Fallout 3 Grenade Launcher

Fallout 3 Grenade Launcher 3,6/5 5496 reviews
  1. Fallout 3 Grenade Launcher

Fallout 76 Best Weapons. The Fallout 76 Best Weapons Tier List is based on accumulated weapon stats for each gun type. This tier list will apply across all platforms this game is available on, PS4, XBOX1 and PC. Below this, you can find our Fallout 76 All Weapon Stats List.

Fallout 3 Grenade Launcher

This page contains the full list of PC console commands that can be used in Fallout 3. To pull up the Command Console, press the ~ key during gameplay.

GAMEPLAY CHEATS
COMMAND
EFFECT
tgm
God Mode
(infinite health, ammo, AP)
tai
Toggle all NPC AI on / off.
tcai
Toggle NPC combat AI on / off.
tcl
Turn NoClip mode on / off.
tmm 1
Show all markers on map.
CompleteAllObjectives
Complete all objectives of a given quest.
unlock
Unlock selected door / terminal
tfc
Enable free-roaming camera
Kill
Kill selected target
KillAll
Kill all NPCs in immediate area.
player.additem [item code] [#] [desired condition (1-100)]
Add specified items to inventory.
player.placeatme
[Item/NPC code] [Number]

Spawn indicated item or NPC at player location
Check out the full list of Item, NPC and Skill codes here:
ITEM CODES
NPC CODES
SKILL CODES
CHARACRTER CHEATS
COMMAND
EFFECT
advlevel
Increase character level by one.
player.setlevel [#]
Sets character level.
rewardXP [#]
Grants player specified number
of experience points.
rewardKarma [#]
Adds / Removes Karma.
player.addperk [Perk Code]
Grants selected perk to player.
player.remove perk [Perk Code]
Removed perk from player.
modpca [attribute] [#]
Adds # of points to designated S.P.E.C.I.A.L. skill.
player.forceAV ['skill] [#]'
Set a skill to the desired value.
setgs fAVDCarryWeightsBase [#]
Set player's max carry weight.
player.setactorfull name
'[first name] [last name]'

Reset player character's name.
showracemenu
Reset character's appearance.
setPCyoung
Turn player character into a child.
Comments

FWE 6.03 Hotfix

  • Fixed a script problem with Stealth Fields were turning energy consumption to zero would still use energy cells (fix from 6.02a).
  • Added Chinese Stealth Helm to the list of night vision hats (fix from 6.02a).
  • Added two extra choices for the experience settings in the FWE control panel. You can now choose even slower leveling (base XP factor of 500 and 600).
  • Adjusted the Outcast Tech Reward quest to facilitate compatibility (uses FormLists for tech items). Added tech items from the DLC's, including Hellfire Armor, Tesla Cannons, Tri-Beam Laser Rifles, Gauss Cannons (anchorage), and alien weaponry from Mothership Zeta.
  • Changed the DKS-501 Sniper Rifle scope to use a more normal scope (no more dark red tint).
  • Added power armor repair kits, fission batteries, and sensor modules to the repair lists for the T-51c Power Armors.
  • Tweaked the names of a few weapons. Colt 1911 to Colt .45 Pistol, Beretta M92FS to just Beretta M9 Pistol, Browning Hi-Power.
  • Tweaked damage and fire rates for revolvers. Causall damage increased significantly (now highest base damage revolver) but reduced fire speed . Damage for .44 cal pistols reduced slightly. Fire rate for .44 revolvers increased more. Fire rate for Desert Eagles reduced slightly. .223 Pistol fire rate reduced, and damage slightly reduced.
  • Fallen Brothers set to 'Very Aggressive' AI, consistent with other raiders.
  • Tweaked sound values for a number of guns. Sten SMG, MP38 SMG, Ithaca Shotgun sound was reduced. In addition, the sounds for vanilla assault rifle, Chinese assault rifle, hunting rifle, laser rifle, sniper rifle, and Lincoln Repeater reverted to vanilla. 6.0 install files accidentally included sound replacers.
  • Alien force field DR boost in Mothership Zeta reduced to 30, 50, 70 for tier 4, 5, 6 alien spawns respectively (was 50, 80, 110!). This should prevent some of the 'nearly impossible to kill' tier 6 aliens from owning you.
  • Slightly reduced the strength of dissociation visual effect (i.e. heavy double vision).
  • Changed the unique Grenade Launcher (aka Miss Launcher) to use the new 40mm grenade projectiles. Not holds six grenades per clip as well.
  • Added gun powder and empty fission batteries to vendor lists and some random loot lists.
  • Fixed another error with Ant Vision and adjusted the visual effect.
  • MMM FOIP – Removes a script on harvested misc items related to visual damage that causes the game to freeze on level up. Temporary fix until MMM can be updated. Other tweaks consistent with 6.03 changes. Wild Iguana's are now set to unaggressive.
  • WMK FOIP – Updated weapon stats/records consistent with FWE 6.03 changes.

