty strong there.
The "Miscreant's Machine Pistol" Unique, has lost its middle name and is now just a visual variant. One that usually shows up with scuffed makeshift sort of attachments.
How to acquire - The Handmade Pistol starts spawning on Raiders, Gunner Conscripts, Super Mutants and rarely on Railroad members starting between level 12-18.
The "Miscreant's Pistol" starts spawning on Raiders and Super Mutants between level 12-15.
The Handmade Pistol can be found on a wide range of Weapon Vendors (Except BoS, cause its a shite scrap gun) starting at level 12.
While its Unique has a chance of showing up in Cricket and Goodneighbor Vendors stock at level 12 as well.
Both versions of the gun can be purchased from the Market Trading Terminal under the Trader named "Blap Blap Meister."
28. C6544 Revolver v1.3 by arobot96
Thus you may have to Simple Downgrade and installed Backported Archive2 Support System for it to work.)
Install the Main File.
Then install my Replacer Patch for it.
C6544 Revolver:
Ammo Types - 10mm, 10mm Cryo, .44, .44 Pulse, .44 Venom, 12-gauge Junk Shells, and 12-gauge Shells.
Fire Modes - Semi-Auto and Full Auto
Notes - This weapon is an interesting one, given its ammo types. As the gun original had the option, through receivers, to shoot these three broad calibers/shells and it even has the ability to go 'full auto' thanks to Arobot96.
Which is why I decided to keep that in this patch, with additional Horizon's speciality ammo on top. Using Horizon's mechanics.
Balance wise, I decided not to increase its base damage when firing any of the above shells, in fact I reduced its damage when firing 12-gauge (4 damage less than a Combat Shotgun using Junk Shells), to make it more of a 'jack of all trades' sort of revolver weapon platform.
Overall, it should sit as a nifty alternative to the Revolver.
How to acquire - The C6544 Revolver can spawn on Raiders, Gunners, Triggermen, DC Security Guards, BoS, and Railroad members after level 12. With various attachments and makeups showing up as you reach higher levels. The C6544 can also be found rarely in safes.
Weapon Vendors across the Commonwealth may have the C6544 in their stock after level 12. With higher chance for more Speciality vendors.
The C6544 Revolver can be purchased from the Market Trading Terminal under the Trader "Blap Blap Meister."
Issues - There is sadly an issue with this weapon and using Horizon's Weapon Kit (Ammo swapping etc) while the gun is out. As it sort of freezes up the animation, turns the gun into a floating broken piecemeal thing.
The fix is to holster it or to have it holstered before you use the Weapon Kit.
Modded weapons with custom animations have at times suffered this issue in other HZ patch hubs, sadly I'm not sure how to fix this without noodling around with Animations (which I have no idea about).
So, this issue is something we'll just have to deal with at the moment.
29. The Varmint Revolver (Taurus Judge) v1.0.1 by DegenerateDak & CSEPteam
Then install my Replace Patch for this weapon.
Varmint Revolver:
Ammo Types - All the 12 gauge variants, typical for a shotgun. As well as an option to load .45 caliber rounds. Without any special ammo types.
Fire Modes - Semi-Auto only.
Notes - This pistol/shotgun revolver thing is pretty neat. However, given its irl history and the fact that it is a shotgun revolver. It's base damage is limited to the combat shotgun damage of 25. 5 less than a double barrel shotgun. Which keeps this gun as an early gun shotgun, that loses out in the long run. Instead of the .45 receiver I simply integrated it into Horizon's ammo swapping feature.
The two "Uniques", "The Executive" and the "Highwayman Handcannon" are simply made into visual variants of the Varmint Revolver. With "The Executive" being something that always shows up chambered in .45 and the "Highwayman Handcannon" shows up more rarely, but with higher tiered weapon attachments.
The "Molerat Remover" keeps its custom Legendary Effect but reduced from a 50% damage increase to a 10% damage increase against animals, mirelurks, and bugs. As well as removing the increased projectile count. This Unique is a one of kind. Do let me know how you feel about this, balance wise within Horizon's balance. I personally don't think this is at all too strong given the weapon is a somewhat weak platform to begin with.
How to acquire - The regular Varmint Revolver spawns on Raiders, Gunners, and the Railroad. Starting at level 1. While "The Executive" spawns on higher tiered Gunners and even Triggermen starting at level 15. While the "Highwayman Handcannon" only rarely spawns on Raiders at level 30.
The Varmint Revolver and "The Executive" both rarely spawn in safes. With the former having a chance to at level 1 and the later at level 10.
Weapon Vendors begin selling the regular Varmint Revolver at level 1. While "The Executive" variant begins being sold from Workshop, Caravan, and Goodneighbor Weapon Vendors at level 20. The "Highwayman Handcannon" variant can be found at Goodneighbor Weapon Vendors at level 30.
All Varmint Revolvers can also be purchased from the Market Trading Terminal. The regular Varmint Revolver and "Highwayman Handcannon" can be purchased under the Trader named "Pete the Wheat".
While "The Executive" and "Molerat Remover" can be found under the Trader named "Blap Blap Meister."
Prices and Trade Skill required to purchase them vary, depending on their rarity.
30. Marksman Pistol (Super Comanche .45-70) by DegenerateDak & CSEPteam
Then install my Replacer Patch for it.
Marksmen Pistol
Ammo Types - .45-70 and .45-70 ECA.
Fire Modes - Semi-Auto only.
Notes - A rustic single shot pocket sniper. It works as you'd expect given its ammo type but is fairly limited in weapon attachments available to it. Only minor adjustments to said attachments have been made.
The "Comanche" Unique has lost its Legendary effect but kept its unique Grip. That's still, simply a visual, fanciful looking Sharpshooter's Grip.
The "Man In Black", now named "Midnight" Unique has also lost its Legendary Effect and is now a simple visual variant of the Marksmen Pistol.
How to acquire - The Marksmen Pistol starts spawning on Raiders at level 10, while the "Midnight" variant starts spawning on them at level 20, and the "Comanche" finally shows up on them at level 30.
All three variants have a chance to rarely show up as loot from Safes at level 15.
All three variants also begin showing up in various Weapon Vendors at level 10-15.
And again, all three appear on and can be purchased from the Market Trading Terminal. Under the Trader named "Pete the Wheat".
Prices and Trade Skill required to purchase them vary, depending on their rarity.
31. Rhino M1 Redux v1 by Nester - Doombased - ADM - Diakyuto
Then install my Replacer Patch for it.
Rhino M1 Pistol:
Ammo Types - 45.70 Regular and 45.70 ECA.
Fire Modes - Semi-Auto only.
Notes - Requires a Base Strength of 4 to wield. This gun barely fits my 'lore friendly' aesthetic yet it holds a special place in my heart. As it was one of the first weapon mods I installed way back in FNV.
And this version is pretty solid. As it's just a big honking revolver that chambers in only 45.70. It doesn't feature any increased damage at first, but as you upgrade its Receivers, you'll see that it scales upwards a little better than other weapons. Honestly, I did this purely because I like this weapon, and it doesn't too much going on otherwise.
How to acquire - Spawns on BoS members and Gunner Bosses after level 30. Then on more generic Gunners and rarely on Raiders after level 40.
Weapon Vendors rarely have a chance to have the Rhino M1 Pistol in their stocks, and even then. Only the Higher Tiered Vendors have any chance to sell this pistol.
The Rhino M1 Pistol can be purchased from the Market Trading Terminal under the Trader named "Pete the Wheat."
32. Discharger Laser Pistol - A Dak Energy Weapon v1.0.4 by DegenerateDak & CSEPteam
Bizzare explanation bonus:
Install the Main File from their page.
AND
Install Horizon Mod Attach Point Keyword Managerfollowing this instruction:
"The plugin should be loaded after Z_Horizon_DLC_All.esp and before weapon or armour patches."
Thanks again to Sars99 for this mod and everything related to it!
Then install my Replacer Patch for the Discharger Laser Pistol.
Discharger Pistol:
Ammo Types - Fusion Cells, Heavy Fusion Cells, and their Armor Piercing versions.
Fire Modes - Burst Fire and Charged Burst Fire.
Notes - A very interesting weapon, which acts more like a pistol sized shotgun outside of VATS. But in VATS, its absurdly lethal. Acting like a pinpoint three round laser pistol burst. Despite that it isn't too OP due to its pretty high AP cost. Its weapon attachments are similar but not the same as a Laser Guns. As it has some things similar to a Ballistic Pistol, like Magazine Capacity. Overall, this should feel like a neat weapon, without being too OP, unless you build for it.
The "Prototype PP-77 "Pheonix"" (I'm not sure if that's intentional spelling?) still has a Legendary Effect, this now being a more simple 10% Damage and coming with high quality Weapon Attachments.
The "Prototype PV-69 "Vaporizer"" has lost its "Legendary Effects" but still has its unique 6 round burst mechanic and comes alongside very high weapon attachments.
How to acquire - The Discharger Pistol spawns on Gunner Energy Weapons users, Gunner Bosses, and BoS members from level 12 onwards.
Weapon Vendors from across the Commonwealth have a rare chance to sell the Discharger Pistol after level 18. Though the Brotherhood of Steel Weapon Vendors have a higher chance than most and sell it earlier at level 12.
The "Prototype PP-77 "Pheonix"" can also be found at the Weapon Vendor named Proctor Teagan after level 12.
The Discharger Pistol and the "Prototype PP-69 "Vaporizer"" can be purchased from the Market Trading Terminal under the Traders named "Gunari Mettbach" and "Blap Blap Meister" respectively.
Prices and Trade Skill required to purchase them vary, depending on their rarity.
SMGs
1. .38 Machine Pistol (Mac-11) v1.0.2 by DegenerateDak & CSEPteam
AND
Install Super Mutant Equality a Super Mutant Weapon Expansion by Brainstormepilog
My replacer patch adds the Machine Pistol to Super Mutant level list via Horizon's Quest Addon and will cause the mutants to not use the weapon properly.
AND
Install Horizon Mod Attach Point Keyword Manager following this instruction:
"The plugin should be loaded after Z_Horizon_DLC_All.esp and before weapon or armour patches."
Thanks again to Sars99 for this mod and everything related to it!
Then Install my Replacer Patch for the Machine Pistol.
Machine Pistol:
Ammo Types - .38/.45/9mm and all their specality rounds.
Fire Modes - Semi-Auto and Full Auto.
Notes - My reasoning for allowing these three ammo types is due to all three having been used in various irl MAC versions. I reduced some of its non-standard massive AP reducing weapon attachments and increased its Action Point cost from 20 to 28. To more align it with the Submachine Gun, Action Point wise. I also reduced its damage by 1 in comparison to other weapons firing the same caliber of rounds.
The damage reduction was done in part to accommodate how early you can get this gun, its incredible Fire Rate, and some irl poor reviews of this gun by firearm junkies.
I also removed all the stat increasing mechanics of the charms and they now serve as simple weapon ornaments.
That said, I still think this weapon is in a VERY good spot and will perform just fine despite my slight nerfs.
The "Anarchist's Annihilator" unique is turned into more of 'rare' weapon that always spawns with a high level 50 round magazine and has lost its Legendary Effect.
The "No Mercy" version is still a Unique and still has all of its high end weapon attachments but has lost its Legendary Effect to compensate.
While "The Daywalker" is also still a Unique and has all of its high end weapon attachments but still has its unique weapon weapon attachment and Legendary Effect. The unique Heavy Long Barrel is essentially a superior Long Barrel attachment with a unique "Blade" look to it. While the Legendary Effect deals an extra 2 Bleed Damage on each hit but reduces the weapons range.
How to acquire - The regular Machine Pistol starts showing up at level 1, though many found will be in terrible condition and only start regularly spawning in usable states at around level 10. Spawning on Raiders, Gunners, Triggermen, and Super Mutants. And can be found rarely in safes at level 10.
The "Anarchist's Annihilator" spawns rarely on Raiders starting at level 25.
Weapon Vendors begin selling the Machine Pistol at level 1. Though it is only at level 10 when most every Weapon Vendors have it in stock.
The Machine Pistol and its variants can be purchased at the Market Trading Terminal. Under the Trader "Blap Blap Meister."
Prices and Trade Skill required to purchase them vary, depending on their rarity.
2. Makeshift .32 SMG (Handmade Borz SMG) v1.0.1 by DegenerateDak & CSEPteam
AND
Install Horizon Mod Attach Point Keyword Manager following this instruction:
"The plugin should be loaded after Z_Horizon_DLC_All.esp and before weapon or armour patches."
Thanks again to Sars99 for this mod and everything related to it!
Then install my Replacer Patch for it.
Improvised SMG:
Ammo Types - 9mm, .38, and .38 RAD.
Fire Modes - Semi-Auto and Full Auto.
Notes - Renamed but still the same old jank SMG. One that notably has a -1 to its Base Damage. To match its history irl and the intent of Dak & Pig. As well as to manage its blistering fire rate, somewhat. Its limited ammo selection is due again to its history but also its look.
Despite all that its still a competitive Raider killer and other low armored enemies. Thanks in part to its wide array of attachments, many of which have low crafting skill requirements.
All in all it lives up to its intended purpose of being a Pipe SMG type of weapon within Fallout 4.
The "Tooth and Nail" Unique still has its a Legendary Effect and unique Receiver. The effect has been reduced in comparison to the base mod and but the Receiver is largely the same. One that grants an increased rate of fire and improved bash. And can be used on other Improved SMGs.
The "Scavver's SMG" Unique has lost its Legendary Effect and is now a rare cosmetic variant.
The "Pipe Dream" Unique has kept its Legendary Effect, albeit reduced to match Horizon's balance.
How to acquire - The Improvised SMG spawns on Gunners, Raiders, Triggermen, and Railroad members starting from level 1.
While the "Scavver's SMG" spawns rarely on Raiders starting at level 1.
The Improvised SMG can be crafted at the Weapons Lab. Needing fairly low Skills and crafting materials to do so.
Weapon Vendors around the Commonwealth begin selling the Improvised SMG starting at level 1.
The Scavver's SMG can be found being sold by Weapon Vendors in Goodneighbor.
The Improvised SMG and all its variants can be purchased from the Market Trading Terminal under the Trader's "Pete the Wheat" and "Blap Blap Meister." With the later selling the "Scavver's SMG" variant.
3. Scorpio 61 - Vz.61 Machine Pistol v1.2 by Diakyuto
Then install my Replacer Patch for it.
Scorpio Machine Pistol:
Ammo Types - 9mm, .38, and .38 RAD.
Fire Modes - Semi-Auto and Full Auto.
Notes - The rename is an attempt to move away from directly being a VZ61, as the ammo types available to us does not match that variant. However, in the only Fallout game (Tactics) to have the Scorpio Machine Pistol, the weapon was chambered in 9mm. And the I think the .38 is the best choice as an alternative.
Though savvy Horizon players, will recognize that the 9mm and .38 both share the same Damage. With the 9mm being outright better because of its innate Bleed Damage. Thankfully the .38 has RAD rounds that give that ammo type something worthwhile.
Overall, this low caliber Machine Pistol will do well enough against unarmored targets and introduce some good variety to the early game.
How to acquire - The Scorpio Machine Pistol spawns on Raiders, Gunner Conscripts, and Triggermen at level 1 onwards.
Weapon Vendors across the Commonwealth begin selling the Scorpio at level 1 as well.
The Scorpio Machine Pistol can be purchased from the Market Trading Terminal under the Trader named "Gunari Mettbach."
4. The Riot Pistol - (Linda Pistol) v1.0.1 by DegenerateDak & CSEPteam
Then install my Replacer Patch for it.
(Optionally, also install Tactical Reload and my TR version of this patch.)
Riot Pistol:
Ammo Types - 9mm/10mm/.45 and all their speciality rounds.
Fire Modes - Semi-Auto and Full Auto.
Notes - The weapon being able to shoot 10mm and .45 rounds is simply due to the Optional Patch and a now removed .45 Legendary Receiver. It's otherwise a solid machine pistol/carbine as Dak intended and now balanced for Horizon.
The "Civil Unrest" Unique lost its Legendary Effect and is now just a visual variant with a good stock installed on it.
The "Marauder" Unique is no longer one, having lost its Legendary Effect and is now sort of a 'rare' weapon that spawns with a drum mag and a makeshift suppressor.
The "Commonwealth" Unique is now also made into a 'rare' and has lost its Legendary Effect but still has its strong weapon attachments as a base. And always is chambered in .45 when found.
How to acquire - The base Riot Pistol can be found on Raiders, Gunners, BoS, Railroad, and Trigger men starting at level 1 and progressively spreading out to each of the factions listed over the next 10 levels. Slowly getting more and more variations, weapon attachment wise as you progress to level 30. As well as being rarely found in safes at level 10.
The "Marauder" rarely spawns on Raiders beginning at level 25.
The "Commonwealth" version rarely begins to spawn on Gunner Bosses at level 15 and in safes at level 25.
Weapon Vendors begin selling the Riot Pistol at level 5, rarely, then more commonly at level 10. By level 20, just about every weapon vendor may sell one.
The "Marauder" can be found being sold at Goodneighbor Weapon Vendors at level 30. While the "Commonwealth" variant is sold from Diamond City Weapon Vendors at the same time, at level 30.
The Riot Pistol and all its variants can be found at the Market Trading Terminal. With the regular version and the "Commonwealth" variant being sold from the Trader known as "Gunari Mettbach" and the other two variants sold by the Trader known as "Blap Blap Meister."
Prices and Trade Skill required to purchase them vary, depending on their rarity.
5. 10mm Submachine Gun - Appalachia Flavor v1.2.1 by Donskie62
(You don't need the Optional Fix from their page either, as I built my mod with that already baked in!)
Then install my Replacer Patch for it.
Appalachian SMG:
Ammo Types - 9mm, 10mm, 12.7mm and their speciality rounds.
Fire Modes - Semi-Auto and Full Auto.
Notes - A scrappy looking 10mm SMG, now renamed as to not confuse you when you chamber it in 9mm, or if you're using a more popular 10mm SMG variant (With sushicid3 Hz Patch, I hope!). This SMG uses the same ammo and fire mode set as your typical N-99 Pistol.
Which ultimately means that its main difference compared to that weapon, is its weapon attachments. It's increased Magazine size compared to the N-99 Pistol and its stocks/grips lead it to be a better weapon overall than its smaller counterpart in key ways.
However, it is also heavier, has a slightly increased Action Point cost, and does not have any Muzzle options.
Ultimately it should feel pretty balanced within Horizon, while offering up some variety.
How to acquire - The Appalachian SMG can be found on Gunners, Raiders, DC Security, Triggermen, and Railroad members after level 10.
Weapon Vendors from around the Commonwealth have a chance of selling this item after level 10.
The Appalachian SMG can be purchased from the Market Trading Terminal under the Trader named "Pete the Wheat."
6. Navy Auto Pistol - M2074 Navy v2 (works with v3 as well!) by PrincessAries
AND
Install Horizon Mod Attach Point Keyword Manager following this instruction:
"The plugin should be loaded after Z_Horizon_DLC_All.esp and before weapon or armour patches."
Thanks again to Sars99 for this mod and everything related to it!
Then install my Replacer Patch of the Navy Auto Pistol.
Navy Pistol/Carbine/SMG:
Ammo Types - .30/5.56/7.62 and their speciality rounds.
Fire Modes - Semi-Auto and Full Auto.
Notes - Requires a Base Strength of 4 to wield. This weapon is the classic Fallout 4 'can do everything' sort of weapon. And its name changes depending on the various attachments are attached to it. (Let me know if its funky!)
I decided to give it the same base Ammo Type and Fire Modes as your typical Combat Rifle. Given what this weapon seems to be built up as a compact variant of such a weapon.
It's smaller base magazine size and the fact that I raised its Action Point cost to 30, in contrast to a Combat Rifle's 25. I think it's a fairly balanced-ish weapon.
Though its many attachments may very well put it ahead of a Combat Rifle and possibly even weapons like the Assault Pistol (SCAMP).
Let me know how it fares!
How to acquire - The Navy Pistol/Carbine/SMG can be found on Gunners, Railroad, and BoS Members, and rarely on DC Security Guards between level 15-25. Can also rarely spawn in safes after level 15.
It can be found on various Weapon Vendors around the Commonwealth after level 20. The chance that its in stock, varies on the Vendor.
You can also purchase it from the Market Trading Terminal under the Trader "Gunari Mettbach."
Concupiscence:
Ammo Types - Gamma Cells
Fire Modes - Semi-Auto
Notes - A very weird gun that in many ways, as it is essentially a Gamma Gun but better. Though, that ain't saying much. It only has two receivers with the "Rad Receiver" being the one that actually turns this weapon into something viable against enemies susceptible Radiation.
It also has other fancy and Unique attachments that I changed little about.
It kept its status as a "Unique" because of these facts.
Honestly, let me know how this weapon fares.
How to acquire -
As of v1.0.4 the Concupiscence has had its location reverted and it can now only be found on Sister Gwyneth.
Longshot:
Ammo Types - .30/5.56/7.62 and their speciality rounds.
Fire Modes - Semi-Auto only.
Notes - Hmm, an interesting rifle, given its based of off a classic bolt-action Sniper Rifle, yet isn't that. Thus, I decided to keep it simple.
It's a solid, Unique DMR version of the Navy Pistol with the same Ammo available to it but not capable of Full Auto. But it does still have its powerful and Unique Attachments. As well as having its Legendary Effect ("Hitman's" 5% Damage while Scoped).
How to acquire -
Its price reflects it still having a Legendary Effect.
As of v1.0.4 the Longshot has had its location reverted and it can now only be found at Fallon's Department Store.
Trooper's Armor and Helmet:
Notes - My first released Horizon Patched armor set. Given that the armor is like "Spike Armor", I tried to make it the equal to a full suit of Light Combat Armor pieces.
While the Helmet should match other helmets like it.
I'm not sure just how balanced this is and may make adjustments when I have time!
How to acquire -
Now it can be purchased from the Market Trading Terminal under the Trader "Gunari Mettbach."
Its listed price is based on its supposed lore and to balance the ability of getting a full kit of Combat Armor all in one.
Reminder - If you use Z_Architect_Lighting be sure to load that lower in your load order than any of my patches. Or any other patches for that matter in order for it to function!
7. Navy Submachinegun (Swedish K Carl Gustaf m45) v1.00 by DegenerateDak & CSEPteam
AND
Install Horizon Mod Attach Point Keyword Manager following this instruction:
"The plugin should be loaded after Z_Horizon_DLC_All.esp and before weapon or armour patches."
Thanks again to Sars99 for this mod and everything related to it!
Then install my Replacer Patch of the Navy SMG.
Navy Submachine Gun:
Ammo Types - 9mm, 10mm, 10mm Cryo, .38, and .38 RAD.
Fire Modes - Full Auto only.
Notes- A very nifty weapon. The fact that its full auto only is one part personal preference and one part keeping the authors intent. It should be in a good spot given its ammo types and weapon attachments.
Little has been changed from the base mod.
Including its "Jormungandr" Unique which has kept its Legendary Effect and where you can find it. Its location being far too fitting for me to deny. And at least you'll have some challenge getting to it. (See the base mods page for details on where exactly that is!)
"The Fire Breather" Unique has also kept its Legendary Effect. More because I like it as a meme. Though the Effect is reduced per Horizon's balance.
How to acquire - The Navy Submachine Gun spawns on Gunners, Raiders, Triggermen, and Railroad members starting at level 10.
Weapon Vendors from across the Commonwealth begin selling the weapon at level 10 as well. Though it is somewhat rare even then.
The Navy Submachine Gun and "The Fire Breather" can be purchased from the Market Trading Terminal under the Traders name "Gunari Mettbach" and "Pete the Wheat," respectively.
8. The Automatic Carbine - Hyde .30 Carbine v1.0.2 by DegenerateDak & CSEPteam
AND
Install Horizon Mod Attach Point Keyword Manager following this instruction:
"The plugin should be loaded after Z_Horizon_DLC_All.esp and before weapon or armour patches."
Thanks again to Sars99 for this mod and everything related to it!
AND
Install Super Mutant Equality a Super Mutant Weapon Expansion by Brainstormepilog
My replacer patch adds the Hyde Carbine. to Super Mutant level list via Horizon's Quest Addon and will cause the mutants to not use the weapon properly.
Then Install my Replacer Patch for the Hyde Carbine.
Hyde Carbine:
Ammo Types - .30 Carbine.
Fire Modes - Semi-Auto and Full Auto.
Notes - Now renamed as the "Hyde Carbine." This weapon being a .30 caliber SMG/Carbine makes it pretty compatible with Horizon. As even at it's most tricked out, it won't out match much of anything. But perhaps it'll find it's niche. Very minor changes to various attachments.
The "Freedom Fighter" Unique is now a simple visual variant. Having lost its Legendary Effect.
How to acquire - The Hyde Carbine can be found on Gunners, Raiders, Triggermen, and Super Mutants between level 5-9.
The "Freedom Fighter" Unique can also be found on Gunners, Raiders, Triggermen, and Super Mutants between level 7-15.
Weapon Vendors begin having a slim chance of having both variants of the Hyde Carbine in their stock starting at level 7.
With certain Vendors having a higher chance of having it in stock depending on whether it makes 'sense' lore wise.
The Hyde Carbine and "Freedom Fighter" can be purchased from the Market Trading Terminal under the Traders named "Pete the Wheat" and "Blap Blap Meister" respectively.
Prices vary between the two, simply because M'urica.
9. Grease Gun SMG M3 - Redux Version v1.1 by DeadPool2099 - Winterworld19 - Diacute
Then install my Replacer Patch for it.
Optionally install my TR version of said Replacer Patch instead. Should you wish. The Optional File from the base mods page is NOT required, as it is folded into my Replacer Patch with Tactical Reload support.
Grease Gun:
Ammo Types - .30, 9mm, .45, and their speciality rounds.