FWE 6.02a Hotfix

Bug Fixes

  • Fixed problem with energy drain values for the stealth suit not working properly
  • Fixed problem with chinese stealth suit night vision (please remember to rebuild merged patch after installing this update)
Fallout


FWE 6.02 Hotfix

Tweaks

  • CRAFTING now displays a message when you are missing ingredients that specifies what and how many of each ingredient you need, as well as how many you have (similar to the original game).
  • Added improvements and bug corrections to the Stealth Field system.An option was added to completely disable energy requirements for armor (if desired).A missing HUD icon is included that would display a visual error when you had disabled the stealthboy stability field feature and used a stealthboy.Re-removed the “stop combat” effect that was removed in prior versions of FWE (vanilla stealthfields used stop combat, rather immersion breaking).Lastly, the “hold sneak” activation method was reduced to 0.7 seconds of key press instead of a full second.
  • Made the repair penalty for being away from a workbench optional. When enabled, this change no longer glitch vendor repairs, preventing them from repairing items to their repair level.
  • Streamlined the Unfound Loot scripts to prevent possible glitches and/or poor performance during cell loads.
  • Minor tweaks to the Responsive Kill Reactions to improve performance and stability.By default, RKR will be disabled and also set to reaction mode 2 (long-range alert).If you previously had RKR enabled, you will need to re-enable it via the FWE Control Panel.Reduced the amount of cells processed by the script to further improve performance.
  • Reworked the handling of tracers.When not using any of the “restore tracer” optional plugins, tracers will no longer appear in VATS.When using one of the optional plugins, tracers appear as often in VATS as they do out of VATS.
  • Adjusted sound levels for some weapons that were reported to be too loud (Sten Gun, Scorpion, Browning HP in particular).Let us know if other needs tweaking.
  • Tweaked the Scorpio’s stats.It now uses .32 Cal ammo (the original real weapon used a .32 cal round) with a clip size of 20 and slightly higher damage.
  • Tweaked the unarmed “dodge” bonus effect.Having high unarmed skill allows you to dodge (negate damage) attacks when you have unarmed or melee weapons equipped. The chance also factors in the weight of your current armor, including helmets.The chance of dodging ranges from 0% at 25 unarmed skill to 75% at 100 skill with an armor weight of 0.Armor reduces your dodge chance by 1.5x the weight of your armor (i.e. 20 WG armor reduces chance by 30%).

Bug Fixes

  • Ant Nector visual was bugged (no pun intended) and did not properly display.This has been corrected so it no longer permanently ruins your view.
  • Winterized T-51b helmet added to the night vision list.
  • Corrected a number of errors and incorrect entries into the ammo crafting system, which typically prevented gunpowder extraction or ammo creation for certain ammo types.
  • 40mm grenades added to the 1 WG category for ammo weight.
  • Fixed problems with the M1 Garand, M79 Grenade Launcher, and Widowmaker shotgun not firing correctly if you did not have Point Lookout DLC.They will now work correctly with or without Point Lookout, although the animations are better with Point Lookout present.
  • Fixed a problem with the My First Laboratory failing to produce chems periodically due to using a Loot List with a “chance none” value in use.
  • Fixed a problem with not being able to fit the new T-51c power armors with Broken Steel active.

Mart's Mutant Mod FOIP patch

  • Outcast robots default AI state set to “Aggressive” instead of Very Aggressive.This prevents them from attacking the player without provocation and turning other outcasts hostile.
  • Re-corrected problems with rivet city security being hostile to Talons again.

Weapon Mod Kits FOIP Patch

  • Minor tweaks.


FWE 6.01 Hotfix

  • Fixed problem with missing M14 scope mesh.
  • Corrected a problem with the wrong weight setting being set in the Harsher Wasteland preset.
  • Corrected a problem with NPC’s and Supermutant’s not spawning with ammo for certain guns (or having ammo but no gun!).
  • Corrected a problem with the Responsive Kill Reactions “Mode 2” showing the debug colors for enemies.
  • Added new gun entries to the GunList formlist.
  • 7.62mm ammo increased from .03 to .05 weight. It’s supposed to be heavy!
  • Added the original Reservist’s Sniper Rifle back to the game (default mesh). HINT: look inside some homes where a sniper hangs out.