Fire Modes - Semi-Auto and Full Auto.
Notes - A slow firing smg, famous for its look. Given its irl history, I decided to give it a rather weird ammo set. One that ensures that this smg is an early game smg. As even with .45, its slow rate of fire hurts its dps. Though it makes it far more controllable than say Horizon's Submachine Gun. (I think?)
Said Submachine Gun does have about double the Grease Gun's magazine capacities at all times. To boot.
Overall, this is just a decent early game smg.
How to acquire - The Grease Gun spawns on DC Security Guards, Gunners, Raiders and Triggermen starting from level 1.
It also can rarely spawn inside safes after level 1 as well.
Weapon Vendors from across the Commonwealth have a chance to have this weapon in stock. Though not as common as you'd expect.
The Grease Gun can be cheaply purchased from the Market Trading Terminal under the Trader named "Blap Blap Meister."
10. Militia Carbine (Spitfire Carbine) v1.0.1 by DegenerateDak & CSEPteam
AND
Install Horizon Mod Attach Point Keyword Manager following this instruction:
"The plugin should be loaded after Z_Horizon_DLC_All.esp and before weapon or armour patches."
Thanks again to Sars99 for this mod and everything related to it!
Then install my Replacer Patch for the Militia Carbine.
Militia Carbine:
Ammo Types - .38, .45, and their speciality rounds.
Fire Modes - Semi-Auto and Full Auto.
Notes - A very neat irl weapon. One whose history convinced me to add the option to switch fire modes. As apparently these cheap civilian thompson-like guns were very easy to convert into fully automatic. That's about the only major change from the base mod. The weapon should act as a somewhat worse for wear Horizon Submachine Gun that can with weapon attachments surpass said weapon in most everything except Magazine Capacity.
The "Devastator" Unique still has a Legendary Effect, except its been reduced somewhat.
The "Furious Flakker" Unique is no longer one. As its "Explosive" Legendary Effect is no longer a thing in Horizon. And I thought this weapon fit better as a visual variant for the Raiders.
How to acquire - The Militia Carbine can be found in the hands of Gunners, Raiders, Triggermen, and Railroad members starting at level 12.
Weapon Vendors from around the Commonwealth begin selling it around that time as well. With Goodneighbor Vendors having the highest chance to have it in stock.
The Militia Carbine and its "Uniques" can be purchased from the Market Trading Terminal under the Traders named "Pete the Wheat" and "Blap Blap Meister." The later selling both of the "Uniques."
Prices and Trade Skill required to purchase them vary, depending on their rarity.
11. Handmade Assault SMG (Raider Vityaz) v1.0.4 by DegenerateDak & CSEPteam
AND
Install Super Mutant Equality a Super Mutant Weapon Expansion by Brainstormepilog
My replacer patch adds the Hyde Carbine. to Super Mutant level list via Horizon's Quest Addon and will cause the mutants to not use the weapon properly.
Then install my Replacer Patch for the Handmade Assault SMG.
Handmade Assault SMG:
Ammo Types - 9mm, 10mm, .45, and their speciality rounds.
Fire Modes - Semi-Auto and Full Auto.
Notes - A cool AK like SMG. One that sports a fast fire rate and weapon attachments that can enhance this even further. It's compact nature really solidifies its purpose as a close quarters weapon. The main change was to remove the "Infiltrator" attachments extra "Stealth Damage" as that doesn't really fit Horizon.
Overall, it fit well within Horizon, and not be too strong compared to other SMGs.
The Whisper "Unique" has lost its Legendary Effect but kept its unique Suppressed Barrel.
How to acquire - The Handmade Assault SMG can be found on Gunners, Railroad members, and rarely on Raiders and Super Mutants after level 12.
Weapon Vendors from across the Commonwealth have a chance to have the Handmade Assault SMG in stock after level 12 as well.
The Hand Made Assault SMG can be purchased from the Market Trading Terminal under the Trader "Pete the Wheat."
The "Whisper" Unique can be found at its original location from the base mod, but in poor condition.
12. Brel Submachine Gun v1.0 by neeher
AND
Install Horizon Mod Attach Point Keyword Manager following this instruction:
"The plugin should be loaded after Z_Horizon_DLC_All.esp and before weapon or armour patches."
Thanks again to Sars99 for this mod and everything related to it!
Then install my Replacer Patch for it.
Brel Submachine Gun:
Ammo Types - 9mm, 10mm, and .45.
Fire Modes - Full auto only.
Notes - A very nifty gun. One with a fairly high rate of fire. Which I wanted to focus on and thus granted a increasing rate of fire based on ammo type. With 9mm getting the largest bonus, and .45 not having any. It's many, many mechanical weapon attachments have been tuned for Horizon (I hope). With barrels and stocks having the most. Offering a lot customization, though the mechanical differences are not too vast, somewhat per Horizon's balance.
I also swapped the visuals for the 'Full' and 'Tactical' stocks. As the later is suppose to be equal to a 'Recoil Compensating Stock' and yet looked absurdly frail and terrible. While the former was a nice wood stock, which at least looks more like something that'd work.
Now, onto the somewhat obvious question. "Why no speciality rounds?" Well, it's the same reason this weapon is full auto only. The gun was made to be fully automatic and if forced to fire in semi-auto the gun's animation literally pulls the gun apart for a second. So, no semi-auto and because of that fact, no speciality rounds. As Horizon doesn't allow any such ammos to be fired in full auto. For balance.
Ultimately, this weapon is very strong imo, and feels closer to a 'unique' weapon in power and feel. Thus it's rarity.
How to acquire - The Brel Submachine Gun first has a chance to spawn on Gunner Bosses at level 25. Then on BoS members at level 35, followed by Railroad members at 40, and Gunner Auto-gunners at level 50. As well as rarely in the hands of Raiders at level 50.
High quality Weapon Vendors may have the Brel SMG in their stock after level 25. With higher tiered Traders having a higher chance to sell it.
The Brel SMG can be purchased from the Market Trading Terminal under the Trader named "Blap Blap Meister."
Its high price denotes its rarity.
Issues - There is sadly an issue with this weapon and using Horizon's Weapon Kit (Ammo swapping etc) while the gun is out. As it sort of freezes up the animation, turns the gun into a floating broken piecemeal thing.
The fix is to holster it or to have it holstered before you use the Weapon Kit.
Modded weapons with custom animations have at times suffered this issue in other HZ patch hubs, sadly I'm not sure how to fix this without noodling around with Animations (which I have no idea about).
So, this issue is something we'll just have to deal with at the moment.
However, for whatever reason when the weapon is in its 'Vertical Handling' configuration this issue is not present. So, if aesthetics don't matter overmuch, you should use that.
13. Auto-Ordnance Corporation Laser RCW v2.2 by drmabuse1981
AND
Install Horizon Mod Attach Point Keyword Manager following this instruction:
"The plugin should be loaded after Z_Horizon_DLC_All.esp and before weapon or armour patches."
Thanks again to Sars99 for this mod and everything related to it!
Then install my Replacer Patch for it.
Laser-RCW:
Ammo Types - Electron Cell, Electron Cell (Recycler), Fusion Cells, Fusion Cells (MX)
Fire Modes - Semi-Auto and Full Auto.
Notes - The laser tommy gun! Since its lore and every rendition of this weapon assumes that it was a precursor to the Gatling Laser, I tried to find a good middle ground between the two. With the Laser RCW hopefully having similar firepower to the Gatling Laser but with a far smaller Magazine. Using the same Ammo Types as the Gatling Laser. While the Weapon Attachments for the Laser RCW have been made to closer match a Laser Gun. With some caveats in that some attachments require a fairly low Ballistic Skill as well as a Science Skill to craft. As well as a lack of true barrel customization, it's essentially a straight line of Range barrels. And a lack of Magazine options.
As the two that existed have essentially been folded into Horizon's Ammo Swapping system. With the Recycler Magazine in particular worth mentioning. As it's now the "Electron Cell (Recycler)" Ammo Type, that is essentially the "Electron Cell" but with a slower rate of fire, a larger Magazine Size, and obviously the Recycler effect. Which seems to recycle half the shots you shoot. This Ammo Type requires a fairly high Science skill and honestly might be a touch too powerful. But the Laser-RCW has had such an attachment in the past, so I'm inclined to keep it.
While the "Voltage Converters" have had their number reduced to 3 versions and their damage reduced to a 1 - 3 Electric Damage Increase. With the later required a hefty Science Skill to craft. This was simply done to keep the Laser RCW somewhere within the Gatling Laser's damage/dps. Let me know how that fairs!
Lastly, many Scopes have been trimmed, mostly the 'modern' variants. As they were a bit iffy to balance and I don't favor them too much. I also decided to keep "Night Vision Short Scope" as is rather than turning it into a Modular Scope as this NV Scope is pretty nifty looking, sights wise and turning it Modular fouls that.
Overall, the Laser-RCW should be a fun alternative to use Electron Cells and fair well into the late-game.
How to acquire - The Laser-RCW spawns on Gunners, BoS, and Railroad Members after level 15. And on Triggermen and rarely Raiders after level 25.
Weapon Vendors begin rarely selling the Laser-RCW after level 15 as well. With higher tiered/quality Weapon Vendors having the best chance to have it in stock. (Brotherhood of Steel/Cricket)
The Laser-RCW can be purchased from the Market Trading Terminal under the Trader named "Gunari Mettbach" for a hefty sum.
Shotguns
1. Alex's Scrap Shotgun - A 20 Gauge Pump Action Shotgun for the Early Game 1.2 by Alexerator
Then install my Replacer Patch for it.
Scrap Shotgun:
Ammo Types - All the 12-gauge variants, typical for a shotgun.
Fire Modes - Semi-Auto only.
Notes - As the name suggests, a very scrappy lower end shotgun. One that shoots in 12-gauge with my patch. Its damage is 1 less than that of Horizon's Combat Shotgun. Which cements this pump action shotgun to the early game. Mostly adding variety and flavor to the game. Though its attachments can increase its viability into the mid-game.
The only other major change is the lack of "junk" ammos from the base mod. Which included "duck" and "pencil" ammos. Which was a very fun and neat thing but not really in favor of Horizon. (Also it'd be a touch difficult to implement.)
The Unique that comes with this mod is still intact and how you acquire it is as well. When you find it, remember that you can reverse engineer it! I'm keeping it vague, as I quite like how Alexerator handle this weapon.
How to acquire - The Scrap Shotgun spawns in the hands of Raiders and Gunner Conscripts at level 3.
Weapon Vendors from across the Commonwealth begin selling this frequently starting at level 1.
The Scrap Shotgun can be crafted from the Weapons Lab with relatively low skill and materials.
It can also be purchased cheaply from the Market Trading Terminal from the Trader "Pete the Wheat."
Information on how you acquire the "Unique" variant can be found on the base mods Main Page.
2. TOZ Over Under Shotgun - TOZ-34 v1.02 by Diakyuto
You can of course download the texture Optional File. However, DO NOT download the Tactical Reload Patch found there. As my TR patch folds that into itself.
Then install my Replacer Patch for the TOZ-34, either the non-TR or TR version.
TOZ O/U Shotgun:
Ammo Types - All the usual 12-gauge shells.
Fire Modes - Semi-Auto only.
Notes - A pretty standard, but really cool looking Russian Caravan Shotgun. Statistically, it matches the Double Barrel in most ways. With it having a slightly longer reload time, costing a little more Action Points to use in VATS, and finally being slightly heavier. For all that, the TOZ gains access chiefly to a "Hunting Barrel" which acts as an even longer 'long barrel.' Extending its range even farther that a typical Double Barrel could. Also, the TOZ-34 generally has slightly better range than the Double Barrel Shotgun.
The TOZ also gains access to two new stocks. One that increases Reload Speed by 10% and another which grants 25% Recoil Reduction and 150% Bash damage.
These two stocks would have made the TOZ-34 a flat out better weapon, which is why Diakyuto wisely added these new stocks to the Double Barrel Shotgun. Which is fantastic!
Giving us shotty fans even more reason to stick with them.
Overall, this is a solid, and pretty well balanced gun, that even enhances the base Double Barrel Shotgun with cool stocks to boot.
How to acquire - The TOZ O/U Shotgun rarely spawns on Raiders after level 5.
Weapon Vendors from across the Commonwealth have a slim chance of having it in their stocks after level 5 as well. With only higher end Weapon Vendors having a better chance to have it on sale.
The TOZ O/U Shotgun can be purchased from the Market Trading Terminal under the Trader named "Pete the Wheat."
3. Lever Action Shotgun (Winchester 1887 Terminator Shotgun) v1.0.1 by DegenerateDak & CSEPteam
AND
Install Horizon Mod Attach Point Keyword Manager following this instruction:
"The plugin should be loaded after Z_Horizon_DLC_All.esp and before weapon or armour patches."
Thanks again to Sars99 for this mod and everything related to it!
Then install my Replacer Patch of the Lever-Action Shotgun.
Lever-Action 1887 Shotgun:
Ammo Types - All the 12-gauge variants, typical for a shotgun.
Fire Modes - Semi-Auto only.
Notes - Giving its iconic status, I gave the basic version 3 to its Base Damage compared to Horizon's Lever-Action Shotgun. As the latter seems a bit of a improvised Lever-Shotgun of the Lever-Action Rifle and has an impressive Reload Speed. And possibly a faster fire rate due to its seemingly faster lever-action after each shot.
However, the Lever-Action 1887 Shotgun certainly wins just on its vast weapon attachments. Likely putting well ahead of Horizon's base Lever-Action Shotgun.
Other than not adapting its Short Scope to Horizon's Modular Scope system; (Personal preference giving this weapons stats/shotgun/aesthetic) not much else was changed about the base weapon.
The "Frontier Justice" Unique is still a Unique, and keeps its "Violent" Legendary Effect.
While the "Judgement" Unique is similar, keeping its "Troubleshooting" Legendary Effect, it also sports a further increase to its Base Damage. Matching the Base Damage of a Double-Barreled Shotgun, which is 30. This was done simply because of this variants Unique and rather silly spinning lever-action cocking animation. Which slows its rate of fire pretty significantly. Oh, this variant also keeps its unique Weapon Attachment, that increases its Critical Damage.
How to acquire - The Lever-Action 1887 Shotgun can be found on Raiders, Gunners, and Railroad members starting at level 10.
Weapon Vendors around the Commonwealth have a chance to have it in their stock at level 10, as well.
The Lever-Action 1887 Shotgun and its variants can be purchased from the Market Trading Terminal under the Traders "Pete the Wheat","Gunari Mettbach" and "Blap Blap Meister." With the later respectively having the "Judgement" and "Frontier Justice" Uniques in their stock.
4. Sjogren Inertia - Swede Dreams are Made of These v1.0 by asXas
You can also install the Optional File found there, if you want. It'll work.
Optionally, also install Sjogren Inertia - Tactical Bullet Counted Reload Patch by kbiru
Then remove/ignore that mods .esp. As its incorporated into my mod.
(Depending on which Tactical Reload Framework version you've installed, my patch will function differently. With 1.1 having the usual BCR animation hiccup at the end of the reload, and versions 1.2 being cleaner animation wise.)
Finally, install my Replacer Patch for the weapon.
(Which is based on HITME fix - Sjogren Inertia by 4estGimp and thus not bugged! Big thanks to them for that fix!! And w 1st Person Power Armor Footstep Fix by 103Sakamoto merged into my Patch. Thanks to 103Sakamoto for their work and permission to use their work in my patch! )
Sjogren Inertia:
Ammo Types - All the 12 gauge variants, typical for a shotgun.
Fire Modes - Semi-Auto only.
Notes - The main thing I did other than balancing the weapon more towards Horizon's Combat Shotgun, was remove the extra 'Damage' weapon attachment, that this mod used as a replacement for its lack of Receivers. As I added the basic Horizon Receivers, minus the Hair Trigger Receiver. As I decided that this weapon already has good fire rate, for a non-automatic. What it really needed is more Reload Speed. Given the somewhat limited Magazine/Tube capacity this weapon has.
Its lack of weapon attachments ultimately means that its worse off in the long run when compared to a Combat Shotgun.
Let me know how you feel about the balance!
The Damaged, Melee, and even its Holy Sjogren weapons have been somewhat balanced for Horizon. I did reduce the Holy variant/Unique's damage to deal the same base damage as a double barrel shotgun. Which is 30. But I did not decrease its innate 20% Reload Speed and its ability to set fire to any enemy it hits. One issue is that the Holy variant is a meme weapon that has an odd pickup/equip meme animation that prevents using a Weapon Conversion Kit's menu.
The Holy Sjogren is a weapon you'll have to decide on whether or not to use. Do tell if you'd rather it be removed!
How to acquire - The Sjogren starts spawning on Raiders and Gunners from level 12 onward. However, those early spawns are almost always in dilapidated conditions. Only rarely being found in better conditions on Gunner Bosses. Railroad and Triggermen can be found with the Sjogren, possibly even carrying well maintained versions of the gun at level 24.
Weapon Vendors begin selling the weapon as early as level 8 at the Railroad. While most other Vendors begin having it in stock at higher levels.
The Sjogren can be found at the Market Trading Terminal being sold by the Trader known as "Pete the Wheat."
5. Heavy Soviet Shotgun v1.7 by CSEPteam
Then install my Replacer Patch for the Soviet Shotgun.
Soviet Shotgun:
Ammo Types - All 12-gauge shotgun shells.
Fire Modes - Semi-Auto only.
Notes - Renamed to simplify it and not lead to any confusion depending on the Receiver you use. Another pump action shotgun, and like the Police Shotgun, also has a 5 Base Damage compared to a Combat Shotgun. Done for similar reasons. It's low fire rate, very limited magazine (tube) capacity of 4 shells, and its irl power. Overall, this weapon should add variety to the shotgun scene, and with some attachments prove reasonable strong into the lategame. Though its very limited ammo capacity hinders it.
How to acquire - The Soviet Shotgun spawns in the hands of Gunners, Raiders, Children of Atom, and Railroad members starting at level 8.
Weapon Vendors from around the Commonwealth have a rare chance to have the Soviet Shotgun in stock.
The Soviet Shotgun can be purchased from the Market Trading Terminal under the Trader named "Pete the Wheat."
Molniyeotvod:
Ammo Types - Fusion Cell.
Fire Modes - Semi-Auto only.
Notes - It's a lighting arc shooting shotgun. While it has low range, its attacks arcs between nearby entities. Making it quite powerful. Given how its setup, all that I did to balance it was to decrease its damage a touch (given that the damage ignores armor) and increase its AP cost by 20%. As well as nixing its ability to be Reverse Engineered or Augmented.
This weapon is strong. Perhaps too strong. But it is truly Unique. Let me know what you think!
How to acquire - The Molniyeotvod can be purchased from the Market Trading Terminal under the Trader named "Pete the Wheat" for a high price.
6. Vintage Shotgun - Winchester 1897 - Another Another Millenia v1.4 by CSEPteam
Then install my Replacer Patch for it.
Vintage Shotgun:
Ammo Types - All 12ga shells.
Fire Modes - Semi-Auto and Slam-Fire Automatic.
Notes - That legendary 12-gauge shotgun in incredible form, and a long ass bayonet melee weapon! Given its limited 5-round capacity, I decided to give it 3 to its Base Damage (28) compared to a Combat Shotgun (25). Which by itself should make this weapon feel really potent.
I decided to keep this weapons Scope 'Vintage' rather than make it Modular, simply do to its aesthetic.
Otherwise, I think the Vintage Shotgun is in a great place power wise!
The "Trench Gun" Unique has lost its unique-ness due to me applying its slam-fire full auto to the base gun. And instead has a unique Receiver that mixes a Tuned and Heavy Receiver together, but carries an increased Weight and VATS Cost.
While the "Panic Attack" Unique has had its damage reduced and its pellet/projectiles removed. But kept its Wide Spread and gained an Increased Critical Hit Damage of 10%.
How to acquire - The Vintage Shotgun spawns on DC Security Guards, Gunners, Raiders, and Railroad members after level 8.
Weapon Vendors from across the Commonwealth have a slim chance of having the weapon in their inventory after level 8.
The Vintage Shotgun and the "Panic Attack" Unique can be purchased from the Market Trading Terminal under the Trader named "Pete the Wheat."
While the "Trench Gun" can be found in a dilapidated state in its original location. See the base mod's Main Page for more details on where it is, though I'd suggest letting be a mystery.
Vintage Bayonet:
Notes - A neat knife that ought to deal decent damage, with good speed and reach. (Let me know how it balances!) Not much to say, I made it work for Horizon.
I also made it possible through the Weapon Kit (Ammo Swapping) to Fix or Remove the Bayonet. So, long as you either/or have the melee Bayonet Weapon or the miscmod of a crafted Bayonet in your inventory. Do note that if you craft a Bayonet at the Workbench, you will not be able to use the Weapon Kit to remove it, so please just swap to 'No Muzzle' after you craft, thus creating the "Large Bayonet" miscmod item in your Mods section of your inventory needed to hot swap via the Weapons Kit. I know its complicated but I currently don't have a clear fix at the moment. As swapping via the Weapon Kit does not actually use any of the needed items, nor create a miscmod after you swap.
How to acquire - The Vintage Bayonet spawns on Gunners and Raiders after level 6. And rarely in safes after level 6 as well.
Weapon Vendors from across the Commonwealth have a slim chance of having the weapon in their inventory after level 6.
7. Police Riot Shotgun - Another Another Millenia v1.3 by CSEPteam
Optionally, I highly recommend the Police Riot Shotgun - Another Another Millenia Bullet Counted Reload patch by CanadianBaconeer which as its title says, adds BCR support for this weapon. Something any Rounds Reloading weapon ought to have.
Then install my Replacer Patch for the Police Riot Shotgun.
Police Riot Shotgun:
Ammo Types - All 12-gauge shotgun shells.
Fire Modes - Semi-Auto only.
Notes - A fast firing shotty that is limited by its ammo capacity. Which cannot be increased. It does have a speedy reload though. And I did decide to increase its Base Damage by 1, over Horizon's Combat Shotgun.
It also features quite a good selection of weapon attachments. Notably a very short barrel that grants increase Critical Hit Damage (10%) just like the Short Barrel for the Double-Barrel Shotgun and some high end Stocks.
Making the Police Riot Shotgun a pretty solid shotty among the many patched here and within Horizon.
The "Tacticool Shotgun" Unique has lost its Legendary Effect but retained its powerful and unique attachments. Said attachments are top of the line with the unique barrel attachment actually raising the weapons ammo capacity by 3. However, this attachment causes the weapon to reload improperly if using BCR. Forcing you to spam reload until its loaded full after reloading 5 shells correctly.
How to acquire - The Police Riot Shotgun spawns on DC Security Guards, Gunners, Raiders, BoS, and Railroad members after level 12.
Weapon Vendors from across the Commonwealth have a slim chance of having the shotgun in their stocks after level 12.
The Police Riot Shotgun and its "Tacticool Shotgun" Unique can be purchased from the Market Trading Terminal under the Trader named "Gunari Mettbach."
8. Police Shotgun (Remington 870) v1.0.6 by DegenerateDak & CSEPteam
AND
Install Horizon Mod Attach Point Keyword Manager following this instruction:
"The plugin should be loaded after Z_Horizon_DLC_All.esp and before weapon or armour patches."
Thanks again to Sars99 for this mod and everything related to it!
Then install my Replacer Patch for the Police Shotgun.
Police Shotgun:
Ammo Types - All 12-gauge shotgun shells.
Fire Modes - Semi-Auto only.
Notes - Finally, a pump action shotty! Other than giving this weapon a 2 Base Damage compared to a Combat Shotgun, and keeping its Unique Thermal Scope intact. There isn't too much to talk about. The damage increase was simply to give this weapon some legs given its low fire rate and magazine (tube) capacity.
It should fare well throughout the game.
The "Unfinished Business" Unique has kept its Legendary Effect, though its been reduced per Horizon balance. And is now mostly just a gun that comes with a lot of high-end attachments.
The "Search Warrant" Unique has also kept its Legendary Effect, and again its been reduced per Horizon's balance.
How to acquire - The Police Shotgun can be found in the hands of Gunners, Raiders, BoS, and Railroad members. Starting at level 12.
Weapon Vendors from across the Commonwealth may have the Police Shotgun in their stocks starting from level 12.
The Police Shotgun, "Unfinished Business" and "Search Warrant" can be purchased from the Market Trading Terminal. With the first two being sold by the Trader "Gunari Mettbach" and "Search Warrant" from the Trader "Blap Blap Meister."
9. Wasteland Shotgun v1.0 by micalov
AND
Install Super Mutant Equality a Super Mutant Weapon Expansion by Brainstormepilog
My replacer patch adds the Wasteland Shotgun to Super Mutant level list via Horizon's Quest Addon and will cause the mutants to not use the weapon properly.
Then install my Replacer Patch for the Wasteland Shotgun.
Wasteland Shotgun:
Ammo Types - All the usual 12-gauge shells.
Fire Modes - Semi-Auto and Full Auto.
Notes - Pretty much a scrappy, refurbished damaged Combat Shotgun, as the base mod intended. Meaning it deals 1 less Base Damage than said shotgun, but is lighter, and has access to two non-modular See Through scope variants. Also, generally pretty cool looking. Some attachments have slightly reduced material requirements, though not many.
Overall, it's just a another cool, scrappy shotty for you to see in the world and use if you want.
How to acquire - The Wasteland Shotgun spawns on Children of Atom, Gunners, Raiders, and rarely on Super Mutants after level 8.
Weapon Vendors from across the Commonwealth have a chance of selling this shotgun after level 8 as well.
The Wasteland Shotgun can be purchased from the Market Trading Terminal under the Trader named "Pete the Wheat."
10. The Assault Shotgun (Prototype AA12) v1.0.2 by DegenerateDak & CSEPteam
AND
Install Super Mutant Equality a Super Mutant Weapon Expansion by Brainstormepilog
My replacer patch adds the AA12 to Super Mutant level list via Horizon's Quest Addon and will cause the mutants to not use the weapon properly.
Then install my Replacer Patch of The Assault Shotgun.
Automatic Assault Shotgun:
Ammo Types - All the 12 gauge variants, typical for a shotgun.
Fire Modes - Full Auto only.
Notes - Most notable, because Horizon already has a whole ammo system, the extra shotgun ammo types that were included as a weapon attachment in the base mod are now removed. Balance wise, I think this is pretty even keel with the vanilla combat shotgun. As I imagine the mod authors intended. Now it works for Horizon!
The "Atom's Might" Unique has kept its Legendary Effect in spirit. As it now deals 5 less Ballistic Damage in exchange for a bonus 5 Rad Damage. As well as having its unique Receiver altered into being a sort of 'Irradiated Heavy Frame Receiver '. Dealing an extra 10 Rad Damage but having an additional 15% VATS Cost.
The "Bandit Blaster" Unique is no longer one, having lost its Legendary Effect and is now sort of a 'rare' weapon that spawns with a sort of rugged assortment of weapon attachments.
The "Burning Rubber" Unique has lost its Legendary Effect and is now simply a visually different looking Assault Shotgun that comes with a Hair Trigger Receiver.
How to acquire - The Automatic Assault Shotgun spawns on Raiders, Gunners, BoS, Super Mutants, and rarely on Children of Atom starting at around level 10-16.
The "Bandit Blaster" rarely spawns on Raiders after level 16.
BoS Weapon Vendors begin selling the Automatic Assault Shotgun at level 10, while Caravan, Workshop, Goodneighbor, and Railroad vendors begin selling them at level 15.
The Automatic Assault Shotgun and the "Burning Rubber" variant can be purchased from the Market Trading Terminal under the Trader "Pete the Wheat."
Prices and Trade Skill required to purchase them vary, depending on their rarity.
While the "Atom's Might" Unique variant can be crafted at the Weapons Lab. Assuming you have a relatively high combination of Science, Gunsmithing, and a little bit of Engineering Skill. As well as a basic Assault Shotgun and various crafting materials.
11. Handmade Assault Shotgun (Raider Saiga ) v1.2 by DegenerateDak & CSEPteam
AND
Install Super Mutant Equality a Super Mutant Weapon Expansion by Brainstormepilog
My replacer patch adds the Handmade Assault Shotgun to Super Mutant level list via Horizon's Quest Addon and will cause the mutants to not use the weapon properly.
Then install my Replace Patch for the Handmade Assault Shotgun.
Handmade Assault Shotgun:
Ammo Types - All the usual 12-gauge shells, typical to the Combat Shotgun.
Fire Modes - Semi-Auto and Full Auto.
Notes - With my patch the Handmade Assault Shotgun ends up being similar to the Combat Shotgun. Except (per the base mod) it has larger Magazine Capacities after its Standard Magazine and generally more Weapon Attachments. With an additional fore guard attachment point. Its fire rate in Full Auto is I think a touch faster as well.
Which ultimately make the Handmade Assault Shotgun the superior shotgun in the long run.
The "And Stay Back" Unique has lost its unique Legendary Effect of ragdolling people with each shot (obviously too strong) to now having the 'Staggering' Legendary Effect, which has been nerfed from Vanilla thanks to Horizon.
How to acquire - The Handmade Assault Shotgun spawns on DC Security Guards, Gunners, Raiders, and Super Mutants after level 12.
Weapon Vendors from across the Commonwealth have a chance to have the weapon in their stocks after level 12 as well.
The Handmade Assault Shotgun can be purchased from the Market Trading Terminal under the Trader "Pete the Wheat."
While the "And Stay Back" Unique has retained its location from the base mod within Nuka World. Albeit it'll appear in a deteriorated state when found.
12. The Riot Shotgun - Fallout New Vegas by DegenerateDak & CSEPteam
AND
Install Horizon Mod Attach Point Keyword Managerfollowing this instruction:
"The plugin should be loaded after Z_Horizon_DLC_All.esp and before weapon or armour patches."
Thanks again to Sars99 for this mod and everything related to it!
AND
Install Super Mutant Equality a Super Mutant Weapon Expansion by Brainstormepilog
My replacer patch adds the Riot Shotgun to Super Mutant level list via Horizon's Quest Addon and will cause the mutants to not use the weapon properly.
Then install my Replacer Patch of The Riot Shotgun.
Riot Shotgun:
Ammo Types - All the 12 gauge variants, typical for a shotgun.
Fire Modes - Semi Auto only.
Notes - Notably, because Horizon already has a whole ammo system, the extra shotgun ammo types that were included as a weapon attachment in the base mod are now removed.
In many ways, the Riot Shotgun is a clear upgrade to the Assault Shotgun in the above entry. As it starts with a higher Magazine Size and more weapon attachments which help it scale further into late game than any other Combat Shotguns. Ultimately leading it to be the best of the bunch. Because of that its price and rarity is increased in comparison to the Assault Shotgun and perhaps the Vanilla Combat Shotgun (testing on that needed).
The "Scoundrels Scattergun" Unique has both kept its Legendary Effect and its Fully Automatic fire mode. It's also has a chance to spawn on a variety of anarchist types, albeit without said Legendary Effect. Per balance.
The "Creeping Death" Unique has had its name changed to "Manhunting Shotgun", lost its Legendary Effect, and made into a visual variant of the base Riot Shotgun.
How to acquire - The Riot Shotgun spawns on Raiders, Gunners, BoS, and rarely on Children of Atom starting at around level 20-40. And rarely on Super Mutants at level 15.
The "Scoundrels Scattergun" rarely spawns on Raiders after level 30 and on Super Mutants after level 40.
The "Manhunting Shotgun" spawns on Raiders, Gunners, BoS, Super Mutants, and rarely on Children of Atom starting at around level 30-50
BoS Weapon Vendors begin selling the Riot/Manhunting Shotgun at level 20, while Caravan, Workshop, Goodneighbor, and Railroad vendors begin selling them at level 30.
The Riot/Manhunting Shotgun can be purchased from the Market Trading Terminal under the Trader "Gunari Mettbach." and the "Scoundrels Scattergun" with its Legendary Effect present, can be purchased from the Trader "Pete the Wheat."
Prices and Trade Skill required to purchase them vary, depending on their rarity.
13. The Burst Shotgun - Winchester City Killer - Interplay Combat Shotgun v1.0 by Alexerator
Then install my Replacer Patch for it.
City-Killer Shotgun:
Ammo Types - All the 12 gauge variants, typical for a shotgun.
Fire Modes - Semi-Auto and Burst-Fire.
Notes - The Burst Shotgun has been obviously renamed to the "City-Killer Shotgun." Given its origin, inspiration, and the fact that it now also capable of Semi-Automatic fire. Just like it could in Fallout 1/2.
It requires a Base Strength of 4 to use.
This weapon is very likely a flat upgrade to Horizon's Combat Shotgun. As its Burst-Fire is potent, its starting Magazine size is greater and it has more weapon attachments.
Which is likely the intent of the author of this mod, Alexerator.
And that's kept with my patch. With only some adjustments made to various attachments and a 5 point increase to the weapon's base AP Cost per shot.
Its Burst-Fire is somewhat difficult to control though.
Overall, I hope my few changes ensure that it only ends up a slight upgrade over the Combat Shotgun, and other patched modded shotguns, rather than a massive leap ahead of them.
How to acquire - The City-Killer Shotgun spawns on Gunners, BoS members, and Raiders starting between level 24-28. With the Raiders typically having somewhat makeshift looking versions (per the original mod!) of the weapon.
The City-Killer Shotgun can be rarely found first at higher quality Weapon Vendors at level 20, then at lesser stores, at level 30 and 40.
They come in various configurations based on quality of Vendor. Either 'Pristine' or 'Handmade' looking.
The City-Killer Shotgun can be can be purchased from the Market Trading Terminal under the Trader "Gunari Mettbach."
For a steep price.
X-1 Prototype "Accelerator":
Ammo Types - 2mm Gauss cartridge and all its variants.
Fire Mode - Semi-Auto and Burst-Fire.
Notes - It requires a Base Strength of 5 to use. It's a very interesting 'Unique' for the City-Killer Shotgun. As its not a shotgun, really and is not customizable in the usual sense. As in, you cannot alter its Weapon Attachments at all. Which was the original intent of the mod's author.
One that makes sense.
I did however, add the ability to Improve the Receiver and add Augments, per Horizon's usual weapons.
I also made it possible to Reverse Engineer it per usual. Albeit, only with a very high skill check.
As a Gauss weapon, with a limited Magazine size of 3 (not unlike many Gauss weapons within Horizon), it having a Burst-Fire mode puts it in a unique position. One that may make this weapon, the best of the bunch, IF it had access to Weapon Attachments.
Since it doesn't, it seems to be in a good place at the moment.
How to acquire - The X-1 Prototype "Accelerator" can be found on high level Railroad Operatives at level 40.
It can also be rarely purchased from the Railroad after level 40.
The X-1 Prototype "Accelerator" can be purchased from the Market Trading Terminal under the Trader "The Railroad", assuming you're a member of that Faction.
It is rather costly, though. As you'd expect.
14. Classic Combat Shotgun - Combat Shotgun Mk1 - Another Another Millenia v1.2 by CSEPteam
AND
Install Super Mutant Equality a Super Mutant Weapon Expansion by Brainstormepilog
My replacer patch adds the MG69 to Super Mutant level list via Horizon's Quest Addon and will cause the mutants to not use the weapon properly.
Then install my Replacer Patch of it.
Combat Shotgun Mk 1:
Ammo Types - All 12-gauge shells.
Fire Modes - Semi-Auto and Full Auto.
Notes - That shotty from Fallout 3... Compared to Horizon's Combat Shotgun, this ones main gain is a slightly higher fire rate in full auto and the ability to use essentially a Double Barrel Very Short Barrel attachment. Which increases its Critical Hit Damage but with downsides. It's negatives is that its small and medium Magazines have less capacity. As well as not having any 'Quick' Magazines.
Overall, its somewhat limited weapon attachments lead this weapon to really live up to its 'Mk 1' status. But adds variety to the Wasteland and nostalgia to us sick, sick folks who actually like its aesthetic/design. :)
The Unique that comes with the Base mod did not make the cut, as ultimately it was a funny meme weapon named "Just The Worst Shotgun" that was anything but and incredible overpowered.
How to acquire - The Combat Shotgun Mk 1 spawns on Raiders, Gunners, DC Security Guards, Super Mutants, BoS, and Railroad members.
Weapon Vendors from across the Commonwealth begin rarely selling the Mk 1 starting at level 5.
The Combat Shotgun Mk 1 can be purchased from the Market Trading Terminal under the Trader named "Blap Blap Meister."
Assault/Combat/Battle Rifles
1. Pipe Carbine - Rat Runners Arsenal v1.7 by Spadey01
Then install my Replacer Patch of it.
Pipe Carbine:
Ammo Types - .30, .5.56, and 5.56 APX
Fire Modes - Semi-Auto and Full Auto.
Notes - An incredible made of scrap 'Service Rifle.' I considered reducing its damage but since the Pipe Rifle doesn't, it didn't seem right to do so here. Instead I decided to not grant the Pipe Carbine access to 7.62 rounds. Chiefly because of its Magazine Weapon Attachments, which came in fairly large capacities (20/30/60/100!). That were based off the potential of being chambered in 5.56.
Its attachments grant it an extra edge in regards to recoil control in comparison to the Pipe Rifle. Though such attachments have a fairly high skill requirements. Otherwise it is pretty comparable to the Pipe Rifle and should add nice early game variety, that has a chance to last longer than you'd expect, thanks to its unique attachments.
I did not convert the 'Nail Gun' Unique to Horizon, sadly. As adding 'Nails' as an ammo would just be irksome, for a singular Unique. Among other things.
How to acquire - The Pipe Carbine spawns in the hands of Children of Atom, Gunners, Raiders, and Railroad Members starting at level 1. It's effectiveness is well liked by the somewhat less equipped denizens of the Wasteland.
Weapon Vendors from across the Commonwealth begin selling the Pipe Carbine at level 1.
The Pipe Carbine can be purchased from the Market Trading Terminal under the Trader "Pete the Wheat."
It can also be crafted at the Weapons Lab for a nominal amount of parts and skill.
2. European Assault Rifle - FN FNC - Another Another Millenia v1.2 by CSEPteam
Then Install my Replacer Patch for it.
Optionally, install this Tactical Reload Patch by Winterworld19 and use my "European Assault Rifle Hz Patch w TR". Be sure to DISABLE the "PigFNC - Tactical Reload Patch.esp" that comes with Winterworld19's patch. As it wouldn't function and has been folded into my TR patch.
European Assault Rifle:
Ammo Types - 5mm, .30, 5.56, and their speciality rounds.
Fire Modes - Semi-Auto and Full Auto.
Notes - A very neat gun, one that you can see from its Ammo Types is going to act a little different than a typical AR. It's access to 5mm is entirely inspired by the original mod and to make it more unique among other assault rifles. While it may seem weak when chambered in 5mm, I decided to increase its fire rate when chambered in 5mm and 5mm RAD. Which increases its potential and more than that, be granted access to 5mm rounds gives you the ability to shoot 5mm APX and CRYO in full auto.
Even when chambered in .30 or 5.56, the European Assault Rifle's fire rate is impressive, closer to various SMGs within Fallout.
It's attachments aren't anything to write home about but do further cement its place in between an submachine gun and an assault rifle. Especially the Casket Magazine. Which sports a 60 round capacity. Though there are no 'Quick' magazines.
Overall, it should be a fine addition to your game.
How to acquire - The European Assault Rifle spawns on DC Security Guards, Gunners, rarely Raiders, Super Mutants, BoS, and Railroad members after level 5.
Weapon Vendors from across the Commonwealth have a fair chance to have the rifle in their stock after level 5.
The European Assault Rifle can be purchased from the Market Trading Terminal under the Trader "Gunari Mettbach."
3. AK-112 fo1 Inspired gun v1.0 by micalov
AND
Install Horizon Mod Attach Point Keyword Manager following this instruction:
"The plugin should be loaded after Z_Horizon_DLC_All.esp and before weapon or armour patches."
Thanks again to Sars99 for this mod and everything related to it!
Then install my Replacer Patch for the AK-112.
AK-112:
Ammo Types - 5mm, .30, 5.56, and their speciality rounds.
Fire Modes - Semi-Auto, Burst-Fire, and Full Auto.
Notes - That classic Fallout 1/2 Assault Rifle returns in good form. Given its low rate of fire, even in Full Auto, I decided to give this weapon a 1 to its Base Damage. Its low rate of fire hampers its ability to fully utilize 5mm rounds, which are only really great when fired at a rapid pace in Full Auto (due to being able to fire speciality rounds in full auto).
Given its history and the intent of the author, I also gave the AK-112 a Burst-Fire mode. Though one thing to note, is that its Full Auto mode, is actually not really that at all, and more like a somewhat faster hold down the fire button and spam out shots. Which is interesting.
Attachment wise, there aren't too many to speak of. As it has two barrels, which I decided to upgrade a bit, due to the lack of barrel customization, so expect 5-10% ish stats to both barrels.
Most notably, of its attachments, is that it actually splits "Receivers" into two. With one of them being "Internals" which are essentially the Receivers of old, and "Receivers." Which don't do anything, nor have customization, until you find Unique "Receivers" around the Commonwealth. Which are located in the same place as the main mod, see the base mod's Main Page for details, though I'd suggest not doing so.
These new "Receivers" grant extra effects, usually being about 5 Energy/Cryo/Fire/Rad (down from 10) damage. The balance of these attachments, are I think "ok" given how this weapon functions.
Overall, I think this weapon should fair pretty well in the long run and not be too strong in comparison to similar rifles.
How to acquire - The AK-112 spawns on DC Security Guards, Gunners, Raiders, BoS, and Railroad members after level 6.
Weapon Vendors from across the Commonwealth have a fair chance at selling this weapon after level 6 as well.
The AK-112 can be purchased from the Market Trading Terminal under the Trader named "Pete the Wheat."
4. EM 2 Rifle No.9 Mk1 - From Trash to Glory v1.0 by asXas
Then my Patch for it.
Rifle No.9 Mk1 EM 2:
Ammo Types - .30/5.56/7.62/.303
Fire Modes - Semi-Auto and Full Auto.
Notes - This weapon's base stats are based on Horizon's Combat Rifle. That said, I decided to allow this weapon to be shoot .303 British. Which is an ammo type that was unused within Horizon. Its existence inspired me to grant a gun that irl fired .280 British rounds the ability to fire .303, albeit only in semi automatic. Since the .303 is essentially a rarer .308 without speciality ammo types, the fact that the EM 2 can shoot it neither matches reality, nor Horizon's core balance. I did however, make a point to increase the recoil and slow the EM 2's base rate of fire when chambered in .303.
Keep the above in mind when deciding to my patch for this!
Another thing to note about this patch is that I added a base 'Grip' mod and an additional 3 Receivers to match Horizon's balance.
Overall, I'd like to hear people's opinions about this weapon, as the core mod itself doesn't have too many attachments, other than its 'Damage' weapon attachment category that I removed.
I also did not alter the mods quests in any way.
Which does mean that there is guaranteed ways to obtain this weapon, which is not quite Balanced for Horizon.
How to acquire - Other than the this mods Quest, the gun spawns on Gunners, Railroad, and Brother Hood of Steel npcs starting at level 14. Though many of them will be in poor condition.
Railroad and Goodneighbor Weapon Vendors begin selling them at level 15 and 25, respectively.
The EM 2 can be found at the Market Trading Terminal from the "Railroad" Trader, assuming you've joined that faction.
5. Bullpup Scout Rifle (Keltec M43 Prototype) v1.0 by DegenerateDak & CSEPteam
AND
Install Horizon Mod Attach Point Keyword Manager following this instruction:
"The plugin should be loaded after Z_Horizon_DLC_All.esp and before weapon or armour patches."
Thanks again to Sars99 for this mod and everything related to it!
Then install my Replacer Patch for the Bullpup Scout Rifle.
Bullpup Scout Rifle:
Ammo Types - .30, 5.56, 7.62, and their speciality rounds.
Fire Modes - Semi-Auto, Full Auto, and Burst Fire.
Notes - A modern yet aesthetically fitting slow firing Assault Rifle. Giving its audio, its looks, and my personal opinion of what this weapon is,
To better distinguish this weapon from other AR/CRs, I made a point of giving this weapon a Burst Fire option with the hope that it would further enhance its 'tactical' theme. This weapon also sports quite a bit of attachments that ensure that this Bullpup shoots flatly and with little recoil. Making it a potent range weapon. Despite its low rate of fire.
The "Sentinel" Unique has kept its Legendary Effect, albeit its been reduced per Horizon's balance and in a way lost its one of a kind aesthetic. As you can now rarely find normal Bullpup Scout Rifles sporting its camo.
The "Heatseeker" Unique has lost its Legendary Effect but kept all of its high end attachments. It too has lost its one of a kind aesthetic, and Gunners can be found wielding normal variants sporting its camo as well.
How to acquire - The Bullpup Scout Rifle can be found on BoS members and Gunners after level 15.
Weapon Vendors rarely have the rifle in their stocks after level 15 as well. With higher quality Vendors having the best chance to have it.
The Bullpup Scout Rifle and its Uniques can be purchased from the Market Trading Terminal under the Trader named "Gunari Mettbach."
Prices and Trade Skill required to purchase them vary, depending on their rarity.
6. Select Assault Rifle v1.2.1 by neeher
Then install my Replacer Patch for it.
Select Assault Rifle:
Ammo Types - .30/5.56/7.62 and their speciality rounds.
Fire Modes - Semi-Auto, Burst Fire and Full Auto
Notes - Its similar to a Combat Rifle but with less rounds in its base magazine and heavier weight.
I notably choose to not to include its .38 or .45 ammo conversions, as the base Combat Rifle ammos make more sense.
But I did adapt the guns burst fire ability. This comes in the form of "Receiver Types," which allow you the ability to switch from semi to burst fire or from semi to automatic fire in the field. However, you can't change Receiver Types on the go, only at a Weapons Workbench.
I didn't alter the base version of this mods weapon attachments, which means that this gun ultimately ends up with slightly superior attachments all around. Like the drum magazine.
This means that this weapon is likely to be a slight upgrade to the Combat Rifle, once you get the right attachments.
How to acquire - Since I removed the original mods means of acquisition (the bunker with the junk Select Assault Rifle) as that isn't easily compatible with Horizon, the gun spawns much like my other weapon patches.
The Select Assault Rifle starts spawning on Gunners, Raiders, Children of Atom, and Brotherhood of Steel members at around level 10-16.
Weapon Vendors sell this weapon, starting at level 10-30. Depending on which vendors/factions would make the most sense. BoS Weapon Vendors are the earliest to sell it.
The Select Assault Rifle can rarely be found at the Market Trading Terminal by the Trader named "Gunari Mettbach."
7. Infantry Battle Rifle (T48 and FN FAL) v1.0.5 by DegenerateDak & CSEPteam
AND
Install Super Mutant Equality a Super Mutant Weapon Expansion by Brainstormepilog
My replacer patch adds the Infantry Battle Rifle to Super Mutant level list via Horizon's Quest Addon and will cause the mutants to not use the weapon properly.
Then install my Replacer Patch for the FAL.
Infantry Battle Rifle:
Ammo Types - 5.56, 7.62, .308, and their speciality rounds.
Fire Modes - Semi-Auto and Full Auto.
Notes - Requires a Base Strength of 5 to wield. This weapon acts somewhat like its real life counterpart, in that it can be seen as an upgrade to the BAR. But not that much of an upgrade. As the two still have similar features.
Notably the guns recoil is quite strong, like the BAR, however it is a little bit more manageable and can chamber 5.56, which in this weapon reduces its recoil by a bit. 5.56 also shoots the faster to boot. While 7.62 it shoots slower and has the base mods normal recoil. Lastly, given that this gun literally says its chambered in .308 on it, and its history, I also allowed it to chamber .308. Like the BAR. While chambered in .308 it shoots even slower and with more recoil than 7.62, and per Horizon cannot be fired in full auto. To help balance out its rough recoil and slow rate of fire, I decided to give it a 1 to its Base Damage when chambered in 5.56 and 7.62. Not giving said increase in .308 is simply for balance.
Lastly, regarding its ammo, I ultimately gave it 5.56 just to help further separate it from the BAR and due to me remembering at some point that a FAL in 5.56 existed.
Its AP cost is also a touch higher than say a Combat Rifle.
Overall, alongside its many attachments, some of which are pretty potent, the FAL should be in a good position, despite its legendary unwieldiness, within Horizon's Auto capable weapons.
"The Right Arm" Unique has kept its Legendary Effects but lost some of its more potent Weapon Attachments.
While the "Anchorage Campaign Rifle" has kept most of its Weapon Attachments, but lost its specific Legendary Effect. Which has now been replaced with the "Powerful" Legendary Effect ( 10% Damage).
Finally "The Scavenger" has lost its Unique Legendary Effect, due to it being possibly unbalanced, and now been replaced with the "Nocturnal" Legendary Effect. It has however, mostly retained its potent Attachments.
Lastly, all by the "Anchorage Campaign Rifle" have lost their truly 'Unique' Paints, as you can now find Infantry Battle Rifles with Minutemen and Gunner Paints on out in the world.
How to acquire - The Infantry Battle Rifle spawns on Gunners, Raiders (rarely), Super Mutants (rarely), BoS, and Railroad members after level 20.
Weapon Vendors from across the Commonwealth begin rarely selling the Infantry Battle Rifle after level 20. With higher tiered Vendors having the best chance to have in stock.
The Infantry Battle Rifle can be purchased from the Market Trading Terminal under the Trader named "Gunari Mettbach."
While all of the Unique variants can be found in their original locations in damaged states. Refer to the Base mods page for more details.
Light Machine Guns
1.Foote LMG - MG69 Standalone Version v1.4 by eyteen
AND
Install Super Mutant Equality a Super Mutant Weapon Expansion by Brainstormepilog
My replacer patch adds the MG69 to Super Mutant level list via Horizon's Quest Addon and will cause the mutants to not use the weapon properly.
Then install my Replacer Patch of the MG69.
Foote Light Machine Gun:
Ammo Types - .30/5.56/7.62 and their speciality rounds. The same as Horizon's Light Machine Gun (Vanilla Assault Rifle)
Fire Modes - Semi-Auto and Full Auto
Notes - Requires a base Strength of 5 to wield. Just like the base LMG. Which mechanically, it should match pretty much to a tee. Making a nice visual/auditory variant for your playthroughs.
How to acquire - Starts spawning on Gunners, Raiders, Railroad, BoS, and Supermutants starting from level 12-16. Similar to the Light Machine Gun.
Weapon Vendors, specifically Brotherhood of Steel vendors, start selling the Foote LMG at level 15. It starts showing up elsewhere at level 20 onwards, though not at the Workshop Weapon Vendors.
The Foote LMG can be rarely found on the Market Trading Terminal being sold by the Trader named "Pete the Wheat."
2. The Automatic Rifle (Colt Monitor BAR) v1.0.2 by DegenerateDak & CSEPteam
Then
Head over to The Colt Monitor 3rd Person Animation Addon with Tactical Reload Support v1.0 by Winterworld19
and download the Vanilla Version of the mod.
*Optionally download the TR Patch Optional File, IF you're using my Tactical Reload Replacer Patch that needs this.
AND
Install Super Mutant Equality a Super Mutant Weapon Expansion by Brainstormepilog
My replacer patch adds the The Automatic Rifle to Super Mutant level list via Horizon's Quest Addon and will cause the mutants to not use the weapon properly.