FOIP

  • Update EVE FOIP to restore models for laser pistol and plasma pistol (as well as laser rifle). No more weird flashing / pulsing textures.
  • Updated WMK FOIP to correct an issue with auto-fire mechanism not showing up correctly and weapons being re-added at max health.

FWE 6.0

Major Features / Changes

  • First, some logistical changes to the structure of the FWE files and plugins.
    • The FWE files have been split into a PART1 and PART2 download package, you need to download and install both packages (refer to the updated install instructions).
    • The 'Worn Weapons' optional module has been removed and development of this feature is being suspended until a later time. The impact of this mod is truly minimal relative to the headache of continuing its development. We want to bring the ‘idea’ of this feature back when we’ve had a chance to rethink the options whole approach.
    • The 'Free Play After Main Quest' optional plugin has been removed. The functionality of this mod has been incorporated into the main files. Using the FWE DLC plugin will properly override the changes, also allowing the game to continue.
  • New weapons added – nearly all weapons appearing in the original Fallout games, including tactics, can now be found in FWE. Integration of new weapons from Classic Fallout Weapons Revived (by Linerunner and others in turn - see full credit list for additional authors). This includes new:
    • Pistols – Causall Revolver, Beretta M92FS, Colt M1911, Sig Sauer, Browning HP
    • SMG’s – Mp-38, Scorpio, Sten M3, UZI, Walther MPL, H&K MP5
    • Rifles – M16A1, M1 Garand, M14, Steyr AUG
    • Shotguns – Ithaca, Beretta Shotgun, Neostead Shotgun
    • Big guns – M249, Lewis MK2, Bren Gun, Avenger Minigun, Gauss MEC Minigun, Browning Automatic Rifle
    • Melee weapons – Monkey Wrench, Crowbar
    • Explosives – Grenade Pistol, M79 Grenade Launcher
    • Updated projectile meshes, textures, and data
    • New ammo types in use: 9mm, .30-06 caliber, 40mm grenades
  • Other weapon additions:
    • Tactical Sniper Rifle (aka PSG-1) added with scoped, silenced, and extended clip versions (credit: metallicalec).
    • AK74-U assault rifle added (credit: Silbert and Sprut)
    • Warblade of the Wastes two-handed sword (credit: Iozeph)
    • Junk Metal weapons mod added (credit: hal2000mhz). Some junk metal weapons are added to leveled lists. Otherwise, you will find schematics in placed locations or from vendors for scratch building your own weapons. There are 7 different melee weapons, including blade, sabre, spear, knife, hammer, katana, master sword.
  • New armors and equipment added
    • Reinforced Chinese stealth armor and variants (credit: Gaijune). You’ll find them where you might find remnant Chinese forces.
    • Red Eye's Night Vision goggles and mask (credit: IGBY) added, you’ll find them equipped on Chinese special forces and at vendors.
    • New power armor T-51c variants added to high tier outcasts and brotherhood of steel spawns (credit for models/textures to Daejones). The textures have been tweaked by us for improved performance (reduced texture size) and minor texture adjustments.
  • Zoom Reworked integration + enhancement (original mod by Schlangster)
    • You can now zoom in/out with the mousewheel. Magnification levels are based on the type of weapon and scope equipped.
    • Advanced continuous zooming with selected weapons.
    • Ability to “hold breath” to steady your aim for an accurate shot.
    • Fully configurable options and hotkeys in-game through the FWE Control Panel.
  • Responsive Kill Reactions integration + enhancement (original mod by Schlangster/Mezmorki)
    • Tired of enemies standing there unresponsive when you kill their buddy standing two feet away? This feature changes that. Three modes can be configured through the FWE Control Panel, and range from a basic detection trigger on the corpse to full communicating actors that send nearby NPC’s into alert mode as well. The most complex mode (3) is enabled by default and included long-range detection formulas.
    • Parameters fully configurable in-game through the FWE Control Panel.
  • Integration + enhancement of stealth field reworked (original mod by Schlangster)
    • Stealth fields, generated by Stealthboys, Chinese Stealth Suits, and other stealth enabled armors, have been reworked a bit.
    • Stealth fields can be toggled on/off by using a hotkey (configurable). Stealth fields from Stealthboys contain a set number of charges before they expire, while stealth armors consume energy cells while active.
    • A stealth field “instability” effect as been added. The longer you keep the field active, the greater the chance of the field temporarily failing and damaging the stealthboy or armor.
    • A HUD monitor is added showing stealth field instability, remaining charges / energy cells, and condition. REQUIRES DARN’s UI.
    • You can easily extend stealth field support to other items or mods using the “Merged FormList Method.” Refer to documentation on the FWE website for instructions.