AND
Install Horizon Mod Attach Point Keyword Manager following this instruction:
"The plugin should be loaded after Z_Horizon_DLC_All.esp and before weapon or armour patches."
Thanks again to Sars99 for this mod and everything related to it!
Then install Replacer Patch of The Automatic Rifle.
Automatic Rifle:
Ammo Types - 7.62/.308 and their speciality rounds.
Fire Modes - Semi-Auto and Full Auto.
Notes - Requires a base Strength of 5 to wield. The legendary BAR. Given that irl it has been chambered in 7.62 at least once, I figured this ought to be the base ammo type for this weapon. With the .308 as a potent, single fire only option. I also increased its based damage by 1, though this only applies while its chambered in 7.62.
Which makes this a very potent automatic weapon. But thankfully Dak/Pig, built their mod with that in mind, and balanced it as such. As in full auto, you'll find yourself shooting the sky within 10ish rounds. Something that is alleviated but not completely negated with this weapon's attachments.
I did increase the weapons base AP cost by 5 to somewhat ensure that that players can't just use VATS to counteract the weapons wild recoil.
The "Bootlegger" variant of the gun is still a Unique and one that has kept its Legendary Effect. Though, per Horizon, its already nerfed. The Lucky Charm that also comes with this variant had its effect removed, for balance.
The "Green Meanie" has now been renamed to be the "BAR" and made into a simple cosmetic variant, meant for Gunners. Meaning it has no Legendary Effects.
The "Greased Lighting" variant is also a Unique that kept its Legendary Effect, but again reduced already by base Horizon. I replaced its Rapid Receiver with a Hair Trigger Receiver but kept its Muzzle Booster attached. Making this variant a pretty potent one. If you can handle the recoil.
How to acquire - The Automatic Rifle can be found on Gunners, Raiders, Railroad, Triggermen, Super Mutants, and BoS members from level 10-20.
While the "BAR" (Green Meanie), variant starts showing up on Gunners at level 10-15. Though mostly on Gunner Bosses at first. Then starting to show up on more regular troops later on.
Weapon Vendors from BoS, Caravan, Railroad, and Goodneighbor start selling this weapon at level 10-15. While the "BAR" variant is sold by Caravan and BoS Weapon Vendors at level 25.
The Automatic Rifle and all its variants can be found at the Market Trading Terminal. With the base version and the "BAR" ("Green Meanie") being sold by the Trader named "Gunari Mettbach." While the "Bootlegger" variant is sold by the Trader named "Blap Blap Meister" and "Greased Lightning" sold by "Pete the Wheat."
Prices and Trade Skill required to purchase them vary, depending on their rarity.
3. Assault LMG v1.3 by Brainstormepilog
AND
Install Horizon Mod Attach Point Keyword Manager following this instruction:
"The plugin should be loaded after Z_Horizon_DLC_All.esp and before weapon or armour patches."
Thanks again to Sars99 for this mod and everything related to it!
Then install my Replacer Patch for it.
Assault LMG
Ammo Types - .30/5.56/7.62 and their speciality rounds. The same as Horizon's Light Machine Gun (Vanilla Assault Rifle)
Fire Modes - Semi-Auto and Full Auto
Notes - Requires a base Strength of 5. In many ways acts very similarly as Horizon's Light Machine Gun. Except it has more weapon attachments/mods and can gain larger Magazine sizes. As well as a functioning flashlight!
Which means for balance, it'll spawn later than the Horizon's LMG and be rarer sight. As well as being slightly heavier overall.
I did remove it's odd 'Link Ammo' as I'm not sure what that was, its purpose and wasn't keen on trying to merge that feature into my Hz patch.
How to acquire - Starts spawning on Gunners, Raiders, Railroad, BoS, and Supermutants starting from level 16-30. Similar to the Light Machine Gun.
Its Placed "Unique" weapon in the "Gunner's Plaza" still exists but is no longer a Legendary Weapon and simply has good attachments.
I kept it because its location is rather dangerous and I was simply fond of that and its lore friendly sort of aesthetic. I also felt that the author spent time on it and I'd hate to remove it. Consider it a good reward for fighting through a horde of Gunner's. (Let me know how you feel about this!)
Weapon Vendors, specifically Brotherhood of Steel vendors, start selling the Assault LMG at level 20. It starts showing up elsewhere at level 30 onwards, though not at the Workshop Weapon Vendors.
The Assault LMG can be rarely found on the Market Trading Terminal being sold by the Trader named "Gunari Mettbach."
Sniper/Marksmen Rifles
1. Homestead Carbine - Early Game 9mm Carbine (Henry Homesteader) v1.0 by Alexerator
Then install my Replacer Patch of it.
Homestead Carbine:
Ammo Types - 9mm, .45 and its speciality rounds.
Fire Modes - Semi-Auto only.
Notes - An early game semi-auto Combat Rifle. The obvious change to this weapon is that I added the ability to chamber .45 rounds, per DegenerateDaks wishes in his video about this weapon. And frankly because it made sense.
The other change is that I increased its Base Damage by 1. To reflect that it is after all a rifle shooting pistol caliber rounds. I may change this in the future if I get feedback on it or if my thoughts change for the weapon.
Otherwise this is truly just a solid low capacity (its highest Magazine size is 10) early game Combat Rifle. With fairly low recoil overall.
How to acquire - The Homestead Carbine starts spawning on Raiders, Gunners, and Railroad members at around levels 3-5. With the Gunners usually sporting versions chambered in .45.
Weapon Vendors around the Commonwealth begin having a chance to have the Homestead Carbine in stock after level 3.
The Homestead Carbine can be purchased from the Market Trading Terminal being sold by the Trader named "Gunari Mettbach.
Issues - The gun does have a weapon firing bug that can cause it to essentially fire 2 shots in very, very quick succession. This is an issue with the weapons animations and unrelated to my patch.
2. Ruger Rifle Pack (10-22 and .44 Carbines) v1.0.3 by DegenerateDak & CSEPteam
Then install my Replacer Patch for it.
.30 Carbine (Formerly the .22 Carbine)
Ammo Types - .30 caliber.
Fire Modes - Semi-Auto only.
Notes - There's an obvious change. One I did since Horizon currently doesn't have a .22 caliber. As it was replaced by the .30 caliber, which is probably because it's far more broadly applicable to weapons in the base game. So, I too changed the fairly memorable .22 Carbine into a .30 Carbine. As I also didn't want to add such an even weaker caliber ammo type into the game, one that might only be useful for a singular gun.
Otherwise, this weapon has no other meaningful change. It's still weak as hell but there for you in the early game.
The "Insecticide" Unique kept its Legendary Effect but its reduced to 10% from 50% per Horizon's balance. As well as all of its attachments. Ultimately, I figured a gun shooting one of the weakest calibers in Horizon, might as well keep its Legendary Effect. Right?
Let me know how you feel about these changes and its balance.
How to acquire - The .30 Carbine can be found on low level Raiders from level 1.
Weapons Vendors from Diamond City, Caravans and Workshop at level 1.
The .30 Carbine can be found being sold on the Market Trading Terminal under the Trader named "Marty." And the "Insecticide" variant being sold by "Pete the Wheat."
Prices and Trade Skill required to purchase them vary, depending on their rarity.
Caravan Carbine:
Ammo Type - .357/.44 and their speciality rounds.
Fire Modes - Semi-Auto only.
Notes - I thought about allowing it to use 45.70 ammo just like the Lever Action Rifle, but given its look and what it was based off of irl. I figured it'd make more sense not do to so. It's weapon attachments do give the Caravan Carbine a bit of an edge, both in magazine size and reload speed. Given that it should provide a solid, albeit less potent alternative to the Lever-action Rifle.
The "Valkyrie" Unique lost its Legendary Effect, but is otherwise unchanged.
How to acquire - The Caravan Carbine spawns on Raiders, Gunners and Railroad members starting at level 5.
Weapon Vendors from just about every begin selling this weapon at level 10-15. As it's is meant to a be a 'classic'.
The Caravan Carbine and its Unique, the "Valkyrie" can be found at the Market Trading Terminal under the Trader "Gunari Mettbach."
Prices and Trade Skill required to purchase them vary, depending on their rarity.
3. Cowboy Carbine (Winchester Model 1907) v1.0 by DegenerateDak & CSEPteam
AND
Install Super Mutant Equality a Super Mutant Weapon Expansion by Brainstormepilog
My replacer patch adds the Carbine Carbine to Super Mutant level list via Horizon's Quest Addon and will cause the mutants to not use the weapon properly.
AND
Install Horizon Mod Attach Point Keyword Manager following this instruction:
"The plugin should be loaded after Z_Horizon_DLC_All.esp and before weapon or armour patches."
Thanks again to Sars99 for this mod and everything related to it!
Then install Replacer Patch of the Cowboy Carbine.
Cowboy Carbine:
Ammo Types - .357.
Fire Modes - Semi-Auto only.
Notes - A fantastic carbine that does the cowboy theme super well. Its limitation to singular ammo type obviously limits its ability to deal with every kind of enemy. But Raiders have plenty to fear from it. To that end I decided to give a 3 to its Base Damage to give it an edge against similar more weapons with a more varied payload. Its rapid fire and accuracy should keep it in a solid spot within Horizon's ecosystem.
"The Long Arm" Unique is still that, and has kept its Legendary Effect. Though its reduced by half, it's still a very potent Effect against Raiders/Triggermen. It also sports a unique non-Modular Long Scope that has less of an Increased VATS Cost, while attached.
The "Hurt Me Plenty" Unique is more of a visual variant, as its lost its Legendary Effect but always comes with a Unique/non-craftable accessory that increases Bash damage by a huge percentage.
How to acquire - The Cowboy Carbine spawns on Raiders, Gunners, Super Mutants, and Railroad members after level 5-onward.
Weapon Vendors from around the Commonwealth have a chance to have the Cowboy Carbine in stock starting at level 10.
The Cowboy Carbine, "Hurt Me Plenty", and "The Long Arm" can be purchased from the Market Trading Terminal under the Traders "Pete the Wheat" and "Gunari Mettbach." With the first two found on the first Trader mentioned and "The Long Arm" on the later.
Prices and Trade Skill required to purchase them vary, depending on their rarity.
The Trench Cleaner:
Ammo Types - .357.
Fire Modes - Semi-Auto and Full Auto.
Notes - A fully automatic capable version of the Cowboy Carbine. Very potent, and as such, does NOT receive the Cowboy Carbine's increased Base Damage. And it has lost its Legendary Effect.
Which hopefully gives y'all some reason to continue to use the Cowboy Carbine, after getting this Full-Auto variant.
How to acquire - The Trench Cleaner spawns on Raiders, Gunners, Super Mutants and Railroad members after level 5-15. Varying on Factions and usually only in its semi-auto configuration during those early levels.
Weapon Vendors can be found more rarely and usually only on high quality Weapon Vendors, selling this weapon after level 15.
The Trench Cleaner can be purchased from the Market Trading Terminal under the Trader "Blap Blap Meister."
4. Vintage Repeater (Winchester 1866 Henry 1860) v1.0.3 by DegenerateDak & CSEPteam
AND
Install Horizon Mod Attach Point Keyword Manager following this instruction:
"The plugin should be loaded after Z_Horizon_DLC_All.esp and before weapon or armour patches."
Thanks again to Sars99 for this mod and everything related to it!
Then install Replacer Patch of the Vintage Repeater.
Vintage Repeater:
Ammo Types - .357, .44, and their speciality rounds.
Fire Modes - Semi-Auto only.
Notes - The classic Fallout 3 Lever Action is back, thanks to Dak & Pig. The main thing I changed was increasing its Base Damage by 3. To ensure that this rifle feels like the crème de la crème of .357 and .44 magnum weapons. It is THE classic lever action after all.
Otherwise, it's just a solid rifle with good attachments that can really make the rifle shine.
The "Quick Silver" Unique has now been made a visual variant. While "The Final Breath" Unique is mechanically unchanged and still retains its Unique to this mod, Legendary Effect. For that reason, you're not able to Reverse Engineer this Unique.
How to acquire - The Vintage Repeater spawns on Raiders, Gunners, and Railroad members starting at level 5.
While the "Quick Silver" variant, can rarely be found on Gunner Bosses and sometimes found on Railroad members starting at level 10.
Weapon Vendors around the Commonwealth start selling the Vintage Repeater at level 10. While "The Final Breath" can sometimes be found on the Caravan Trader named "Cricket" after level 20.
The Vintage Repeater and the "Quick Silver" variant can be purchased at the Market Trading Terminal under the Traders "Gunari Mettbach" & "Pete the Wheat" respectively.
Prices and Trade Skill required to purchase them vary, depending on their rarity.
5. Lever Action Carbine - Fallout 3 Lever Action Rifle - Addon for Dak's Vintage Repeater v1.0 byAlexerator
Then install my Replacer Patch of the Lever-Action Carbine.
Lever-Action Carbine:
Ammo Types - 10mm and 10mm Cryo.
Fire Modes - Semi-Auto only.
Notes- That odd gun from Far Harbour returns beautifully thanks to Alexrator and its still only a 10mm gun. Given its game history and it simply being a less powerful variant of the Vintage Repeater.
I didn't change much. Other than giving it a 3 to its Base Damage. As it is a long arm shooting a pistol caliber. It ought to have some punch.
It also has a lower Action Point cost per VATS attack. That being 20 compared to the Vintage Repeater's 26.
I considered trying to give this gun an increased ammo capacity compared to the Vintage Repeater, but since it is a rounds reloading type gun, that would require separate reload animations. So, I didn't.
How to acquire - The Lever-Action Carbine on Raiders, Gunners, and Railroad members starting at level 5. Though it should be a rarer sight on Gunners, as its considered inferior to the Vintage Repeaters. (My head cannon)
Weapon Vendors around the Commonwealth start selling the Lever-Action Carbine at level 5.
The Lever-Action Carbine can be purchased at the Market Trading Terminal under the Trader "Pete the Wheat."
Lincoln's Repeater:
Ammo Type - .357, .44, and all its speciality ammos.
Fire Mode - Semi-Auto only.
Notes - The obvious one is that I renamed it from "That Repeater" to "Lincoln's Repeater." It does not have a mechanical Legendary Effect, but it does have the same AP cost as the Lever-Action Repeater despite otherwise just a fancy looking Vintage Repeater that comes with good attachments.
Thus, it is ultimately a slightly better Vintage Repeater that you can still craft with just like that gun.
Given its history in the game world and for fans, I don't think its the worst thing to be just a better version.
I did decide not to alter how you get this weapon, as the base mods little quest sets itself up to be lore-ish friendly yet simple. Ultimately it'll take some amount of traveling about the Commonwealth to get.
How to acquire - The same as the base mod. For hints, seek out the Lever Action mods Main Page and the "Unique's Location" tab.
6. The Rolling Block Rifle (Cowboy Sniper Rifle) v1.0.2 byDegenerateDak & CSEPteam
AND
Install Horizon Mod Attach Point Keyword Manager following this instruction:"The plugin should be loaded after Z_Horizon_DLC_All.esp and before weapon or armour patches."
Thanks again to Sars99 for this mod and everything related to it!
Then install my Replacer Patch of the Rolling Block Rifle.
Rolling Block Rifle:
Ammo Types - .45-70 and .45-70 ECA.
Fire Modes - Semi-Auto only.
Notes - Pretty much the bigger brother to the Marksmen Pistol. A classic single shot .45-70 that does as well as you'd expect. An excellent sniper with more weapon attachments than the Pistol version. Given the retro feeling this weapon mods Scopes give, I decided not to adapt any of them to the "Modular Scopes" system of Horizon. Instead keeping them Vanilla in that way. Which helps set this weapon as an early game Sniper.
I added a "Tuned Receiver" which gives an increased Reload Speed and reduced VATS Cost. Which paired with the mods "Internals" weapon attachment slots, its own "Tuned" variant and, the "Gunslinger Stock" leads to very fast Reload Speed. Possibly too fast. Let me know!
"The Sharpshooter" Unique has kept its Legendary Effect and is otherwise unchanged.
How to acquire - At level 7, the Rolling Block Rifle can be found in the hands of Raiders, Gunners, and Railroad members, with the latter two, it'll be exclusively found on Snipers.
Weapon Vendors begin selling the Rolling Block Rifle at around level 10. "The Sharpshooter" Unique has a chance to be found being sold by the Caravan Trader named "Cricket" at around level 15.
The Rolling Block Rifle can be purchased from the Market Trading Terminal under the Trader named "Pete the Wheat."
7. Slug Gun - Pump-Action Combat Rifle v1 by The6thMessenger - Dak - JKruse05 -Wardaddy - Diakyuto
Then install my Replacer Patch for it.
Slug Gun:
Ammo Types - .357, .44, .45-70, and their speciality rounds.
Fire Modes - Semi-Auto only.
Notes - A fun pump-action alternative to the Lever-Action Rifle, one that has far more attachments and is a touch faster said rifle. It does have slightly reduced range at its base, though again, its attachments lead it to being a superior Lever-Action Rifle in the long run.
How to acquire - The Slug Gun spawns on Gunners, Raiders, and Railroad members after level 8.
Weapon Vendors from across the Commonwealth have an uncommon chance to sell the Slug Gun after level 8 as well.
The Slug Gun can be purchased from the Market Trading Terminal under the Trader "Pete the Wheat."
8. F4NV Trail Carbine v1.2 by AnUncleanHippy
Afterwards, disable the mods TrailCarbine.esl
Then install my Replacer Patch of the mod.
Trail Carbine:
Ammo Type - .357, .44, .45-70 and their speciality rounds.
Fire Modes - Semi-auto only.
Notes - A FNV classic. One that of course, was chambered in .44 in that game. I considered keeping it that way, or otherwise not allow it to chamber .45-70. But the existence of both an irl variant of this gun (the gun is clearly based off/inspired by the Marlin's lever action) and the original mods Unique. I decided to just give it the same ammo set as Horizon's Lever-action.
The reason I was hesitant was simply because the Trail Carbine is pretty much just better right out the gate. Thanks to having 4 extra rounds in its tube. Thankfully after taking a closer look it seems that such a difference doesn't stay true once you start modding both guns.
As the Trail Carbine does not have Stock or Muzzle Attachments. Balancing the gun somewhat. I furthered that by making it heavier.
The "Mare's Leg" has been made a variant of the Trail Carbine. One that more closely matches the Lever-action Rifle. As it has the same weight and round capacity. To make this variant a little bit more appealing, I reduced its AP cost by 5. Putting pretty close to a pistols AP cost.
How to acquire - The Trail Carbine can be found on Raiders, Gunners, and Railroad members starting between level 10-15.
While its variant the "Mare's Leg" starts spawning on Raiders, Gunners, and Railroad members between level 15-20.
Weapon Vendors around the Commonwealth begin selling both the Trail Carbine and the "Mare's Leg" at level 15. The chance they have it in stock, depend on the vendors.
The Trail Carbine and the "Mare's Leg" can be found at the Market Trading Terminal under the Trader "Gunari Mettbach" and "Pete the Wheat" respectively.
Prices and Trade Skill required to purchase them vary, depending on their rarity.
9. Capital Wasteland Hunting Rifle v1.0 by TheFriedturkey & HcG x Grill
Then disable/delete/hide the CWHuntingRifle.esl that comes with it.
Then install my Replacer Patch for the mod.
Know that I built my Replacer Patch while using Capital Wasteland Hunting Rifle - Unofficial Update by codeblackcrash (give Code some love for all their hard work!) as a reference. I of course deviated and mostly carried over their fixes and such. (No Munitions stuff obviously!)
Also, highly consider using CW Hunting Rifle Animation Tweak by Diakyuto. It works out of the box (it's just meshes) and is fantastic!
Scavenged Hunting Rifle:
Ammo Types - 5.56, 7.62, .308, and their speciality rounds.
Fire Modes - Semi-Auto only.
Notes - Renamed to avoid confusing it with FO4's Hunting Rifle and because of its aesthetic. Because of its name, its history of weirdly using .32 in FO3 and how it looks. I didn't want to give it access to .50 caliber rounds. Thankfully, Horizon already has a Hunting Rifle type of gun that does just that. So, I went with that and it seems fitting. This means that the Scavenged Hunting Rifle falls somewhere between the normal Hunting Rifle and the Custom Sniper Rifle in how it mechanically functions. With some differences. That being its lack of access to Medium Magazines, and having 2 less rounds in the mag than the Hunting Rifle's Large Magazine. However, the Scavenged Hunting Rifle, despite having an ever slightly slower fire rate, does have a 1 second faster Reload animation.
Overall, it's another solid Hunting Rifle you can use, whilst remembering the good old times in previous games.
The "Paciencia" Unique is still very much a Unique with the "Lucky" Legendary Effect (Per the Unofficial Patches wise suggestion) and its unique stock that acts as a Marksmen's Stock (again per the Unofficial Patches suggestion). The "Paciencia" also boosts a 1 to its Base Damage, a faster Rate of Fire, and better Critical Hit Multiplier (similar to a Revolver). However, you cannot alter its Stock (idk why you would) nor its Magazine (which deviates from the Unofficial Patch and somewhat matches its FNV low Magazine size). As I wanted to keep it's Unique aesthetics and similar noteworthy differences that it had in FNV.
Overall the "Paciencia" will likely be one of the strongest .308 Sniper Rifles in the game. (Be warned and let me know what you think!)
How to acquire - The Scavenged Hunting Rifle spawns on Children of Atom, DC Security Guards, Gunners, Raiders, and Railroad Members starting at level 3. Short versions of the weapon can be rarely found in Safes starting at level 1.
Weapon Vendors from across the Commonwealth sell the weapon starting at level 1.
The Scavenged Hunting Rifle and "Paciencia" can be purchased from the Market Trading Terminal under the Trader "Pete the Wheat."
With "Paciencia" being quite expensive. (Half the cost of buying it in FNV, per my perceived bottlecap economy)
The Scavenged Hunting Rifle can also be crafted at the Weapons Lab. Requiring the same materials but slightly less Skill, than the Custom Bolt-Rifle or Custom Sniper Rifle.
10. Vintage Revolver Rifle v1.0.1 by DegenerateDak & CSEPteam
Then install my Replacer Patch for it.
Vintage Revolver Rifle:
Ammo Types - 7.62, .308, and their speciality rounds.
Fire Modes - Semi-Auto only.
Notes - A really cool weapon, one that sates Revolver fans and those who've always tried to snipe with one in Fallout. It features an increased Base Damage of 1, to somewhat balance its limited Magazine Capacity. It notably has a shorter range than most other 7.62/.308 capable sniper rifle types, BUT has good short range Weapon Attachments and the ability to gain a Double Action Receiver. Which removes its hammer cocking and essentially turns it from a bolt-action rifle type to a semi-auto rifle. Though with its notable recoil, it can be very hard to manage outside of point-blank range. Because it is a Revolver, I deigned to give it the same 1.5 Critical Damage Bonus of Horizon's base Revolver. Which helps this weapon in the long run.
Lastly, it's Ammo Types were going to be Revolver based, but after seeing it in action, its audio, its reload animation (which seems to feature .308 rounds) I decided to limit it to 7.62/.308. I think it works out well and offers a nice alternative for Revolver fans, to not end up too narrow in their choice of ammo or the amount they have.
The "Impaciencia" Unique is still a Unique that has kept its Legendary Effect, albeit nerfed per Horizon, and has kept its Unique Stock. Which is ever so slightly better than a Recoil Compensating Stock.
How to acquire - The Vintage Revolver Rifle spawns on Children of Atom, Gunner Conscripts, and Raiders after level 8.
Weapon Vendors from across the Commonwealth can very rarely have the weapon in stock after level 8 as well.
The Vintage Revolver and the "Impaciencia" Unique can be purchased from the Market Trading Terminal under the Trader named "Pete the Wheat."
Issues - There is sadly an issue with this weapon and using Horizon's Weapon Kit (Ammo swapping etc) while the gun is out. As it sort of freezes up the animation, turns the gun into a floating broken piecemeal thing.
The fix is to holster it or to have it holstered before you use the Weapon Kit.
Modded weapons with custom animations have at times suffered this issue in other HZ patch hubs, sadly I'm not sure how to fix this without noodling around with Animations (which I have no idea about).
So, this issue is something we'll just have to deal with at the moment.
11. M1903 Infantry Rifle - M1903 Day of Infamy Redux v1.1 by Diakyuto, Xiaowu, ShaquilleWang, and Wardaddy
Then install my Replacer Patch for it.
Springfield Rifle:
Ammo Types - 7.62, .308, and their speciality rounds.
Fire Modes - Semi-Auto only.
Notes - Renamed to what its commonly known as. Wanting to differ this rifle from the Horizon's Hunting Rifle more, I gave it access only to 7.62 and .308 rounds. And granted it a 2 Base Damage to ensure that it's a high damaging Sniper Rifle. Giving its limited 5 round clip, I also wanted to give its high end weapon attachments a little bit extra oomph. With its Marksmen Stock being just a touch better all around than other bolt-action rifle's versions of it. It also has access to a variety of Suppressors that allow you to have low-end, range inhibiting versions to higher end ones that further Reduce Recoil.
One thing to note that when a Scope is attached the Reload slows down drastically, as BCR is then enabled and causes the weapon to load one round at a time.
Ultimately, the Springfield Rifle should feel like an excellent Sniper Rifle that gets better as you level up.
The "Helmet Popper" Unique still has its Legendary Effect, albeit lessened per Horizon's balance, and access to a visually different but mechanically similar Veteran's Stock.
How to acquire - The Springfield Rifle spawns on Gunner Bosses/Snipers, Raiders, Triggermen Snipers, BoS, and Railroad Snipers at level 10.
Weapon Vendors from across the Commonwealth have a rare chance to have the Springfield Rifle in their stock. With higher quality Weapon Vendors selling slightly more often.
The Springfield Rifle and the "Helmet Popper" can be purchased from the Market Trading Terminal after under the Trader named "Gunari Mettbach."
Prices and Trade Skill required to purchase them vary, depending on their rarity.
12. European Sniper Rifle (FR-2) v1.1 by DegenerateDak & CSEPteam
Then install my Replacer Patch for it.
European Sniper Rifle:
Ammo Types - 7.62, .308, and their speciality rounds.
Fire Modes - Semi-Auto only.
Notes - A legendary rifle. The FR R2 (European Sniper Rifle) balances pretty well against the Horizon's Hunting Rifle. Its base and max Magazine Capacity being quite a bit larger, would seem to give it an overwhelming advantage. But its balanced by it slower fire rate and being limited to 7.62 and .308. Which I did to balance it and because of its history. Because of that I did increase its Base Damage by 1. Which isn't much for a slow bolt action rifle, but it is something. Overall, it should feel like a solid Sniper Rifle, that should work just fine at any stage of the game.
The "Fait Accompli" Unique still has its Legendary Effect, though dampened per Horizon's Balance and all its high end attachments. Including a rare non-craftable suppressed barrel.
The "Croque Monsieur" Unique has also kept its Legendary Effect, though it is notably weaker due to Horizon's Balance. Thankfully it has a Unique slightly superior Muzzle Brake attachment on top of its high end weapon mods.
How to acquire - The European Sniper Rifle can be found in the hands of Gunners Snipers/Riflemen, BoS, and Railroad Snipers starting from level 12.
Weapon Vendors from across the Commonwealth rarely have the rifle in their stocks also starting from level 12.
The European Sniper Rifle and its Uniques cane be purchased from the Market Trading Terminal under the Trader named "Gunari Mettbach."
13. WA2000 AKA Bullpup Sniper Rifle - Another Another Millenia v1.4 by CSEPteam
Then install my Replacer Patch for it.
Bullpup Sniper Rifle:
Ammo Types - 7.62, .308, and their speciality rounds.
Fire Modes - Semi-Auto only.
Notes - Ahh that classic Hitman Sniper Rifle. Fantastically recreated for Fallout 4. Given its legendary lore, high quality construction and rarity, I decided to lean into it being a top-end Sniper Rifle. Which is why I gave it a 2 to its Base Damage. As well as increasing its Barrels and Stocks mechanical benefits to be slightly better than their peers. The fact that it isn't bolt-action and has Magazine options, further increase its lead above say the Hunting Rifle. Though its limited Ammo Types and heavier weight do come into play and somewhat should balance the rifle out a bit.
How to acquire - Gunner Bosses have a chance to wield this rare, rare rifle after level 47.
High tiered/quality Weapon Vendors have a very slim chance of having the Bullpup Sniper Rifle in stock after level 30.
The Bullpup Sniper Rifle can be purchased from the Market Trading Terminal under the Trader "Gunari Mettbach" for a massive sum of caps and needing a Very High Trading Skill to even be allowed to purchase it.
Finally you may head over to the base mod's page to find into about where you can find the Bullpup Sniper Rifle. Though, I'd suggest not doing so, if only to treasure the moment when you do acquire it. But you do you boo.
This weapon is likely the most rare & difficult to acquire non-unique I've added so far. And that's because of the weapon's irl lore and the mod authors intent for it to be essentially a "Unique." However, not wanting to be too limiting, I obviously made it slightly more obtainable, though very expensive and rare.
14. The Laser Garand - a Post War Battle Rifle v11.0.0 by targetedfox
Then install my Patch of that mod.
Laser Garand:
Ammo Types - Fusion Cells and all its variants.
Fire Modes - Semi-Auto, Beam Splitter (Laser Shotgun), and Full Auto.
Notes - A very interesting gun, that due to its mixing of ballistic and laser mods, makes this a somewhat difficult to balance weapon. I tried to find a middle ground damage wise between a laser gun and the guns original damage. Its attachments, mainly in clip capacity is what ultimately puts this weapon above the normal laser gun.
How to acquire - The Laser Garand can be spawned in the hands of Gunners, BoS, Railroad, and Children of Atom members starting from level 12.
Weapon Vendors from the Brotherhood of Steel and Railroad start selling this gun at level 5, at level 15 for Goodneighbor and Caravan, and level 25 for Diamond City to begin selling it.
The Laser Garand can be found at the Market Trading Terminal being sold by the Trader known as "Pete the Wheat."
15. 20mm Anti Power Armor Rifle (PTRD-41) v1.0.6 by DegenerateDak & CSEPteam
AND
Install Horizon Mod Attach Point Keyword Manager following this instruction
"The plugin should be loaded after Z_Horizon_DLC_All.esp and before weapon or armour patches."
Thanks again toSars99 for this mod and everything related to it!
Then install my Replacer Patch of it.
(This is my first mod using RobCo Patcher to add newly created Ammos into various Horizon level list. I've not fully tested if it works, so I figure I'd forewarn you. The worst that could happen is that it somehow spawns too frequently. In such a case, thanks to RobCo Patcher, you can simply remove the "Dak20mm.esp.ini" that comes with this patch. With no further consequence. Then tell me and I'll try to fix it and release a new patch. Which you can download and try out.)
Anti Power Armor Rifle:
Ammo Types - 14.5mm, 20mm, and API /HE versions of both calibers.
Fire Modes - Semi-Auto only.
Notes - Requires a Base Strength of 7 to wield. A massive gun. One I decided to go wild with and introduce two whole ammo types for. As I believe none of the calibers currently within Fallout 4/Horizon fits this weapon.
With these two new Ammo Types, which are essentially versions of .50 caliber rounds. It should punch through armor pretty well. And easily one shot weaker foes. As the base damage for the 14.5mm and 20mm is 102 and 140, respectively.
Given its power, Dak and Pig wisely made plenty of drawbacks to this weapon. Like its absurd weight. As a nearly fully geared, version of the rifle with a Heavy Receiver weighs about 51 pounds.
As well as its limit to one round per shot and overall slow reload speeds.
Its varied weapon attachments do help it out a bit. Allowing you to mod its Bold, change its foregrip, and add a bipod/carry handle. All of which increase the usability/viability of this weapon.
Really, outside of the Receivers, which I limited to Standard, Light/Heavy Frame, and Calibrated Receivers. As there is no other Base Receiver that I could conjure that didn't increase fire rate, reload speed, or damage. Non of which would be too balanced given everything already going on for this weapon.
Its Unique, "The Headhunter" still has its Legendary Effect, though its been nerfed per Horizon's balance.
How to acquire -The Anti Power Armor Rifle first has a chance to spawn on Gunner Bosses after level 30. Then on Gunner, Raiders, and Railroad member Snipers after level 40.
The Anti Power Armor Rifle can be crafted at the Weapons Lab. Though fairly high Skill and crafting materials are required to do so.
A few Weapon Vendors, usually Higher 'Tiered' or well stocked, may rarely have this rifle in stock. (Railroad and Cricket have the highest chance)
The Anti Power Armor Rifle can be purchased from the Market Trading Terminal under the Trader "Pete the Wheat."
While "The Headhunter" is located in the same place as in the base mod. In the hands of a Raider Boss within the Glowing Sea.
I decided given the challenge of this enemy and the fact that the rifle spawns in imperfect Condition, it made sense to forward the means of acquisition from the base mod. Look at the base mods Main Page for more accurate description of where you can find "The Headhunter."
Issues - The base mod has various animation limitations. Which I can't fix. It also seems to have an audio bug, in which its weapon sound while in the hands of NPC's sound like a combat rifle when fired. I'm unsure if that's a base mod issue or something with my patch.
New Ammos:
14.5mm and 20mm - Both are upscaled versions of .50 caliber rounds. Meaning they have greater damage and increased base Armor Piercing.
How to acquire - Both calibers can be found rarely (hopefully!) in various high quality ammo boxes/containers.
The more sure fire way is to find them being sold in packs of 25 by high quality Weapon Vendors within the Commonwealth.
They can also be purchased from the Market Trading Terminal under the Trader "Pete the Wheat."
Prices vary between the two and have extra costs when purchased from the Market Trading Terminal.
You can also craft both the basic rounds and speciality rounds, per usual. Though the crafting materials and Skill needed to do so, are increased in comparison to crafting .50 rounds.
Energy Weapons
1. F4NV AEP-7 Classic Laser Pistol and Pew-Pew v0.96.0 by ShimSham & F4NV Classic Laser Pistol PA Animation Patch v1.0 by Brainstormepilog
AND
Install Horizon Mod Attach Point Keyword Manager following this instruction
"The plugin should be loaded after Z_Horizon_DLC_All.esp and before weapon or armour patches."
Thanks again toSars99 for this mod and everything related to it!
AND
Install Multiple Ammo Use v1.1.0.0 by sylee0424
This is used to make the "Pew-Pew" Unique function like it did in FNV. In which it consumes 5 Ammo Per Shot. This is done by raising the weapons Reach stat to 5 (Read the mod page for details). Which does increase its Bash range, but in my somewhat limited testing, it was not significant.
Not installing this mod, will only cause the "Pew-Pew" to be unbalanced with 5 times as many shots as before and an increased Reach stat.
Then install my Replacer Patch for the F4NV Laser Pistol.
AEP-7 Laser Pistol:
Ammo Types - All Fusion Cell types.
Fire Modes - Semi-Auto, Full Auto, and Splitter.
Notes - Renamed to make it less confusing. It's really not too different from a Horizon Laser Pistol. Mechanically. Same Ammo Capacity, same damage etc... Though it does cost less AP to use in VATS than a Horizon Laser Pistol.
Overall, it's possibly even worse than a standard Laser Pistol, given its somewhat limited Weapon Attachments. Doesn't have high end grips, muzzles, sights, or any barrels. Though it does have a high end "Recycler" mod available to it. This mod allows the weapon to recycle 1 in every 4 shots. Though it only turns out Fusion Cells regardless of the type of Fusion Cell used. This is obviously very powerful and something I'm interested in getting feedback for.
Going forward assume all the Uniques listed after, have access to the same weapon attachments.
How to acquire - The AEP-7 Laser Pistol spawns on Gunners, Raiders, BoS, and Railroad members after level 1.
Weapon Vendors around the Commonwealth begin selling the weapon after level 1.
The AEp-7 Laser Pistol can be purchased from the Market Trading Terminal under the Trader named "Gunari Mettbach."
Pew-Pew:
Ammo Types - All Fusion Cell types.
Fire Modes - Semi-Auto and Sarsaparilla Splitter.
Notes - That incredible weapon returns! And I even added support for "Multiple Ammo Use" to enable it to function just like in FNV, Ammo wise. As it has a Ammo Capacity of 10, but consumes 5 for each shot. Naturally that ammo is consumed for good reason, as the weapon deals about 3 times more damage per shot. Which also exist for every Ammo Type it can use. With the MX Cells also gaining a 50% increase to their Electrical Damage (which ignores armor).
This weapon also has access to the unique Sarsaparilla Splitter Fire Mode. Which has ever so slightly increased damage multiplier, but a wider spread and reduced damage outside the weapons range. It also has a unique look. However, since said look is due to it being a Muzzle Attachment, the Beam Focuser that was available to it is no longer compatible. (Causes crashes) I figure that given the power of this weapon, losing its ability to use a Beam Focuser, furthers its inability to be used for long range sniping. Which helps balance this weapon a bit.
How to acquire - Pew-Pew can be found in the same place it was in the base mod. See the base mods page for more details if you desire. Though, I think it's best leaving it unknown. It will be found in a deteriorated condition.
Protectron's Gaze:
Ammo Types - All Fusion Cell types.
Fire Modes - Semi-Auto, Full Auto, and Splitter.
Notes - Functions not unlike it does in Fallout 3. It notably has 10 shots less than a normal Laser Pistol. As it was meant to be a Laser Shotgun Pistol. Though because, it is Horizon, I did decided to let it have access to all the normal Laser Gun fire modes. However, it does have deal 50% more damage and shoot an additional beam of energy (which depending on whether that connects, may make it worse in a way) when in the Splitter Fire Mode. As it was somewhat intended. Despite this damage increase, it doesn't scale. Making it a solid pocket Laser Shotty. But not a strong one.
How to acquire - The Protectron's Gaze can now be purchased from the Market Trading Terminal under the Trader "Pete the Wheat" AFTER finishing the Automaton DLC.
Colonel Autumn's Laser Pistol:
Ammo Types - All Fusion Cell types.
Fire Modes - Semi-Auto, Full Auto, and Splitter.
Notes - Notably has a 2 to its Base Damage, costs slightly less AP to use in VATS and comes with a Legendary Effect that boosts its damage by 10% against Ghouls and Super Mutants. Nothing much else to say. It's just a better version of the AEP-7 Laser Pistol.
How to acquire - Can be acquired in the same place where it was in the base mod. See said mod's Main Page for more details if you wish to know more. Though, I'd recommend not doing so.
Smuggler's End:
Ammo Types - All Fusion Cell types.
Fire Modes - Semi-Auto, Full Auto, Burst-Fire, and Splitter.
Notes - To mimic its previous unique feature of firing faster, this weapon fires 20% faster than the other Laser Pistols here and costs slightly less AP to use in VATS. It also comes with a Burst-Fire mode instead of a Legendary Effect. Mostly to further match its previous unique effects that granted it a speedy rate of fire. Ultimately this might be one of the stronger variants within this mod. Simply because it has access to a Burst-Fire Mode.
How to acquire - Can be acquire in the same place where it was in the base mod. See said mod's Main Page for more details if you wish to know more. Though, I'd recommend not doing so.
AEP-9 Prototype:
Ammo Types - All Fusion Cell types.
Fire Modes - Semi-Auto, Full Auto, and Splitter.
Notes - Really is just a 4 to its Base Damage, increased sighted accuracy, decreased AP cost but the inability to fit Scopes. Though it does have a powerful zoom on its Iron Sight. Powerful but not too strong. As that increase to its Base Damage does not scale up any higher.
How to acquire - Can be acquire in the same place where it was in the base mod. See said mod's Main Page for more details if you wish to know more. Though, I'd recommend not doing so.
2. Wattz 3000 mkII Laser gun v1.1.4 by Painter2099 Bwones Shiagur Wanamingo & DeadPool2099
Install the Main File and Update File from their page.
You may also install the Scopes file from the Optional Files from their page as well. It should work.
Ignore the "Wattz 3000 mkII Unique Addon" Optional File as I have a full Replacer Patch for it here. Keep in mind it requires the " X-02 Creation from Next Gen version" to be installed to work. Thankfully Greb651 has a patch for that CC Mod on their page. Be sure to install their patch as well! All the patch does is disable the ability to Buy the new Weapon from the Market Trading Terminal and puts it in the 'Treasure Room' at the end of the quest from the X-02 CC mod.
Then install my Replacer Patch for the Wattz 3000 mkII Laser gun.
Wattz 3000:
Ammo Types - Fusion Cells, Heavy Fusion Cells, and Heavy Fusion Cells (MX). This is done through weapon Barrels!
Fire Modes - Semi-Auto, Full Auto, and Splitter (Shotgun).
Notes - The Wattz 3000 deals an additional 3 Base Damage. To implicate its power and to downplay some of its restrictions. As the base mod has incredible visuals, both in barrels and an ammo counter, but both do not play nice with Horizon's Ammo/Fire Modes. As various fire modes would look odd on some barrels, but fine on others. And various ammos reduce ammo count, which bugs out the Ammo Counter. (There may be a means to alter this but I'm not aware of it). Either one of those issues are reason enough for me to take the drastic approach. Which is in a way to return to Vanilla Fallout 4's approach, but with a Horizon twist.
Instead of Fire Modes. You can swap between different Barrel Types. Each tied to a specific Fire Mode. So when you swap Fire Modes you're actually swapping between Semi-Automatic Barrels and Automatic Barrels. You then have swap to a barrel of that type to see the various Ammunition to begin seeing the full Customization available to said Barrel Type.
In order to switch from Semi-Automatic Barrels to Automatic Barrels you have to set your Ammo Type to either Electron Charge Cells or normal Fusion Cells.
(I know this is irksome but for balance sake and to avoid you gaining the ability to shoot in full auto Heavy Fusion Cells (MX) with a 26-shot barrel, this is the only way I can figure how to do it. My apologies!)
Instead of crafting barrels at the Weapons Workbench, you must first craft Swappable Barrel Toolkits at the Weapons Lab under the "Tools and Parts" tab. The price to make these toolkits is high (other than the Short, Tri-Beam, and Combat short barrels) to account for the fact that you can, after crafting one, essentially repeatedly use the kit to craft the Barrel tied to the Toolkit. As the Toolkit is not scrapable.
Once you have a Barrel Toolkit, you can swap to that barrel both within the Weapons Lab and via your Weapons Kit at will, as long as its in your inventory.
You can still use Misc mods taking from found Wattz 3000's to Swap barrels within the Weapon's Lab and Weapons Kit. However, be wary as if you swap within the Weapons Kit to another barrel without having gained the current barrels misc mod or Barrel Toolkit, you will lose the ability to use that barrel. An annoyance, I know, but one I hope that is alleviated by the ability to swap barrels on the fly and each barrels power. Ranging from simple stat increases over a basic Laser Gun's barrels, to the ability to use Higher Powered Fusion Cells without a reduction in Ammo Capacity.
However, most of the more advanced Barrels have a very high skill/crafting requirements in order to be crafted. But, because of all these restrictions tend to be flat out better than other Laser Gun counterparts in various ways.
My head-cannon is that the Wattz 3000 specifically was made with barrel swapping in mind, and thus the ability to hot-swap with relative ease in the field. You know, high tech weapons and all that.
Also, the Life Detecting Scopes have been left unchanged as their unique ability seemed interesting.
All in all, the Wattz 3000 will likely be straight up more powerful than any of Laser Gun's available to you but obviously being less versatile overall, despite the barrel swapping mechanic. Please let me know how this balances out and how you feel about these mechanics!
All of the weapons Uniques have kept their Legendary Effects, though many have had them reduced per Horizon's balance. But all of them are pretty powerful. I'd say more but I do like how the base mod implemented them into the world.
Speaking of that, I have changed almost nothing about the base mods Quest and World Edits, as frankly they are well done and I fear that I'd foul something up if I just started removing things.
Most of it is lore-ish friendly with a meme edge to it, but some are more obvious in their references. Ultimately, I liked what I saw and kept it.
One last thing, all of the Uniques can be Reverse Engineered BUT they lose out on their Legendary Effects, which may include their visual changes, (laser beam color) but not their 'Paint.'
How to acquire - The Wattz 3000 can be found on Gunner Bosses after level 30. And on BoS members after level 45.
High Tier Weapon Vendors have a very slim chance to have the Wattz 3000 in their stock after level 30. With the BoS Traders having a slightly higher chance to have it in stock.
The Wattz 3000 Can be Purchased from the Market Trading Terminal from the Trader named "Gunari Mettbach" for a tidy sum and needing a high Trading Skill to boot.
(The "Little Devil" Unique can also be purchased from "Gunari Mettbach" for an even larger sum of caps, unless you have my Unique Addon Patch)
The price and rarity of the Wattz 3000 is intended by the author, Deadpool2099 and I agree with their intent in this regard.
The Uniques of this mod are all found in the same places as the base mod, and if you want more information, you may seek the base mod's page for some hints, or just Google them, as I did whilst making this mod. However, I'd recommend just finding them naturally. As it'll pseduo help with balance and just be more fun IMO.
Final Notes - Giving how many patches there are for the first Wattz 3000 iteration, I except they'll be plenty for this mod. And I wish them well, giving some of the limitations and difficulties I had in making this patch. But I expect other patches will likely do a better job at being truly balance for Horizon and likely making use of Horizon's base Ammo Types/Fire Modes. So, keep that in mind!
Issues - If you installed version 1.0 AND have a broken Wattz 3000 (Uniques included), you'll need to get your hands on a new version of the weapon. Either through purchasing, finding, or Reverse Engineering one. OR type "help apack_WeaponWattzLaser" into the Console, then type "player.additem xx0092D6" for a replacement Wattz 3000. Replacing those numbers with whatever variant you need to replace.
My apologies for the somewhat irksome
3. Capital Wasteland Gauss Rifle v1 by GrilledTurkey & HcG x Grill AND Unofficial Capital Wasteland Gauss Rifle Remaster v1.1 by Brainstormepilog
Then install my Replacer Patch for the Unofficial Capital Wasteland Gauss Rifle Remaster.
Gauss Rifle (Anchorage Style):
Ammo Types - 2mm Basic, 2mm EC, 2mm Artic, and 2mm API.
Fire Modes - Semi-Auto only.
Notes - Requires a Base Strength of 5 to wield. That classic Gauss Rifle, I didn't know I missed. I decided to keep its name, so, there will be some confusion there but, no incompatibilities. This weapons Base Damage has been increased by 2, and it has an innate chance to knockdown targets, as well as larger chance to stagger in comparison to the Vanilla Gauss Rifle. Which should compensate its inability to be charged up for each attach. Though, the weapon is also essentially a "bolt action", which reduces its rate of fire.
Attachment wise, it has 4 barrels and access to Magazine attachments. The latter being something the other similar Gauss Rifles in Horizon don't really have. Though, this Gauss Rifle does not have access to any Muzzle attachments. However, many of these attachments have... a somewhat high crafting material costs. Needing anything between Energy/Rifle/Heavy weapon parts to craft. This was to mimic the Vanilla Horizon Gauss Rifle material cost and somewhat balance. Weight wise, I decided to reduce it to match the Vanilla Gauss Rifle.
Overall, this should be a pretty potent Energy Weapon, possibly the best Gauss Rifle within Horizon. Which I thinks fine. Let me know how it fares!
The two Unique variants of the weapon, the YCS-186 & Volare, are essentially just the standard Gauss Rifle with unique, specific Legendary Effects and aesthetics. These have not been changed at all.
How to acquire - The Gauss Rifle spawns on Gunner Bosses and BoS members after level 30.
Only high end Weapon Vendors like Cricket, BoS, and Railroad, have a chance to sell this weapon after level 30 as well.
The Gauss Rifle can be purchased from the Market Trading Terminal under the Trader named "Gunari Mettbach."
The YCS-186 & Volare Uniques can be found in the same place as they were in the Base mods. See either of the base mods Main Pages for details if you wish. Though I suggest you don't.
Issues - There is sadly an issue with this weapon and using Horizon's Weapon Kit (Ammo swapping etc) while the gun is out. As it sort of freezes up the animation, turns the gun into a floating broken piecemeal thing.
The fix is to holster it or to have it holstered before you use the Weapon Kit.
Modded weapons with custom animations have at times suffered this issue in other HZ patch hubs, sadly I'm not sure how to fix this without noodling around with Animations (which I have no idea about).
So, this issue is something we'll just have to deal with at the moment.
Heavy Weapons
1. Capital Wasteland Minigun v1.1 ZanthirEAS
AND
Install Horizon Mod Attach Point Keyword Manager following this instruction
"The plugin should be loaded after Z_Horizon_DLC_All.esp and before weapon or armour patches."
Thanks again toSars99 for this mod and everything related to it!
Then install my Replacer Patch for the Capital Wasteland Minigun.
CZ53 Minigun:
Ammo Types - 5mm and all its speciality rounds.
Fire Modes - Full Auto only.
Notes - Requires a Base Strength of 5 to wield. The minigun with the ammo pack (via the mod's custom script) is back! And it's pretty cool. Mechanically, it does the same damage, has a slightly higher rate of fire, weighs slightly less, but has just shy of 50% of the normal Horizon Minigun.
It also has a few extra attachment slots, that can further enhance its power. Albeit for an increased weight and VATS costs.
Overall, it shouldn't feel like an immediate or clear upgrade over the standard Minigun, but a neat side-grade.
The "Eugene" Unique of this weapon has retained its basic increased damage, though reduced to a 2 to its Base Damage. Which is not nothing. But has an additional 5 AP cost and weighs 5 pounds heavier than the standard CZ53 Minigun.
The "CZ57 Avenger" Unique has also kept its increased rate of fire and damage. Though again, reduced to a 1 to its Base Damage. While it's had its AP cost and weight reduced by 7. But just like the original "Avenger" in FNV, it has half the ammo capacity of the standard CZ53 Minigun.
How to acquire - The CZ53 Minigun spawns on Gunner bosses, Super Mutant, BoS, and Railroad heavies after level 5.
Higher end Weapon Vendors from across the Commonwealth have a chance of selling the weapon after level 5 as well.
While the "CZ57 Avenger" can be purchased from Cricket, after level 20.
The CZ53 Minigun and Eugene can be purchased from the Market Trading Terminal under the Trader named "Gunari Mettbach."
Prices and Trade Skill required to purchase them vary, depending on their rarity.
2. Shoulder Mounted Machine Gun - Rat Runners Arsenal v1.6 by Spadey01 & jhardingame
Then install my Replacer Patch for it.
Shoulder Mounted Machine Gun:
Ammo Types - 10mm.
Fire Modes - Full Auto.
Notes - Requires a base Strength of 4. A fantastic weapon that I tried to keep as close to Spadey01's vision and FNV's balance. That being a weapon that works great against unarmored enemies but struggles somewhat against heavier armored enemies. Which allows the Minigun to still have a place, given its various ammos. Which is something the base SMMG does not have access to. For balance reasons. Nor does it have Receivers anymore, per Heavy Weapons in general.
I also adjusted various stats to make this weapon, a little bit more difficult to control as well. But I also gave this weapon 3 Base Damage.
This damage increase was somewhat done to match FNV's idea of the SMMG being the hardest hitting per round 10mm weapon and to give it a little umph against its variants, which I'll discuss in a bit.
As well as its lack of Ammo Types. Which largely do to how speciality ammos outside of 5mm, are all Semi-Auto only and most wouldn't really making too much sense, without stepping on various other weapons shoes. Also, there are Uniques of this weapon which do operate differently.