  • Night Vision Tweaks
    • Added a night vision HUD meter showing remaining charges. REQUIRES DARN’s UI.
    • You can easily extend night vision support to other items or mods using the “Merged FormList Method.” Refer to documentation on the FWE website for instructions.
  • Integration of Outcasts Tech Reward Quest Reworked (original mod by Delamer)
    • Now, when you want to turn in equipment, you can place your gear in a storage chest outside Fort Independence. When you talk with Protector Casdin, he will look through the box, remove acceptable items, and give you credits for ammo/meds that you can use immediately or save for later.
    • Dialogue choices reworked to allow you to trade for “stacks” of items quickly, eliminating much tedium in the dialogue menu.
  • Streamlining of the CRAFT menu system and options (adapted by CRAFTHelper by Schlangster)
    • Streamlined CRAFT interface now supports item categories and crafting of multiple items at once (i.e. stacks).
    • CRAFT and WMK activation perks / plugins are now obsolete. WMK (if used) has menu accessed through the main CRAFT menu system.
    • Still based on CRAFT source and fully compatible with other CRAFT based mods.
    • Adds an immersive fade-out effect to simulate the passing of time when crafting. Game time advances corresponding the amount of time spent CRAFTing.
  • New Ammo Crafting System
    • New perks allow you to CRAFT ammo at the workbench by amassing raw materials or breaking down existing ammo types.
    • Three perks, with three ranks each, have been added that allow you to craft bullets (Ammunition Engineer), energy ammo (High-Tech Engineer) and explosives (Explosives Engineer). Perks require higher levels of relevant skills.
    • More advanced perk levels allow you to CRAFT bigger quantities of ammo and/or more advanced types of ammunition.
    • Crafting bullets first requires constructing your very own ammo press. Next, you can break down existing bullets into gunpowder raw materials. From there, you can create new bullets from gunpowder, scrap metal, and tin cans.
    • Crafting energy ammo first requires constructing your own “energy flux kit” to capture and store energy in fission batteries. You can break down existing energy ammo and store it in fission batters, and create new ammo types from fission batteries, conductors, and scrap metal. Creating ammo gives you an “empty fission battery” ready to be recharged.
  • New “Unfound Loot” System (inspired by Stevedog’s Savage Wasteland Mod)
    • The chance of finding “placed” (i.e. not in containers or on NPC’s) ammo, meds/drugs, food, weapons, and certain misc items is now dependent on your LUCK. This option is DISABLED by default can be enabled through the FWE Control Panel.
    • When enabled, there are different options for how your LUCK affects the chance of items spawning.
    • The system builds in many protections based on the worldspace/zone/cell you are currently in and whether items are unique, quest items, owned items, or special references that should not be removed.
    • Megaton and Tennpenny homes are NOT affected. Likewise, any custom or other mod-added cells will not be affected.
    • If you have made your ‘home’ in a random or different cell, you can “protect” that cell from being processed by first disabling unfound loot, entering the cell, and typing “Startquest ULMakeSafeCell” into the console. This will add the cell to the protected list. You can now enable unfound loot.
    • Support for Unfound Loot can be extended to other mods using the using the “Merged FormList Method.” Refer to documentation on the FWE website for instructions.
  • Repair system changes
    • Restructured item repair lists + cross repair. Removed many misc items and other nonsensical items from repair lists for weapons/armor. For weapons, the general rule is that two weapons are cross-repairable if they use the same ammunition and are the same class/type of weapon, with some exceptions here and there.
    • More importantly, the role of workbenches has changed. Workbenches no longer provide +10 to your repair skill. Instead, when you are AWAY from a workbench (i.e. out adventuring) your ability to repair items is moderately limited. The max condition to which you can repair an item “in the field” is 75% at 100 repair skill. In addition, the maximum base condition +% increase is 15%. When standing near a workbench, you will be able to repair items fully to 100% (at 100 repair skill) and items provide a max base condition +% increase of 20% (normal max).
  • Faction updates to use new equipment
    • Raider weapon lists reworked a bit. Raiders will now use less “higher tech” weapons, even at higher levels, in favor of more WWII era weapons and added “junk metal” weapons.
    • Brotherhood / Outcasts reworked to use broader range of new equipment. Outcasts tend to favor energy weapons, while Brotherhood use a bigger mix of energy and projectile weapons. In addition, Tier3 Brotherhood Paladins and Outcast Guardians now wear the new T-51c armor types.