Unlike my other mods, I kept this mods Scopes as is, rather than altering them to match Horizon's Modular Scopes. This was done simply because Horizon itself does not make the Minigun/Missile Launchers scopes adopt the "Modular Scopes." And I quite liked this mods Scopes!
Overall, it feels really fun and hopefully, somewhat balanced! (Let me know!)
How to acquire - The SMMG can be found in the hands of Gunner Bosses and BoS Heavy Weapons members after level 20. And on generic 'Automatic weapons users' of said factions after level 40-50.
(Let me know how often this late game addition occurs, as it may be too frequent?)
The SMMG can be rarely found on a various Weapon Vendors after level 20. With more "high quality" vendors, having a greater chance of having it at all and having it in stock.
The Shoulder Mounted Machine Gun can be found at the Market Trading Terminal under the Trader "Gunari Mettbach."
Hot Rodder:
Ammo Types - 10mm.
Fire Modes - Full Auto only.
Notes - Requires a base Strength of 4. Its kept its built in increased rate of fire and to a much weaker fire Legendary Effect. That being a modified "Heated" ( 5 Burn Damage, no DoT) Horizon Effect. This weapon also deals a Base Damage of 25. 8 points lower than the standard SMMG to somewhat balance its Unique Attributes. It's fire rate while astonishing, also makes it very difficult to keep on target. But if you can, things will melt, quickly.
You cannot customize its Grips, as it has a Unique one already, nor can you Reverse Engineer this weapon.
How to acquire- The Hot Rodder can be purchased from the Market Trading Terminal under the Trader "Blap Blap Meister."
Faded Glory:
Ammo Types- 10mm and 10mm HE.
Fire Modes - Full Auto only.
Notes - Requires a base Strength of 4. A Patriotic weapon if there has ever been one. I removed its innate ability to shoot frag rounds and replaced it with a custom made for this weapon ammo type. 10mm HE (more like Redneck 10mm HE). Which can be fired in full auto. This 10mm HE is practically all explosive and a little Ballistic damage and requires a specific, reworded Misc Note from the original mod to be in your inventory to be able to craft it. As well as quite a bit of material and skill.
Which when matched with the "Faded Glory's" lower fire rate. I hope balances it out. As well as dealing only the base 10mm Damage of 30. (three less than the SMMG).
How to acquire - The "Faded Glory" can be found on the Caravan Vendor named "Cricket" alongside the needed Misc Note named "Patriot's Last Will & Testament," which allows you to craft 10mm HE while its in your inventory. (Let me know if either respawn in her inventory!)
Greed Machine:
Ammo Types - 5.56.
Fire Modes - Full Auto only.
Notes - Requires a base Strength of 5. Probably the strongest variant in the bunch. Keeping its increased rate of fire and the ability to chamber 5.56 and a massive Magazine Size of 500. Though it did lose out on its infinite ammo gimmick. Naturally.
Its unique traits easily match Horizon's Minigun, even without speciality ammos. Which may make it too op. We'll see.
It cannot be Reverse Engineered, nor are you able to customize either its Grip or Magazines.
How to acquire - Can be purchased from the Market Trading Terminal from the Trader named "Pete the Wheat" for a massive amount of caps totaling 20,000.
Phalanx:
Ammo Types - 10mm.
Fire Modes - Full Auto only.
Notes - Requires a base Strength of 5. Its essentially the base SMMG but with a giant freaking Zweihander and shield attached to it. Which grants it absurd Bash damage, increased Damage Resistance while Aiming, and the change to stagger enemies when you bash them, in exchange for increased weight.
This weapon is fairly potent, with only its weight being the limiting factor in why you'd ever use a basic SMMG over it.
Let me know how it fares!
How to acquire - Can be purchased from the Market Trading Terminal under the Trader named "Pete the Wheat" for a hefty sum and needing fairly High Trading skill to even do so.
Tenderizer:
Ammo Types - 12-gauge Junk Shells and 12-gauge Shotgun Shells.
Fire Modes - Full Auto and Burst Fire.
Notes - Requires a Base Strength of 5. A big ass full auto Heavy Shotgun has the same amount of Base Damage as a Double Barrel Shotgun, of 30. Which would make it very, very powerful, but it's spread is considerable. As is its weight and Action Point cost.
Overall, it should feel potent, given everything, but not too strong unless you're literally face to face with your target.
In v1.0.7 of my SMMG patch I added in the ability to Burst Fire the weapon. It's a 4-round burst and it works alright, but requires you to hold the fire button down longer then you might expect. I'd use the Burst Fire option just to manage recoil/ammo better.
How to acquire - Can be purchased from the Market Trading Terminal under the Trader named "Gunari Mettbach" for a tidy sum and requires a very high Trading Skill to accomplish.
Red Flare:
Ammo Types- Flares.
Fire Modes - Full Auto only.
Notes - Requires a Base Strength of 7. A silly gimmick type weapon that is honestly really neat. So much so, I couldn't figure out much of anything to directly change about this weapon. As its main get, is the ability to actually weaponize Flares on any level and being able to ragdoll people with each shot.
Its damage is really not great and given my understanding about how many Flares you can get, it's not going win fights with Damage alone.
Thus, it stays as a silly weapon that just works as Spadey01 intended in this patch. (Let me know how it feels!)
How to acquire - Unlike all the other weapons in this patch, this weapon retains its base location
Honestly, its unique location was too good to deny, given how the weapon handles.
Known issues -
The above has been fixed as of v1.2.5 of the base mod. However, 3rd person animation issues seem to still exist. So, stick to 1st person while using the SMMG!
The mod no longer suffers from any of the above issues as of v1.6 of the base mod! Yippee!
3.The Lewis Gun v1.0.1 by neeher
Then install my Replacer Patch.
Lewis Gun:
Ammo Types - 5mm, its speciality rounds, .30, and 7.62.
Fire Modes - Fully Auto only.
Notes - A very interesting gun. I've essentially made it a Heavy Weapon (I also increased its weight) that does not have access to customizing its Receivers, nor grips (base mod choice) but I kept, in spirit the idea of Barrels enhancing the weapon. As the base mod has some pretty wacky Barrels that range from granting various levels of Fire Damage with ignition (let me know how strong this one is!), a barrel that somehow converts bullets into Lasers and one that does the same but Plasma... These were some wacky weapon attachments. I decided to nerf them somewhat, going down from adding 5-10 damage to adding 3-6 Fire/Energy damage per mod. As well adding more VATS cost to all 4 of these speciality barrels.
Crafting these items is both costly and very specialized in skill requirements.
However, these barrels and Horizon's various weapon Augments may put this weapon too far ahead of others. Something to consider.
It's ability to chamber 5mm (which increases its Magazine Capacity by 50!) is based on it being a Heavy Weapon that ought to have an ammo type that can use specialized rounds in full auto. Which in base Horizon seems to only be the Minigun.
While its ability to chamber .30 and 7.62 is vaguley to match its irl history of being able to chamber 30-6 and .308 rounds.
Overall, the weapon should act as a more accurate, slow firing 'Heavy Weapon' that acts not unlike the Light Machine Gun, yet covers similar ground as the Minigun.
How to acquire - The Lewis Gun can spawn on Gunner Bosses and BoS Heavy Weapon carrying members after level 20.
Speciality Weapon Vendors begin selling the Lewis Gun after level 20, as well.
The Lewis Gun can be purchased from the Market Trading Terminal under the Trader "Pete the Wheat."
Issues - There is sadly an issue with this weapon and using Horizon's Weapon Kit (Ammo swapping etc) while the gun is out. As it sort of freezes up the animation, turns the gun into a floating broken piecemeal thing.
The fix is to holster it or to have it holstered before you use the Weapon Kit.
Modded weapons with custom animations have at times suffered this issue in other HZ patch hubs, sadly I'm not sure how to fix this without noodling around with Animations (which I have no idea about).
So, this issue is something we'll just have to deal with at the moment.
4. Heavy Select Shotgun v1.0.1 by neeher
Then install my Replacer Patch for it.
Heavy Select Shotgun:
Ammo Types - Industrial Junk, Standard, Slug, Cryo, APX, RAD, and Railway Spike Shells. Think 12-gauge but with a tier to Armor Damage.
Fire Modes - Semi-Auto only.
Notes - Requires a Base Strength of 5. A big ass Heavy Shotty, one that needed a whole new ammo set for itself. The Ind. Shells are all essentially 12-gauge versions of the similar ammo types. The " 's" being having a 1 tier to their Armor Reducing/Damaging potency and their 'Elemental' damages increased. With only the Railway Spike Shells being from the base mod. Which has good Armor Pen, and extremely high bonus to enemy limbs. The ammos should fair well given that the Heavy Select Shotgun deals about 50% more Base Damage than a Double Barrel Shotgun. So, 45 vs 30. This sounds small, but that's based on Junk Shells, better ammo increases its damage significantly.
The weapon itself has obviously lost its own non-Horizon Ammo Types in favor of my own.
All of these ammos can be Crafted so long as you have the Weapon having it in your inventory.
The needed materials tend to be about 50% higher than similar 12-gauge Ammos. As well as needing 20-30 more Skill to craft. This is a somewhat simplified way on my end and one that makes some amount of sense. Given the Industrial Shells are roughly dealing 50% more Damage in the Heavy Select Shotgun.
The ammo does not randomly spawn and will only be found on enemies who happen to wield a Heavy Select Shotgun themselves. To me this makes sense given the rarity and almost Unique-ness of the Heavy Select Shotgun.
Its also lost its Receivers, as Heavy Weapons within Horizon tend not to have those. instead focusing on Barrels. Which this gun has three of.
I tried to somewhat give the three barrels some classic upgrades. Like the Short Barrel have a 20% increase to its Critical Hit Damage, and the Long Barrel essentially being a Heavy Barrel with a significant increase to Damage but also weight and AP cost.
Let me know how the barrels fair.
I also increased the Heavy Select Shotgun's weight to account for it size and the lack of Receivers, which would have increased its weight with upgrades.
Lastly, since it is essentially a giant Revolver, I decided to give it the same Base Critical Damage Multiplier of 1.5 in contrast to most weapons 1.25 multiplier.
Overall, this should be a strong but not overpowered weapon. Given its slow reload, fire rate, weight, and limited or difficult to access ammo.
How to acquire - Can be acquired from its base location within
Also spawns on Gunner Bosses, BoS, and Railroad members after level 45.
Only high quality/tiered Weapon Vendors have a slim chance to have in their stock after level 45 as well.
The Heavy Select Shotgun can be purchased from the Market Trading Terminal under the Trader named "Blap Blap Meister." Its price is high and it requires a high Trading Skill to even be able to purchase it.
You can also buy 25 Industrial Shotgun Shells (Standard) from the Market Trading Terminal as well, though only after having acquired the one from its base location from the base mod.
5. Thumper - Grenade Launcher v1 by Seanms1991 - Antistar - Diakyuto
Then install my Replacer Patch.
Thumper:
Ammo Type - All 40mm variants, just like Horizon's Pipe Launcher.
Fire Modes - Semi-Auto only.
Notes - A fantastic rendition of the Thumper. Not wanting to futz with an already good thing, serves the same mechanical purpose of Horizon's Pipe Launcher. With that in mind, it no longer has access to Receivers BUT does have access to various Barrels, Muzzles, and Stocks. Which for the most part just change its Range and Bash Damage. Though the "Pirate Barrel" does grant it an increased Critical Hit Damage, it's doubtful to have meaningful effect. Really the increased Range and be able to do pretty solid Melee damage is what sets the Thumper apart and likely better than the Pipe Launcher.
The Legendary Version of this weapon no longer exists, as it was mainly just a visual variant with a Legendary Effect attached. It's visual material swaps have been folded into the normal Thumper.
How to acquire - The Thumper spawns on Gunner Bosses, BoS and Railroad Heavies from level 15 onward. It can also rarely spawn on Raiders after level 50. (Let me know if the later is too frequent!)
Weapon Vendors from across the Commonwealth have a very rare chance to have the Thumper in stock after level 15. With higher tiered Weapon Vendors having the highest chance to have them. (Brotherhood of Steel for example)
The Thumper can be purchased from the Market Trading Terminal under the Trader "Gunari Mettbach" for a somewhat high sum of caps.
6.The Incendiary Launcher (M202 Flash) v1.0 by DegenerateDak & CSEPteam
Then install my Replacer Patch of the mod.
The Incendiary Launcher:
Ammo Types - Missile and Missile API.
Fire Modes - Semi-Auto only.
Notes - Requires a base Strength of 5. A classic weapon. That irl is actually a literal flame thrower via napalm-esque rockets. Well, I didn't alter it too much from what Dak & Pig's incarnation. Some adjust damage to scale up against Horizon's vanilla Missile Launcher. Removal of stat changes from the Incendiary Launcher's 'charms' and removal of its Receivers. As the Missile Launcher doesn't have that either.
In terms of balance, this weapon certainly starts off very strong with its quad-rocket setup, and a handful extra, yet weak (compared to the usual stuff) weapon attachments.
So, I instead leaned into its lore and its intent. As it still has its molotov-esque effect with each rocket, I decided that it would be more fitting that this weapon only be able to fire the standard and API rockets. Leaving the nuclear missiles to the Missile Launcher, as well as Seeker Missiles. As that doesn't fit the lore of this weapon, all that much.
Though, tbh it's more that the base mod didn't have anything like that, modeled or simulated.
All in all, it's less of a sure upgrade over the base Missile Launcher, especially if you're a Explosives Main.
All of the "Uniques" have lost their Legendary Effects and essentially made visual variants to be found. With very minor weapon attachments when purchased from Vendors.
How to acquire - The Incendiary Launcher spawn on Gunner Bosses, BoS Heavy Troopers, and Missile wielding Super Mutants at level 20.
While the "Nefarious Napalmer" spawns on a certain Raider Faction, who love flames... at level 40.
The "Commando" spawns on Gunner Bosses at level 20.
And finally the "Black Box" spawns on Gunner Bosses, Bos Heavy Troopers, Missile wielding Super Mutants, and heavy weapon wielding Synths at level 20.
High tier Weapon Shops have a slim chance to have the Incendiary Launcher and its variants in their inventories after level 20.
The Incendiary Launcher, "Commando", and "Black Box" can be found at the Market Trading Terminal under the Trader "Gunari Mettbach."
While the "Nefarious Napalmer" can be found under the Trader "Pete the Wheat."
Prices and Trade Skill required to purchase them vary, depending on their rarity.
7. M2 Flamethrower Redux v2.2.1 by EvTital
Then install my Replacer Patch for it. Which removes the base mods set NPC spawns but edits Horizon's Leveled NPC List a touch (additive).
OR
Install one of my variants of it found within the Misc Download Tab.
One of them Increases the chance of encountering Flamethrower wielding enemies by including set spawns and adding the chance to encounter outside of set spawns, per the main version.
While the other version
Only uses the base mod's set spawns. Which will cause you to encounter them plenty enough, but not anywhere.
M2 Flamethrower:
Ammo Types - Flame Fuel.
Fire Mode - Spray.
Notes - Requires a Base Strength of 6, like Horizon's Flamer. I also increased its weight by quite a bit to better match its irl counterpart and for balance sake.
The M2 Flamethrower is an incredible weapon, though in its base configuration, absurdly powerful. My patch tunes it down a fair bit but without losing its lethality imo.
As I reduced its various additive Damage boost to better match Horizon's Flamer. ie, with each Receiver Upgrade, you increase the M2's damage by 3, but there are 5 Receivers in contrast to Horizon's Flamer, which has 4.
The dot damage from the STACKABLE burn damage has been halved. Which is honestly, almost not enough of a nerf but anymore would reduce the fun of this weapon.
I also reduced the base version of the M2 Flamethrowers' 'rate of fire' by 35%. As it was very, very fast and in the hands of any NPC, could melt hundreds of your HP in seemingly a second. As well as just making it more balanced. As the two Uniques within this mod, already had like 30-40% of the normal variant's rate of fire, which was odd in of itself.
The various Crafting Skills and Materials needed to get the best Weapon Attachments have been balanced against the potential power of each attachment. Leading the the top of the line attachments requiring a very high Explosives Skill and possibly other Skills like Science to craft.
I did not alter the M2 Flamerthrower's range, which is one of its best features.
Ultimately, this weapon is pretty much a straight upgrade to the Vanilla Flamer, and actually feels fun to use. With Horizon's Flamer only winning in its ammo capacity.
The "M2 Vault-Tec Cleaner" Unique has lost its 'Unlimited Capacity' Legendary Effect, now being replaced with the "Heated" LE per Horizon's Balance, and still boosts a doubled Fuel Capacity. It's also slightly lighter, despite that fact. I chalk that up to Vault-Tec tech. Though its 'Pressurized Napalm' has been replaced with 'Pressurized Jet-Fuel' which reduces its previous burn dot by half.
The "Hans M2 Flamethrower" Unique has kept everything, including its Legendary Effect. Albeit reduced, per Horizon's balance. It does feature an extra 1 to its Base Damage but has a reduced Fuel Capacity.
Like Horizon's Flamer, none of the Flamethrowers can be Reverse Engineered.
How to acquire - The M2 Flamethrower spawns exclusively on "Gunner Cleaners" and new "Raider Pyros." Where they spawn depends on which version of my Replacer Patch you have. (See below).
Weapon Vendors from across the Commonwealth have a slim change to have the M2 Flamethrower in their stock, with higher end Vendors having the best chance to have in stock.
The M2 Flamethrower can be purchased from the Market Trading Terminal under the Trader named "Pete the Wheat."
The M2 Flamethrower can also be crafted at the Weapons Lab, needing a imo, reasonable combination of Skills and Materials.
Lastly, both the Uniques can be found in their base locations, per the base mod. See the base mod for more details, or just play to find out!.
Patch Differences:
The Main Version of my Replacer Patch removes all the set spawns EXCEPT the 'Hans' Boss spawn and his two henchmen Pyros. Instead this version adds the Gunner Cleaner, Raider Pyro, and Raider Pyro Heavy (An extra made by me) to Horizon's Leveled NPC spawns. Which is a direct edit, that MAY not play well with other mods that might do the same.
The Gunner Cleaner should have a fair chance to show up after level 15. And the two Pyros show up after level 15 and 20 respectively. Though, hopefully, less frequently than the Cleaners.
One thing to know is that the Gunner Cleaner and normal Raider Pyro have had their HP reduced, to better align with Horizon. As in the base mod, these enemies were notorious for being absurdly hard to kill and lethal. Both of which has been reduced.
Despite editing/modifying a Horizon Level List/NPCs, I think this is a pretty decent version, and possibly the most balanced. Further testing is needed!
The Only Set Spawns Version of my Replacer Patch does NOT include the edited Horizon Leveled NPC nor any of the Main Version's spawning rules.
Instead it has the base mods SET and custom placed NPC spawns. Minus one at Back Street Apparel. This means that no matter your level, Cleaners, and Pyros will be waiting at specific locations around the Commonwealth. Some of which are easily accessible to a low level character.
Which makes this Set Spawns Version somewhat unbalanced.
The Increased Spawns Version of my Replacer Patch includes both the spawning methods of the above Versions. Only use this if you really, really want to see the Commonwealth on fire on the regular. As its the least balanced of the bunch.
Issues: The base mod has gotten a lot of bug reports regarding a negative interaction between it and CROSS Crit Gore-Verhaul. Having tested the mod out myself, I could not replicate it. The two mods seem to be compatible, but the Gore-Verhaul may be resource intensive when using the M2 Flamethrower, and thus cause crashes.
*** Though there have been plenty of reports of the contrary, saying that the two mods work just fine. But I figured it might be worth mentioning, for y'all to decide for yourself.
Lastly, and more regarding my patch. The danger that NPCs wielding the M2 Flamethrower pose to the Player, is pretty freaking high. Perhaps too high, especially at lower levels. So, consider that carefully when you decide on which version you install.
Melee Weapons
1. Survival Hatchet v1.0 by DegenerateDak & CSEPteam
AND
Install Horizon Mod Attach Point Keyword Manager following this instruction
"The plugin should be loaded after Z_Horizon_DLC_All.esp and before weapon or armour patches."
Thanks again to Sars99 for this mod and everything related to it!
Then install my Replacer Patch for it.
Survival Hatchet:
Notes - A hatchet! Fits well within the world and is reasonable balanced. I cut its damage down to 14 (Medium Speed) because of its secondary, shaft, attachment point, and the upgrades therin. I also removed the ingrained Bleed Damage. As that's not balanced alongside Horizon's Melee upgrades.
And I balanced its attachments to Horizon, I think pretty fairly. Though, I still imagine the Survival Hatchet will ultimately beat quite a few Melee weapons. It's my hope that it doesn't completely overpower other options. Let me know how it fairs!
How to acquire - The Survival Hatchet spawns on Gunners, Raiders, and rarely in safes after level 6.
Weapon Vendors from across the Commonwealth have a chance to have a Survival Hatchet in stock after level 6.
The Survival Hatchet can be purchased from the Market Trading Terminal under the Trader named "Gunari Mettbach."
2. Wasteland Machete v1.3.0 by Donskie62
AND
Install Horizon Mod Attach Point Keyword Manager following this instruction
"The plugin should be loaded after Z_Horizon_DLC_All.esp and before weapon or armour patches."
Thanks again to Sars99 for this mod and everything related to it!
Then install my Replacer Patch for the Wasteland Machete.
Wasteland Machete:
Notes - A really nifty makeshift version of the Machete. This version of the Machete weighs more, and deals a little bit less damage at its base. (Inspired somewhat from another Horizon Patch for the weapon by JBianculli who's page I found after I started writing this up)
However, it as an extra Attach Point for weapon mods. And some nifty attachments to boot. Which allow this scrappy weapon to likely beat out Horizon's Machete by a bit.
Let me know how it fares!
How to acquire - The Wasteland Machete spawns on Raiders after level 1. As the weapon was inspired by concept art of a Raider holding this weapon.
The Wasteland Machete has a chance to be found on 'lower tiered' Weapon Vendors from across the Commonwealth.
It can also be purchased from the Market Trading Terminal under the Trader named "Pete the Wheat."
The weapon can also be crafted from the Weapons Lab for a nominal amount of materials and skill.
3. The Bowie Knife v1.1 by DegenerateDak & CSEPteam
Then install my Replacer Patch for it.
Bowie Knife:
Notes - Now we have a knife, Dundee would be proud of. Despite that, its damage is only 1 higher than the Combat Knife and cost 10 more AP per attack in VATS. But unlike the Knife, it can be used to Block attacks and has quite a few attachments that ultimately lead to it having a pretty big lead over the normal Combat Knife. Though I did try to tame some of them a bit, for balance. Ultimately the Bowie Knife can be seen as a plain upgrade over the Combat Knife.
Let me know how it fares!
The "Shishke-Bowie" Unique has retained its Legendary Effect and is just the normal Bowie Knife but with a Legendary Effect and high quality mods.
How to acquire - The Bowie Knife spawns on Gunners and Raiders after level 10. It also spawns rarely in safes at level 10 as well.
Weapon Vendors from across the Commonwealth have a rare chance to have the Bowie Knife in their stock after level 10.
The Bowie Knife can be purchased from the Market Trading Terminal from the Trader named "Gunari Mettbach."
The "Shishke-Bowie" Unique spawns on a unique Raider in the same place as the base mod. See the base mods Main Page for more details, if you wish.
4. Hunter's Knife v1 by PrincessAries
Then install the Replacer Patch for it.
Hunter's Knife:
Notes - A pretty cool looking weapon. Given the intent of the author, I decided to lean into it being a niche/late game sort of melee weapon. As such it deals 1 damage in comparison to a Combat Knife but, it CAN block. And its two attachments, one granting a Poison Effect, and the other increasing its Damage by 10% and causing targets to bleed, are solid damage over time effects.
One the to know, is that I decided that instead of having a high 'Metalworking' skill, which is commonly the 'Melee Crafting' skill. I decided to use the 'Hunters' skill instead. Albeit a somewhat high skill requirements, for crafting the two attachments. (50/100 skill needed)
Overall, it should be a good late-ish game knife.
How to acquire - The Hunter's Knife should rarely (I hope) spawn on Raiders after level 30.
Cricket has a rare chance to sell the Hunter's Knife after level 30 as well.
The Hunter's Knife can be purchased from the Market Trading Terminal under the Trader named "Pete the Wheat."
A singular Hunter's Knife can be found in the same place as in the base mod. See the base mod's Main Page for details, if you wish to know more.
Finally, the Hunter's Knife can be crafted at the Weapons Lab. Though it requires a high 'Hunters' Skill to do so.
5. TU3SD4Y'S Pickaxe v1.0 by dinsdag2011
Then install my Replacer Patch for it.
Pickaxe:
Notes - Requires a Base Strength of 5 to wield. A simple Pickaxe. It deals similar damage to other Strength 5 Melee weapons. And like the other Pickaxe, I decided to add the same effect to this Pickaxes one weapon attachment. That being the 'Gripped' extra Limb Damage and chance to cripple limbs easier/more frequently.
How to acquire - The Pickaxe spawns on Raiders from level 1 onward.
Weapon Vendors have a slim chance of having the Pickaxe in their stocks after level 1.
The Pickaxe can be purchased from the Market Trading Terminal under the Trader named "Pete the Wheat."
It can also be found in the same location as the base mod. See Tu3sd4y's page for this mod for more details.
6. Pickaxe v1.0 by neeher
Then install my Replacer Patch for it.
Heavy Pickaxe:
Notes - Requires a Base Strength of 7 to wield. Renamed to "Heavy Pickaxe" simply because it looks like one and I plan on patching another Pickaxe which doesn't look 'heavy'.
There's not much else to say about it, it's a hefty two handed pickaxe with one attachment. It's damage is similar to other 7-8 Str 2h melee weapons. Let me know if the "Gripped" attachment for it seems to do extra Limb Damage and Cripples limbs easier/frequently.
How to acquire - The Heavy Pickaxe spawns on Raiders from level 1 onward.
Weapon Vendors have a slim chance of having the Heavy Pickaxe in their stocks after level 1 onward as well.
The Heavy Pickaxe can be purchased from the Market Trading Terminal under the Trader named "Pete the Wheat."
7. The Bludgeoner v1.0 by Donskie62
Then install my Replacer Patch for it.
Bludgeoner:
Notes - Requires a Base Strength of 9 to wield. It's a very heavy two handed mace made out of steel. Thus the Strength requirement and because of its idea, of it being some kind of Power Armor Police Baton. Damage and Speed wise its set up like a Super Sledge but having 2 Base Damage in comparison. Though it has a slightly shorter reach.
Its attachments are pretty much 1 to 1 with the Super Sledge.
Overall, its just another big ass heavy melee weapon for you to bash soon to be corpses with.
How to acquire - Spawns on BoS members after level 40. (Though it may be an odd thing, given that BoS do not have a Melee Primary NPC type, so expect someone to whip one of these bad boys out of nowhere)
Brotherhood Weapon Vendors have a fair chance of having it in their stock after level 30.
The Bludgeoner can be purchased from the Market Trading Terminal under the Trader "Brotherhood of Steel." Assuming you're a member of said faction.
The Bludgeoner can be found in the world at set locations per the base mod, but in a randomized weapon condition. See the base mod's Main Page for more info if you wish.
8. Industrial Gauntlet v1.0 by Donskie62
Then install my Replacer Patch for it.
My patch comes with a F4SE Folder that essentially just overwrites the one from the Base Mod to prevent it from incorrectly spawning within Horizon.
Industrial Gauntlet:
Notes - Requires a Base Strength of 6 to wield. Its like a Power Fist but Industrial. The only difference being that the Industrial Gauntlet always comes with a weapon attachment, almost always being the Sawblade attachment which makes targets Bleed with each attack. Its other attachment is essentially an Electrified Melee Weapon Attachment. Overall, its should be fairly balanced within Horizon.
There are two Uniques that also come with the mod. Both retain their Legendary Effects, one being a Vanilla Horizon Extra Limb Damage effect. While the other is a unique Legendary Effect that comes with this mod. This one increases your Strength by 2 when equipped and deals Radiation Damage with each hit.
How to acquire - The Industrial Gauntlet spawns on Gunners and Raiders after level 20.
Weapon Vendors from across the Commonwealth have a slim chance of having it in their stocks after level 20. With higher tiered Vendors having the best chance to have it at any given time.
The Industrial Gauntlet can be purchased from the Market Trading Terminal under the Trader named "Pete the Wheat."
The two Uniques from the base mod have had their locations unchanged. Look up the base mods Main Page if you want more info, but I'd suggest not learning such knowledge and just stumbling upon them as you play.
9. Capital Wasteland Auto Axe v1 by GrilledTurkey
Then install my Replacer Patch for it.
Preface: This mod adds a Random Encounter in which you find a Legendary Version of the weapon. This minorly conflicts with the Random Encounter Framework, in that it may not function. Let me know if any of ya'll want a patch for that.
More than that, I'm not super knowledgeable on balancing Encounters. So, I didn't change anything. Though the Encounter itself uses Horizon modified NPCs, which is good. It also should only happen once a playthrough. Let me know if there are any issues.
Auto Axe:
Notes - Requires a Base Strength of 7 to wield. Its damage is 50% higher than that of the Mr. Handy Buzz Blade. Mainly because it weighs twice as much, has a Strength Requirement, and a higher AP cost. More than that, it has a few attachments that further increases its power over said Mr. Hand Buzz Blade. Though each of them is fairly basic. Adding even 1-4 damage to a Very Fast attacking weapon, matters quite a bit. And has the an attachment that makes Targets Bleed. Which can get pretty wild...
Overall, this weapon will very likely overtake many similar weapons and be a very powerful weapon throughout the game. Let me know how you feel about its balance!
The "Man Opener" Unique is no longer obtainable, as the weapon is already powerful enough without straight ignoring all resistances and it doesn't offer any unique visuals anyway.
"The Mauler" Unique is still obtainable and has only slightly been nerfed. Given that it simply adds 2 (down from 3) damage to the Auto Axe.
How to acquire - The Auto Axe spawns on Raiders after level 15.
A handful of Weapon Vendors within the Commonwealth may have the Auto Axe in their stocks after level 15 as well.
The Auto Axe can be purchased from the Market Trading Terminal under the Trader named "Pete the Wheat."
"The Mauler" Unique can be found in a Unique Random Encounter in an "Urban Area."
Weapon Packs
1. Misc Melee Pack v1.0 by micalov
Then install my Replacer Patch for it.
Kitchen Knife:
Notes - As you'd expect it's pretty basic. Pretty much a reskinned Switchblade. Only has access to a 'Serrated' weapon attachment.
How to acquire - The Kitchen Knife spawns on Raiders after level 1.
Lower tiered Weapon Vendors across the Commonwealth have it on sale after level 1 as well.
Meat Cleaver:
Notes - Another basic, yet classic weapon. Stats wise, it's essentially a Machete but reskinned. Has access to a 'Electrified' and 'Stun Pack' weapon attachments.
How to acquire - The Meat Cleaver spawns on Raiders after level 1.
Weapon Vendors from across the Commonwealth have a fair chance of having it stock after level 1 as well.
Hatchet:
Notes - A weapon you'd expect to see in the Commonwealth, but didn't. Now it exists. Slightly better than a Machete, stats wise. (1 more damage). Has access to a 'Electrified' and 'Stun Pack' weapon attachments.
How to acquire - The Hatchet spawns on Raiders and Gunners after level 5.
Weapon Vendors from across the Commonwealth have a fair chance of selling it after level 5.
The Hatchet can be purchased from the Market Trading Terminal under the Trader named "Pete the Wheat."
Axe:
Notes - Requires a Base Strength of 6 to wield. Another weapon you'd expect in the Commonwealth. A two-handed axe. Stats wise it's a slightly worse version of Horizon's 'Grognak's Axe.' (two less damage) Has access to a 'Electrified' and 'Stun Pack' weapon attachments.
How to acquire - The Axe spawns on Raiders and Gunners after level 10.
Weapon Vendors from across the Commonwealth have a good chance of having in their stock after level 5.
The Axe can be purchased from the Market Trading Terminal under the Trader named "Pete the Wheat."
Hunter's Knife:
Notes - Pretty much a bigger Combat Knife. Ala a Bowie Knife. Notably, it can block and deals slightly more damage than a normal Combat Knife. Also has access to a unique 'Serrated' weapon attachment that also adds 10% Damage. Has higher crafting skill and materials to craft it though.
How to acquire - The Hunter's Knife spawns on Raiders and Gunners after level 10.
Can also rarely be found in safes after level 10.
Weapon Vendors from across the Commonwealth have a decent chance to have this weapon in stock after level 10 as well.
The Hunter's Knife can be purchased from the Market Trading Terminal under the Trader named "Gunari Mettbach."
Revolutionary Sabre:
Notes - Essentially a variant of the Revolutionary Sword. No statistical change between the two. With the added access to a 'Serrated' weapon attachment.
How to acquire - The Revolutionary Sabre spawns on Raiders after level 15.
Weapon Vendors from across the Commonwealth have a rare chance of having in their stocks after level 10.
The Revolutionary Sabre can be purchased from the Market Trading Terminal under the Trader "Pete the Wheat."
2. Makeshift Melee Weapon Pack v1.0 by by DegenerateDak & CSEPteam
AND
Install Horizon Mod Attach Point Keyword Manager following this instruction
"The plugin should be loaded after Z_Horizon_DLC_All.esp and before weapon or armour patches."
Thanks again to Sars99 for this mod and everything related to it!
Then install my Replacer Patch for the Makeshift Melee Weapon Pack.
Makeshift Sword:
Notes - A pretty cool looking sword, that has a lot of familiar looking attachments. Speaking of attachments, this weapon has three attachment points. Which by itself puts it ahead of the pack of many similar weapons. I did my best to normalize the attachments to more vanilla/Horizon balance.
It's damage is 1 lower than the Chinese Officer Sword, however.
Overall, it should be a fun addition to your game.
How to acquire - The Makeshift Sword spawns on Gunners and Raiders after level 5.
Weapon Vendors from across the Commonwealth have a chance of selling this weapon after level 5 as well.
The Makeshift Sword can be purchased from the Market Trading Terminal under the Trader named "Pete the Wheat."
Makeshift Mace:
Notes - A cool one handed mace. It has two attachment points, which again, like the Sword, put it ahead of similar weapons. And unlike the sword, it has a fair bit of attachments, that meaningfully increase its damage. Though, they do require a high craft skill to create. I did my best to normalize the attachments to more vanilla/Horizon balance.
The Makeshift Mace only has a 1 more to its Base Damage when compared to a Tire Iron. Which should alleviate its potential/balance issues.
Overall, a fun weapon that should fit fine within Horizon, and add another cool blunt weapon to go clubbing with.
How to acquire - The Makeshift Mace spawns on Raiders after level 8.
Weapon Vendors from across the Commonwealth have a chance of selling this weapon after level 8 as well.
The Makeshift Mace can be purchased from the Market Trading Terminal under the Trader named "Pete the Wheat."
Makeshift Axe:
Notes - Requires a Base Strength of 7 to wield. A big old two handed axe. And again like the other two weapons, it has two attachment points that put it ahead of similar weapons. Which is part of the reason why I gave it a fairly high Strength requirement. It's attachments are quite potent, and have some really strong late game attachments that tend to mix two lower tiered attachments together into one superior attachment. Which makes it pretty freaking powerful.
But I did my best to normalize the attachments to more vanilla/Horizon balance.
The Makeshift Axe has -1 Base Damage in comparison to Horizon's Gornak's Axe while also needed 1 Strength to wield. Which may temper its potential, a bit.
Overall, it should be a fun weapon to mod out, and one that has good staying power into the late game.
How to acquire - The Makeshift Axe spawns on Raiders after level 8.
Weapon Vendors from across the Commonwealth have a chance of selling this weapon after level 8 as well.
The Makeshift Axe can be purchased from the Market Trading Terminal under the Trader named "Pete the Wheat."
3. T6M's Pipe Shotguns (Ashot-Duplet-Preved) v2.00.4 by The6thMessenger
Then install my Replacer Patch of T6M's Pipe Weapons.
Pipe Single-Shotgun:
Ammo Types - All 12-gauge shells.
Fire Modes - Semi-Auto only.
Notes - Worse than the Double Barrel Shotgun, for an obvious reason, and due to it dealing 1 less damage than the Double Barrel Shotgun. As it deals 29 Base Damage compared to the Double Barrel Shotgun's Damage of 30. I did this so that it might stand as a decent early game shotgun, that can potentially have a place even later on in the game. Otherwise, its weapon attachments are not unlike other Pipe guns. I did not carry over any of the projectile changes nor its innate armor piercing qualities, as neither fit within Horizon's ecosystem.
How to acquire - The Pipe Single-Shotgun spawns on Raiders and Gunner Conscripts starting from level 1.
Weapon Vendors from across the Commonwealth begin selling this weapon at level 1 as well.
The Pipe Single-Shotgun can be purchased from the Market Trading Terminal under the Trader named "Pete the Wheat."
Pipe Double-Barrel:
Ammo Types - All 12-gauge shells.
Fire Modes - Semi-Auto only.
Notes - Actually has the potential to be ever so slightly be better than the Double Barrel Shotgun. Due to this weapon's lower weight and ability to use Pistol Grips. As well as its slightly faster Reload Speed. However, it does, like the Pipe Single-Shotgun, deal 1 less damage than the Double Barrel Shotgun. It otherwise shares many similar qualities with the Pipe-Single-Shotgun. Except that the Pipe Double-Barrel shares similar statistics of the normal Double Barrel-Shotgun. Which further allows this Pipe Double-Barrel to have some staying power within Horizon.
How to acquire - The Pipe Double-Barrel spawns on Raiders, Gunner Conscripts, Children of Atom, and Railroad members starting from level 5. It's reasonable effectiveness has made it ever so slightly more popular than the Single-Shotgun.
Weapon Vendors from around the Commonwealth begin selling this weapon starting at level 5 as well. Though less frequently than the Single-Shotgun.
The Pipe Double-Barrel can be purchased from the Market Trading Terminal under the Trader named "Pete the Wheat."
Pipe Anti-Materiel:
Ammo Types - .50 and .50 API.
Fire Modes - Semi-Auto only.
Notes - Requires a Base Strength of 4 to wield. A pipe weapon chambered in .50 BMG... Fuck it. It's weird and it deals -5 less Base Damage compared to a Hunting Rifle chambered in .50. As well as not being able to chamber .50 HE. (A bridge too far, even for me.) I also increased its base Action Point cost by 10 points (a 25% increase compared to the Hunting Rifle).
Though its ability to come in a pistol format does give this weapon some life. Giving you a sort of pocket pistol Anti-Armor option.
Overall, this will be a sort of scrappy and worse Anti-Armor gun, that poor bastards of the Commonwealth are sometimes forced to use against the dangers within.
How to acquire - The Pipe Anti-Materiel spawns on Raiders, Gunner Conscripts, and Railroad Snipers after level 18.
Weapon Vendors from across the Commonwealth sometimes have the weapon in stock after level 15.
The Pipe Anti-Materiel can be purchased from the Market Trading Terminal under the Trader named "Pete the Wheat."
4. Combat Rifle Attachment And Weaponry Expansion - Rat Runners Arsenal v1.2 by Spadey01
AND
Install Horizon Mod Attach Point Keyword Manager following this instruction
"The plugin should be loaded after Z_Horizon_DLC_All.esp and before weapon or armour patches."
Thanks again to Sars99 for this mod and everything related to it!
Then install my Replacer Patch for it. (CRA and Weaponry Expansion Hz Patch)
Preface:
This mod adds 11 new Attachments, as stated on the base mods page. For the most part they seemed to be all high end upgrades to existing attachments for the Combat Rifle. Which is why after I rebalanced them, half of them ended up falling into the 'side-grade' category, offering a mix of existing attachments, while the other half were small upgrades to existing attachments. (think 5% increase in a stat or two)
With the notable exception of the new "Support Muzzle Brake" which is a significant upgrade. Gaining 5% Reduced Recoil and twice the effectiveness of its per-shot recoil reduction. (Number of shots before recoil kicks in). I was honestly interested in how this attachment would fair, but I may reduce its power in a later update, based on feedback.
The skills, crafting materials, and such have all been adjusted to fit where I think they ought to be. Let me know if any seem out of place.
Many of the new Weapons' unique aesthetic is due to the new attachments, mentioned earlier. However, since such attachments are pretty potent, and can mostly be attached to the Combat Rifle, I was forced to remove these visually distinct attachments from most of the new weapons.
Meaning when you find them, they will not look like they do on the main page, and will look pretty basic... Sadly. Though there is a chance after a certain level, depending on luck, to stumble on Randomized versions of these new weapons, that do have their aesthetically correct attachments.
Lastly, if you do use Dak's Combat Rifle remesh REDUX (the non-esp Vanilla version of course), the rear sights Dak adds to Combat Rifles, doesn't really work with the new weapons from this pack. Causing iron sights to be nearly unusable.
Thankfully there is a bit of a fix. Thanks to U31inked and their Dak's Combat Rifle Replacer REDUX - Iron Sight Edits
Using the Main File from that edit will remove the added Rear Sights and restore iron sight functionality to the new guns. I haven't tested the optional files, but I suspect that they would not fix the issue, and might even make it worse. So, just stick to the main file that removes the rear sights.
Soviet Submachine Gun:
Ammo Types - 9mm, 10mm, .45, and their speciality rounds.
Fire Modes - Semi-Auto and Full Auto.
Notes - A nifty new SMG. Obviously we don't have access to Soviet/Russian rounds within Horizon, so in my headcannon, these weapons were just inspired by a certain famous Russian SMG and was rechambered to rounds better suited for America.
The Soviet Submachine Gun's fire rate is pretty good, but what really sells it is its potential Ammo Capacity. As it's largest magazines have 81 and 125 round capacities. Which really make this gun great.
I did however, increase the weapons recoil when chambered in .45. As I didn't want this SMG to just be a straight upgrade over Horizon's Submachine Gun. With the idea being that this weapon wasn't quite made for that caliber and has a hard time handling it. (Also, I just like the tommy gun!)
Lastly, I did implement a unused Extra Large Drum Magazine, I found within the files, which I felt would be neat. Though see, the issues section for perhaps why Spadey01 didn't implement it.
How to acquire - The Soviet Submachine Gun spawns on DC Security Guards, Gunners, Raiders, Triggermen, and Railroad members after level 5.
Weapon Vendors from across the Commonwealth have a chance of having it in their stocks after level 5 as well.
The Soviet Submachine Gun can be purchased from the Market Trading Terminal under the Trader "Pete the Wheat."
Issues - The Drum Magazines, at least for me, had significant clipping during a reload.
Paratrooper Rifle:
Ammo Types - .30, 5.56, 7.62, and their speciality rounds.
Fire Modes - Semi-Auto only.
Notes - A dedicated semi-auto only rifle. One that I decided to give 2 Base Damage to. As the weapon frankly, needs a little extra reason to use it. Otherwise, it just works. Nothing much to say, it shoots fast. And despite typically being found with a Tiny Magazine (8-rounds), it reloads plenty fast and is a solid early game weapon.
How to acquire - The Paratrooper Rifle spawns on Gunners, Raiders, BoS, and Railroad members after level 8.
Weapon Vendors may have the rifle in their stocks after level 8 as well.
The Paratrooper Rifle can be purchased from the Market Trading Terminal under the Trader named "Gunari Mettbach."
Co-Battle Rifle:
Ammo Types - .30, 5.56, and 5.56 API.
Fire Modes - Semi-Auto and Full Auto.
Notes - I rebalanced this weapon to be more of a side grade to the original Combat Rifle. As it shoots quite a bit faster than the Combat Rifle and because of that, I decided to not allow it to be chambered in 7.62. Which in doing so, would usually make this weapon a flat downgrade in the long term, however it has access to different magazine sizes in comparison to the Combat Rifle. Mainly a box magazine that can hold 100 rounds of ammo. Surpassing even Horizon's Light Machine Gun. Thus, making this weapon a solid side grade imo.
My head cannon for this weapon is that the Military, wanted something that more regular soldiers could easily handle (thus no 7.62) but could still provide supporting fire en masse for their squad.
How to acquire - The Co-Battle Rifle spawns on DC Security Guards, Gunners, Raiders, Triggermen, BoS, and Railroad members after level 10.
Weapon Vendors from across the Commonwealth have a chance of having the rifle in their stocks after level 10 as well.
The Co-Battle Rifle can be purchased from the Market Trading Terminal Under the Trader named "Gunari Mettbach."
Combat Machine Gun:
Ammo Types - 7.62 and 7.62 API.
Fire Modes - Full Auto only.
Notes - Requires a Base Strength of 5 to wield. It's essentially a BAR-rified Combat Rifle. And like my BAR, I gave it a 1 to its Base Damage. I also increased its recoil a touch to cause it to act a little more like what its based off of. (Hard to control)
Unlike my BAR patch, this weapon cannot chamber .308 nor has access to semi-auto fire. Both are a result of the weapon having been built with Full Auto in mind, and causing it to bug out if fired in Semi-Auto. It also costs less AP to use VATS with in comparison to the BAR.
Overall its slow rate of fire and attachments, makes it reasonable easy to control, given what its based on both irl and within my patches.
The "Double Trouble" Unique (Requires a Base Strength of 6 to wield) has retained its unique and ingrained 'Two-Shot' Legendary Effect, though I did make its damage increase by 50% rather than double it. Its Legendary Effect and Lore is goofy, but goofy enough for me to keep it. Though I did remove it from its usually location, for balance reasons.
How to acquire - The Combat Machine Gun spawns on Gunners, Raiders, Triggermen, BoS, and Railroad Members after level 15.
Weapon Vendors from across the Commonwealth have a slim chance to have this weapon in their stocks after level 15. Though higher end vendors have a higher chance to stock it.
The Combat Machine Gun and its Unique "Double Trouble" can be purchased from the Market Trading Terminal under the Trader named "Pete the Wheat."
The price of the Unique is due to its power.
Olympus:
Ammo Types - All the usual 12-gauge shells.
Fire Modes - Semi-Auto only.
Notes - A bizzare double barrel combat shotgun looking thing. mechanically its a Combat Shotgun but weird. Given its mixing, I decided to give it a Base Damage of 27 (2 higher than a Combat Shotgun). Which works out fine, because it can't be fired in Full Auto and its Magazine Capacity is weird. Starting from a Tiny Mag of 2-shells, to a maximum 20-round magazine, just like the Combat Shotgun.
Overall, its lack of attachment points and full auto, hinder it in the long run but, its fine.
Now because I liked its jank, I made a basic version of the weapon, lacking its previous Legendary Effect. But I kept the Unique version as well.
"The Real Olympus" Unique has retained its ingrained " 50% Extra Limb Damage" effect (meaning you can add a Legendary Effect on top of this). However, I moved this Unique out of the game world and into the Market Trading Terminal.
How to acquire - The Olympus spawns on Raiders and Railroad members after level 15.
Weapon Vendors from across the Commonwealth have a very slim chance of having in their stocks after level 15 as well.
The Olympus and "The Real Olympus" can be purchased from the Market Trading Terminal under the Trader named "Pete the Wheat."
Counter Assault Rifle:
Ammo Types - .30, 5.56, 7.62, and their speciality rounds.
Fire Modes - Semi Auto, Burst Fire, and Full Auto.
Notes - Requires a Base Strength of 4 to wield. A supposed count to the Assault Rifle (Light Machine Gun), meant to be more portable than that, yet just as, if not more powerful. Which is why decided to give it a 1 to its Base Damage, have a slightly faster fire rate (less than the Co-Battle Rifle), less weight and continue to let it have access to the same magazines as the Co-Battle Rifle. Notably the 100 round box mag. Which on paper, would make this weapon a flat upgrade to the Light Machine Gun.
However, given my intent to balance it, and not wanting to just make this weapon a Combat Rifle/Co-Battle Rifle type of weapon. I decided to increase its recoil when fired in 5.56 (slightly) and 7.62 (Greatly). Almost giving it a BAR like recoil handling when chambered in the later caliber.
However, given its supposed lore from the base mod, I didn't want to leave at that. Which is why I gave it a Burst Fire option.
As I figured the Military were a bit sad that their new gun, wasn't quite the flat upgrade they were hoping for, as its lighter build granted these recoil issues and in order to help troopers not end up shooting the sky after like 6 shots, they fit in a Burst Fire option. (nonsense lore to explain my reasons).
Overall, the weapon should feel more like another side grade to either the normal Combat Rifle, or the Light Machine Gun.
How to acquire - The Counter Assault Rifle spawns on Gunners, Raiders, Triggermen, BoS, and Railroad members after level 25.
Only high quality Weapon Vendors may have this weapon in their stocks after level 25 as well.
The Counter Assault Rifle can be purchased from the Market Trading Terminal under the Trader named "Gunari Mettbach."
Prototype PCR:
Ammo Types - 9mm, 10mm, .45, and .45 WP.
Fire Modes - Semi-Auto and Full Auto.
Notes - A fancy Brotherhood prototype of a Soviet Submachine Gun mixed with some kind of Plasma Converter thing. It's weird. And as such I decided to split its damage 60/50% Energy/Ballistic Damage of its usual Base Damage. This split also applies to its Ammo Set. Meaning it somewhat gains the potency of both Energy and Ballistic rounds. However, because this its also splitting its somewhat weak damage between the two, and may not be super effective in either way. A sort of jack of all trades, if you will.
It is also pointedly NOT a Energy Weapon. And doesn't benefit from anything that grants bonus x to such a weapon type.
I also decided that it could not sensibly be chambered in CRYO rounds given, how it seems to function. As that would be a touch too silly imo.
Overall, with its ability to use the giant Magazines of a Soviet SMG, this weapon should still be neat.
Oh, I also made it no longer a true Unique. Because it was too cool, and I figured after a certain amount of ingame time (Level 45) the Brotherhood would start doing field tests with it.
How to acquire - The Prototype PCR spawns on Brotherhood of Steel members after level 45, and on Railroad members after level 60.
Can be purchased from BoS Weapon Vendors after level 45 as well.
The Prototype PCR can be purchased from the Market Trading Terminal under the Trader named "Brotherhood of Steel." Assuming you're a member of said faction of course.
It can also be found at its original location. See the base mods main page for more details. But I think you could guess where.
Para-Social Rifle:
Ammo Types - 2mm EC and all its specialtiy shots.
Fire Modes - Semi-Auto only.
Notes - A Paratrooper Rifle retrofitted to be a Gauss Rifle. Kind of. Mechanically its a Handmade Gauss Rifle with different attachments. Mainly its large Magazine capacity. However, it lacks access to any Receivers. As well as having less range. Though the Para-Social Rifle does have access to all the new barrels and as such could regain some of the range, and have better Recoil to boot.
Overall, its a interesting gun that shouldn't utterly replace the Handmade version, but offer an interesting alternative.
How to acquire - It's located in the same place stated within the base mods Main Page. Seek info there if you wish, though I'd recommend just playing and finding out for yourself.
5. PBW - The Service Pack RELOADED (Service Rifle - Assault Carbine - Marksman Carbine) v1.3 by Alexerator
Then install my Replacer Patch for it.
Preface:
This weapon pack obviously has a rendition of the FNV's 'Service Rifle' and there is a very popular 'Service Rifle' mod by Deadpool2099, that also has a Hz Patch, which is very good and I plan on using that alongside this Pack. However, since they are both named the same thing, and I didn't want to rename Alexerator's Service Rifle, there may be some naming confusion regarding both the weapons and their weapon attachments. I just figured I mention that.
Also, many of the attachments within this weapon pack, despite having different names, have similar stats. and might even be interchangeable with similar weapons within the pack. (AR Platform irl is similar) Going forward assume that each gun has the same attachments, unless I say otherwise.
With the big highlights, being a Drum Magazine that can hold 60 rounds (down from 75 due to size), tier 2/3 Reflex Sights, that add 5% Sighted Accuracy, and a whole bunch of Furnitures (Grips/Stocks) for most weapons. The latter offering a few very high tiered attachments that offer some bonuses past the usually Hz offering. Though they require much higher skill to use them. I don't believe any of them to be too op and have tried to balance them as best as I can.
Service Rifle:
Ammo Types - .30, 5.56, 7.62 and their speciality rounds.
Fire Modes - Semi-Auto and Burst Fire.
Notes - Acts just like it did in FNV. A fast firing weapon semi-auto weapon. Except, I decided to add a Burst Fire option to spice things up. As I was inspired by CanadianBaconeer and their Service Rifle Burst Patches (Not compatible with my patch!). As well as an irl M16 that I think had a similar setup.
Overall, the weapon is really solid, despite lacking full auto. As it fires real fast, and is easily to shoot. Though rapid firing while in Burst Fire mode is very potent in VATS or at close quarters, it is rather difficult to keep your sights on target. Which is fine to me, as it balances the weapon somewhat.
It should be a great weapon
How to acquire - The Service Rifle spawns on DC Security Guards, Gunners, Raiders, BoS and Railroad members after level 9.
Weapon Vendors from across the Commonwealth have a fair chance at having the weapon in their stocks after level 9 as well.
The Service Rifle can be purchased from the Market Trading Terminal under the Trader named "Gunari Mettbach."
Assault Carbine:
Ammo Types - 5mm, .30, 5.56, and their speciality rounds.
Fire Modes - Semi-Auto, Burst-Fire, and Full Auto.
Notes - A fantastically quick weapon who's ammo selection was done both to match its games history and for balance. As it shoots real quick. Having access to 5mm, may seem like a bad thing, but if you remember that 5mm is the only ammo type in which ALL of the rounds available to it can be fired in full auto.
Overall, this weapon will fare very well and might need some more tuning to balance it. Let me know how it fares.
How to acquire - The Assault Carbine spawns on DC Security Guards, Gunners, rarely Raiders, BoS, and Railroad members after level 6.
Weapon Vendors from across the Commonwealth have a chance to have it in their stocks after level 6.
The Assault Carbine can be purchased from the Market Trading Terminal under the Trader named "Gunari Mettbach."
Marksman Carbine:
Ammo Types - 5.56, 7.62, .308, and their speciliaty rounds.
Fire Modes - Semi-Auto only.
Notes - Requires a Base Strength of 4 to wield. (Just like FNV, kinda). A powerful dmr that deals about 2/3 damage compared to other guns when chambered in 5.56/7.62 and has access to .308 rounds. Which when paired with its fast fire rate... is quite potent. Though it fires slower and has more kick when it does.
Ultimately, it's a very solid gun, one that should fare well within Horizon. Possibly too well. Let me know!
How to acquire - The Marksman Carbine spawns on BoS members, Gunners, Raider, and Railroad Snipers after level 15.
Weapon Vendors from across the Commonwealth rarely have the Marksman Carbine in their stock after level 15 as well.
The Marksman Carbine can be purchased from the Market Trading Terminal under the Trader named "Gunari Mettbach."
Scavenged Carbine:
Ammo Types - 9mm, .38, .45, and their speciality rounds.
Fire Modes - Semi-Auto Burst-Fire, and Full Auto.
Notes - A very fast firing smg scavenged from a Service Rifle. Another very solid gun within this pack. Easily able to spray a lot of lead down range, rapidly. Though less so when chambered in .45. As I didn't want it to completely overtake the Vanilla Submachinegun. This Carbine notably is limited to sort of shoddy Grips/Stocks and not having a Drum Magazine available to it.
How to acquire - The Scavenged Carbine spawns on Children of Atom, DC Security Guards, Gunner Conscripts, and Raiders after level 1.
Weapon Vendors from across the Commonwealth have a good chance of having this weapon in their stocks after level 1 as well.
The Scavenged Carbine can be purchased from the Market Trading Terminal under the Trader named "Pete the Wheat."
Gamma Carbine:
Ammo Types - Gamma Rounds, Electron Cells, Fusion Cells, and their speciality rounds.
Fire Modes - Semi-Auto only.
Notes - A very wacky gun, but it is pretty neat, and allows you to shoot some Energy Rounds through an AR type gun. It's damage is a bit weird and possibly ineffective when using Gamma Rounds. Though it does always deal a little bit of both Radiation and Energy Damage due to its Base Damage being 6 Rads and 10 Energy. Really, its ability to use these Energy Cells/Rounds is the main benefit. As well as actually being an Energy Weapon.
Overall, it's a wacky gun, that may or may not be terribly effective. But will add to the Children of Atmo's somewhat limited arsenal..
How to acquire - The Gamma Carbine spawns exclusively on Children of Atom after level 12.
Weapon Vendors almost never have this in stock. Only high tiered Vendors have any chance of having it in stock.
The Gamma Carbine can be purchased from the Market Trading Terminal under the Trader named "Pete the Wheat."
The Guaranteed Delivery:
Ammo Types - 12.7mm and 12.7mm HE.
Fire Modes - Semi-Auto only.
Notes - A potent Unique Service Rifle, that is obviously based on the 'Survivalist Rifle' from FNV. Though mechanically, not aesthetically. It has an increased Base Damage vs pistols chambered in 12.7mm and has slightly increased potentially through Receiver Upgrades. Originally this weapon had very little access to weapon attachments, I decided to open it the basic Service Rifle attachments, just because I didn't feel that this weapon was too overpowered with such access. With its main gain, being able to shoot 12.7mm effectively. A caliber that doesn't get too much use within Hz imo.
This weapon is also found with some pretty high end attachments, however these attachments only function for this Unique. I may reconsider these in the future based on feedback. The weapon is also found in a poor condition.
How to acquire - The Guaranteed Delivery can be found in the same place as it is found in the base mod. See the base mods page for details if you wish. Though I'd suggest against it and just stumble upon as you play.
The Spear of Anchorage:
Ammo Types - 5mm, .30, 5.56, and their speciality rounds.
Fire Modes - Semi-Auto, Burst-Fire, and Full Auto.
Notes - Pretty much an Assault Carbine that spawns with good attachments. It originally came with a faster rate of fire, but instead I decided to open up this weapon to be customizable. Though it will lose its Unique Winter aesthetic should you change its 'Furniture.' Reverse Engineering the weapon can allow you to regain its Aesthetic Grip, however.
How to acquire - The Spear of Anchorage can be found in the same place as it is found in the base mod. See the base mods page for details if you wish. Though I'd suggest against it and just stumble upon as you play.
Machine Gun:
Ammo Types - 5.56, 7.62, and their specialtiy rounds.
Fire Modes - Full Auto only.
Notes - Requires a Base Strength of 4 to wield. A somewhat un-customizable Assault Carbine Unique which deals 2/ 3 damage when chambered in 5.56/7.62. It can't have scopes attached to it, its Muzzles and Magazines can be altered. It also has the usually access to Receiver Upgrades and can be Reverse Engineered.
Overall, it's pretty strong, even without access to some weapon attachments. I may alter it in the future, based on feedback.
How to acquire - The Machine Gun can be found in the same place as it is found in the base mod. See the base mods page for details if you wish. Though I'd suggest against it and just stumble upon as you play.
Old World Marksman Carbine:
Ammo Types - 5.56, 7.62, and their specailtiy rounds.
Fire Modes - Semi-Auto only.
Notes - Requires a Base Strength of 4 to wield. (Just like in FNV) Essentially a somewhat un-customizable Marksman Carbine that is mechanically just like the normal version, except it can't fire .308 like the normal version, but has almost twice its rate of fire. It can't have scopes attached to it, though it comes with a Modular Scope attached, its Muzzles and Magazines can be altered. It also has the usually access to Receiver Upgrades and can be Reverse Engineered.
Overall, despite losing access to .308, it should fare very well within Horizon, thanks to its rate of fire alone.
How to acquire - Old World Marksman Carbine can be found in the same place as it is found in the base mod. See the base mods page for details if you wish. Though I'd suggest against it and just stumble upon as you play.
6. Chinese Assault Rifle - Fallout 3 Recreation v1.0 by Alexerator
AND
Install Horizon Mod Attach Point Keyword Manager following this instruction
"The plugin should be loaded after Z_Horizon_DLC_All.esp and before weapon or armour patches."
Thanks again toSars99 for this mod and everything related to it!
AND
Install Multiple Ammo Use v1.1.0.0 by sylee0424
This is used to make the "Type-RAY Energy Launcher" Unique consume 10 Ammo Per Shot. (balancing) This is done by raising the weapons Reach stat to 10 (Read the mod page for details). Which does increase its Bash range, but in my somewhat limited testing, it was not too significant.
Not installing this mod, will only cause the "Type-RAY Energy Launcher " to be unbalanced with 10 times as many shots as before and an increased Reach stat.
Then install my Replacer Patch for the Chinese Assault Rifle.
Preface: There is already, a famous Chinese Assault Rifle mod by WastelandMelody, which has been patched by sushicid3 found here: v1.94 Horizon Weapon Patches
That's a great weapon, and a great patch. One I plan on using. However, this mod obviously does something very similar. So, you may wish to choose between them. As I have not altered the naming conventions of anything within this patch. Meaning if you have both mods/patches, it may, at times be confusing as to which part is for which gun.
Personally, I plan on at least trying to have both in my game. As the two are technically, as far as I know, compatible with each other.
Chinese Assault Rifle:
Ammo Types - 5mm, 5.56mm, 7.62mm, and their specilitay rounds
Fire Modes - Semi-Auto and Full Auto.
Notes - Ahh the classic Chinese Assault Rifle of Fallout 3 fame comes to Fallout 4 in style. The weapon is a faithful recreation of the old gun, and functions as such. Stastically, it is similar but not the same as a Fallout 4 Assault Rifle. With notable differences in Ammo Types and Ammo Capacity.
With the former, being the main advantage over a basic Combat Rifle. As getting access to 5mm, a caliber which allows you to use its speciality rounds in full auto is very good boon. Even if it deals half as much Ballistic Damage as a .30 caliber rounds.
The ammo capacity is notable, but not too an extreme of a gain over similar Assault Rifles.
The last big thing this weapon has is its many (9) Grips/Stocks. Which grants you even more ability to hone this weapon to your particular needs. Though some of the truly exceptional stuff has pretty high Skill Requirements to craft.
Overall, just a solid gun, that you'll love to use, imo.
How to acquire - The Chinese Assault Rifle spawns on Gunners, Raiders, and Railroad members after level 8.
Weapon Vendors from across the Commonwealth have an uncommon chance to sell this item after level 8 as well.
The Chinese Assault Rifle can be purchased from the Market Trading Terminal under the Trader named "Gunari Mettbach."
Chinese Covert Carbine:
Ammo Types - .38, 9mm, 10mm, and their speciality rounds.
Fire Modes - Semi-Auto and Full Auto.
Notes - An SMG version of the rifle that comes with an integrated suppressor. It's fire rate is about 40% faster than a Chinese Assault Rifle and operates with a similar advantage, when compared to other SMGs firing similar calibers. Given its integrated suppressed barrel, it does not have an option for alternative barrels, nor the ability to be fitted with a muzzle. It also has only 3 Grips/Stocks available to it.
Overall, its a nifty, fast firing SMG, with a very cool look. Not much say, otherwise.
How to acquire - The Chinese Covert Carbine spawns on Gunners and Railroad members after level 24.
Only higher tiered Weapon Vendors such as Cricket have any chance of having it for sale after level 24 as well.
The Chinese Covert Carbine can be purchased from the Market Trading Terminal under the Trader named "Gunari Mettbach."
Type-Ray Energy Carbine:
Ammo Types - Fusion Cells, Heavy Fusion Cells, and their speciality cells.
Fire Modes - Semi-Auto and Full Auto.
Notes - Essentially a Chinese Assault Rifle converted to use Fusion Cells and shoot Ray like projectiles. VERY cool. Normally it was unmodifiable, but I decided to add the ability to craft Receivers for this weapon, in the same vein as a regular Chinese Assault Rifle. But with higher and different Material cost, as well as needed Science, instead of Ballistic Skill to craft. It also has access to Receiver Upgrades and Augments. And can be Reverse Engineered
Again, this weapon is an Energy Weapon. And should benefit from perks and such relevant to that.
Overall, it's a solid Unique weapon that allow even a Science, Energy Weapon focused player to have something to look forward to using.
How to acquire - The Type-Ray Energy Carbine can be found in the same place as it was in the base mod. See the base mod's Main Page for more details if you wish. Though, I'd suggest not doing so.
Type-Ray Energy Lobber:
Ammo Types - Heavy Fusion Cells (MX)
Fire Modes - Semi-Auto only.
Notes - Like the above Energy Carbine, except this one lobs some kind of ball of energy that explodes like a Plasma Grenade. Dealing considerable, damage. Thus, why this patch needs the "Multiple Ammo Use" use F4SE mod. As the power this thing was doing with singular Fusion Cells was absurd. Also, why I decided to make the weapon use the most expensive variant obtainable to Fusion Cells.
This weapons Ammo Capacity is 40 but it uses 10 Heavy Fusion Cells (MX) per shot. Which given its power, feels somewhat fair. Though it is still quite strong. I may return to this and alter it in the future.
This weapons Receivers cannot be changed, but can be Upgraded and the weapon can be Augmented as well. It can also be Reverse Engineerable, though I'm not certain the modifications will feel suitable for it.
Let me know how it fares. I think it'll be quite potent.
How to acquire - The Type-Ray Energy Launcher can be found in the same place as it was in the base mod. See the base mod's Main Page for more details if you wish. Though, I'd suggest not doing so.
Zhurong's Breath:
Ammo Types - Flamer Fuel.
Fire Modes - Full Auto only.
Notes - The Chinese Assault Rifle gets another Unique, one converted to be a Flamer in Rifle size. And it happens to have greater reach than the normal Flamer... without the weight. I considered reducing it Range, but honestly, it would just feel bad to use. So, I didn't.
However, since this weapon is truly unmodifiable, its damage of 4 Fire (one higher than a basic Flamer) per ammo cell, it isn't that strong. And it's limited ammo capacity of 100, hurts it again.
It can be Reverse Engineered, though it probably doesn't gain any solid boons from doing so.
Overall, it's a neat weapon, that shouldn't feel too strong, just fun against weaker enemies. Like ghouls and such.
How to acquire - The Zhurong's Breath can be found in the same place as it was in the base mod. See the base mod's Main Page for more details if you wish. Though, I'd suggest not doing so.
Others
These mods are either not lore friendly or otherwise 'smaller' weapon patches.
1. Cyberpunk 2077 - Malorian Arms 3516 v1.3 by resness
Then install my Replacer Patch of it locating in the "Misc Files" tab of my download section.
Malorian Arms 3516:
Ammo Types - .50 AE only.
Fire Modes - Semi-Auto only.
Notes - A gun that is too cool not to have a Horizon Patch. Great animations etc. It even has a cool melee animation. As for my patch, all I did apart from the usual, was add another Receiver. There isn't too much customization of the weapon. But its fun.
How to acquire - Can only be purchased from the Market Trading Terminal under the Trader named "Black Market"
Issues - The weapon has various animation issues, these are unrelated to my patch, as far as I know.
2. Cyberpunk 2077 - Malorian Arms - 3516 v2.01 by LuBuCake (Recommended)
When you install, during the FOMOD, you'll be given the chance to install optional files.
The F4SE Casing Framework Patch should just work, if you wish to use that.
While the Tactical Reload patch, should only be picked assuming you wish to use my Replacer Patch with Tactical Reload Support.
Do not use the Munitions versions or patches.
Then install my Replacer Patch for it. Either the non-TR or TR version.
The TR version comes with an additional .esp plugin. It's been esl-fied. So, its fine and was kept for QoL.
Preface: A newer more customizable version of the Malorian Arms. That as of v2.0, has the unique Flame Blast Melee attack from Cyberpunk 2077!
As such, I recommend this version between the two.
However, if you have the old version, don't feel the need to uninstall it. As they should be compatible from a technical sense. Albeit, they share the same naming conventions and as such their attachments may become difficult to parse.
Malorian Arms 3516:
Ammo Types - 12.7mm, .44, .50AE, and their speciality rounds.
Fire Modes - Semi-Auto only.
Notes - Requires a Base Strength of 5 to Wield. A very powerful weapon in Cyberpunk 2077, and it's still powerful now. As I've given it access to the strongest Pistol Calibers and increased the Base Damage of the weapon by 3. While allowing it the same Damage increases as the Revolver ( 7) per Receiver upgrade. And I kept this weapons unique 'Internals' attachment slot. Which allows grants the weapon the ability to highlight living targets while aiming down the sights, 10% Armor Penetration (I'm not actually sure it functions as intended), and the 'Furious' Legendary Effect. Granting increased damage with each consecutive shot. This attachment slot does not occupy the usual Legendary Effect slot. So, that's another huge boon.
The rest of the weapons attachments are pretty basic but tend to be flat out statistically better than similar attachments found on other guns by about 25%.
With the noted exception of the Compensator and Muzzle Break. As their usually function would alter the recoil/animation post firing of the weapon that perhaps wouldn't look right. At least, that's what I gather from the base mod authors intent for those two muzzles. As such the muzzles instead grant huge Recoil Reduction.
Finally, as of v2.0 of the base mod, LuBuCake has added the Flame Blast Melee Attack, via a hotkey. This attack consumes to rounds of ammunition, but deals a fairly potent blast of flames. Which deals 25 Fire damage with the blast and a Fire damage over time effect for 5 seconds. Which is pretty potent. Let know how it fares!
Overall, this weapon should be the strongest Pistol in your game. And I figure that's what you'd want from this mod.
How to acquire - The Malorian Arms 3516 can be purchased from the Market Trading Terminal from the Trader named "Blap Blap Meister" for 20, 770 bottlecaps.
3. Wasteland Ballistic Fist v1.0.1 by CSEPteam
Then my Replace Patch for it.
Wasteland Ballistic Fist:
Ammo Types - .38, .45 and their speciality rounds for the Pipe version. 12ga, and all their speciality shells for the Combat Shotgun version.
Fire Modes - Melee Semi-Auto.
Notes - A wild and interesting weapon, that does in fact consume ammo with each punch. I decided that this weapon warranted the ability to swap ammo, like other Horizon Firearms, despite it being a melee weapon. Honestly, because I was interested if it would work, and because its cool.
I also split the Fist into two versions split between the Pipe version and the Combat Shotgun version. This was done soley to make the ammo swapping experience function.
Speaking about the ammo swapping, due to the fact that this weapon doesn't actually cause the weapons to fire a projectile the various ammos projectiles don't change the anything visually. However, they DO at least in my testing, grant whatever boons the ammo type grants. Cryo rounds cause your attacks to slow down your enemies and cause the 'frozen' visuals on whatever enemy you hit.
Because this weapon now merges both melee and firearm abilities, this weapon is almost surely NOT well balanced within Horizon. I may at some point fine tune it more, but right now I just think its a fun, goofy weapon. And that's how I'd treat it.
Though I'd be afraid of any NPC wielding it against you.
How to acquire - The Wasteland Ballistic Fist spawns on Gunners and Raiders after level 8 and 12. The later noted level being when the Combat Shotgun variant starts showing up.
Weapon Vendors from across the Commonwealth begin selling both variants of the Wasteland Ballistic Fist after level 8-12.
Both versions of the Wasteland Ballistic Fist can be purchased from the Market Trading Terminal under the Trader named "Pete the Wheat."
Concerns:
If you have any issues with any of my patches, whether bugs, balance concerns or anything else. Please report them in the comments or bug reports. And not in the Horizon Discord.
As it's easy for me and others to see them here than it is over there and it's not the place for such things anyway.
Credits:
Give them all the love and be sure to endorse them!
Sars99 their Horizon Custom Weapon Patch Resources & being very helpful with answering mine, and other patchers questions. Many Horizon mods would not function and would be worse off without Sars99. Their work is greatly appreciated!
coldev for creating Weapon Patches in such a way that inspired me to follow in their footsteps. And helping me when I needed it.
sushicid3 for their incredible Weapon Patches and more specifically, his test save! It has been of great help.
xxom3nxx for their fantastic Weapon Patches and continued work incorporating RobcoPatcher into their mod, and thus inspiring me to follow suit. Their example was paramount in me learning how to do it for myself!
And all the other countless Horizon Patch makers. Each of you inspired me and through peeking at your works, I gleaned a better understanding in how I might make my own patch. Without you, I would never have been able to do these patches. And somewhat how to layout this page.
Scail for Colt-Mothman 6520 and N-80 Pistols Pack
Toasty Fresh & AbbyRawkz for N99 10mm Pistol - F4NV and Toasty Fresh's N99 Overhauled respectively.
C1ph3rr for N99C - Custom 10mm Pistol
DegenerateDak & CSEPteam for all their mods listed on this page and then some!
bp42s for his DegenerateDak ESLified Patch Hub. Which I now use as my base .plugin for patching!
Brainstormepilog for Super Mutant Equality a Super Mutant Weapon Expansion, Assault LMG, F4NV Classic Laser Pistol PA Animation Patch, and Unofficial Capital Wasteland Gauss Rifle Remaster
The6thMessenger for their Burst-Fire Framework (BFF) and their open permission to use assets from that mod! Very much appreciated!
Alexerator for Tanker Pistol and Crusader Pistol (Reimagined New Vegas 12.7mm Pistol - Fallout 76 Crusader Pistol), The Burst Shotgun - Winchester City Killer - Interplay Combat Shotgun, Lever Action Carbine Dak Addon, Homestead Carbine, Scrap Shotgun, Cavalry Pistol, Surplus Pistol, PBW-9mm Pistol, Police Pistol, PBW - The Service Pack RELOADED (Service Rifle - Assault Carbine - Marksman Carbine, Chinese Assault Rifle - Fallout 3 Recreation and The Rock.
Donskie62 for their Crusader Pistol, 10mm Submachine Gun - Appalachia Flavor, Wasteland Machete, The Bludgeoner, and Industrial Gauntlet.
asXas for Sjogren Inertia - Swede Dreams are Made of These & EM 2 Rifle No.9 Mk1 - From Trash to Glory
4estGimp, kbiru, and 103Sakamoto for patches for Sjogren Inertia!
103Sakamoto for their 1st Person Power Armor Footstep Fix for Various Weapon Mods - Glock 19X by FX0x01 - SREP REDUX - Mossberg 500 - HK G3 - Remington Model 700 - etc mod and their permission to fully integrate their mod into my patches! Thanks so much!
neeher for Select Assault Rifle, The Lewis Gun, the Chinese Pistol Set, the Brel SMG, the Heavy Select Shotgun, and the Pickaxe mods.
targetedfox for The Laser Garand - a Post War Battle Rifle
AnUncleanHippy for their F4NV Trail Carbine and Rooski2007 for his Iron Sights fix.
Winterworld19 for their The Colt Monitor 3rd Person Animation Addon with Tactical Reload, Cavalry Pistol - Anim Fixes and Addon Patch, Fallout 4 - Tactical Reload Patch for Pigness's European AR FN FNC, Grease Gun SMG M3 - Redux Version and Other Fixes Support patches!
PrincessAries for their Navy Auto Pistol - M2074 Navy and Hunter's Knife
arobot96 for their C6544 Revolver and N88 Pistol
Spadey01 & jhardingame for their Shoulder Mounted Machine Gun - Rat Runners Arsenal
Spadey01 & Selakii for their Pipe Carbine - Rat Runners Arsenal
Spadey01 for their Combat Rifle Attachment And Weaponry Expansion - Rat Runners Arsenal
Diakyuto for their Scorpio 61 - Vz.61 Machine Pistol, M1903 Infantry Rifle - M1903 Day of Infamy Redux, Slug Gun - Pump-Action Combat Rifle, Those Guns - PKD Blasters, the Rhino M1 Pistol, the Mark XIX Pistol - Desert Eagle, and the TOZ Over Under Shotgun - TOZ-34
resness for their Malorian Arms 3516.
JademanFitzro1 thanks for his Tactical Reload Patch.
DeadPool2099 for their 9mm Pistol (Browning Hi-Power) Redux and Wattz 3000 mkII Laser Gun
codeblackcrash for their 9mm Pistol (Browning Hi-Power) - Unofficial Update & their Capital Wasteland Hunting Rifle - Unofficial Update
TheFriedturkey & HcG x Grill for their Capital Wasteland Hunting Rifle, Capital Wasteland Auto Axe, and Capital Wasteland Gauss Rifle
ShimSham for their F4NV Mysterious Magnum and .44 Magnum Revolver, F4NV AEP-7 Classic Laser Pistol and Pew-Pew, and Manurhin MR73 Revolver
Seanms1991 - Antistar - Diakyuto for their Thumper - Grenade Launcher
Kermiie for their Explosives Complex Assets. Much thanks for saving my Patch for the above mod!
drmabuse1981 for their Auto-Ordnance Corporation Laser RCW
EvTital for their M2 Flamethrower Redux
dinsdag2011 for their TU3SD4Y'S Pickaxe mod.
micalov for their Misc Melee Pack, AK-112 fo1 Inspired gun, 40 cal AutoLoader Pistol and their Wasteland Shotgun.
LuBuCake for their Cyberpunk 2077 - Malorian Arms - 3516
ZanthirEAS for their Capital Wasteland Minigun
And thanks to all those who contributed to help make any of the above mods possible