Minor Features / Tweaks

  • Tweaked weapon stats
    • Changes the type of ammo used in certain weapons to improve the balance and availability ammo types. The XL70e3 and FN P90 now use 4.7mm ammo. 4.7mm ammo does less base damage than typical 5.56mm rounds but has a higher crit % bonus. Bozar now uses the new .30-06 ammo type.
    • Reduced the clip size on Gatling Laser weapons.
    • Slightly reduced damage of unique .44cal revolvers but increased fire rate of all .44cal revolvers.
    • Reduced damage of .32 cal revolvers.
    • Reduced damage .223 Pistol
    • Other minor tweaks.
  • Added hotkey check feature. You will now be informed of errors when you assign new custom hotkeys to keys already assigned to another hotkey function.
  • Adjusted and streamlined projectiles data. New projectile meshes specific to all added ammo types.
  • Added a strength requirement for big guns feature. Enabled by default. Penalty depends on the weight of the weapon relative to your strength. Strength 8+ allows all big guns to be used without penalty. Strength 7 can use weight 20 or less without penalty, strength 6 can use weight 12 or less without penalty, and strength 5 only big guns under 8 without penalty.
  • Added a 'no repair in combat' feature. Enabled by default. When in combat, your repair skill is reduced to zero. A message appears when attempting to your repair to remind you that you cannot repair in combat.
  • Added an option to followers enhanced to disable Karma requirements for hiring followers.
  • Tweaks to the Chinese remnant's at Mama Dolche's. They now respawn, and a small number of spawns will now be Chinese Dragoons (with operation anchorage DLC). Dragoons are equipped with new high tech equipment.
  • Added a loot option to control the amount of caps at vendors.
  • Added an option to the alt start terminal and the Vault 101 exit to change starting number of SPECIALs (for stronger or weaker characters) and added the ability to tweak skill gain at level up.
  • Reduced the XP reward for existing the vault/shack . . . you should no longer instantly level up on exit.
  • Removed VATS long-burst from weapons that shouldn't have it.
  • Removed repair parts from vendor lists.
  • Buffed certain VATS perks.
    • Sniper: 2% crit chance with scoped weapons in or out of VATS
    • Commando: +10% crit damage with rifles (auto or non-auto), in or out of VATS
    • Gunslinger; restores +25 AP's on kill in VATS (mini grim reaper effect, lots of gun-slinging action).
  • Tweaked Triage messages to be more descriptive.
  • Tweaked hacking/lockpicking choice message box to be more descriptive.
  • Radaway reduces rads over 15 seconds.
  • Removed gauss pistol (AF) from loot lists.
  • Dropped DR bonus on morphine down to +15 from +25 to balance it more relative to other drugs. Remember morphine also provides the “ignore crippled limbs” bonus.
  • Tweaked tackle perk requirements. Str 7+ and Melee OR Unarmed 40+ required.
  • Tweaked Ninja Perk requirements. Sneak 75+ and Melee OR Unarmed 75+ required. The perk now applies crit bonus correctly (vanilla bug).
  • Added minor visual effects to some vanilla drugs (jet +psycho).
  • Increased life of glowing ones.
  • Made caravan guards essential but dropped base health. This prevents odd graphical behaviors and scripting problems with the guards when and if they died.
  • Changed faction settings for Rivet City + Talon Mercs. If the player chooses the Talon start, they are no longer hostile immediately to rivet city. However, rivet city will attack other talon’s quickly.
  • Changed the base water types for certain water source activators to reduce water selling exploits.
  • Tweaked the intelligence bonus to skill on level ups to use your base unmodified intelligence when determining the amount of skills you gain.
  • Re-wrote power armor unequip script (when trying to wear non-fitted PA) to be more streamlined.

Bug Fixes

  • Chem Resistant perk properly reduced addiction chance by 75%
  • Loot rarity option's now properly working.
  • Fixed errors in the time processing scripts that monitor the passage of game time. Corrections should make primary needs status changes behave correctly.
  • Minor tweaks to the handling of the alternative travel motorcycle scripts for improved stability and usage.
  • Fixed a possible problem with certain Talon loot causing crashes.
  • Improved stability and performance of the bullet time config.
  • Fixed potential problems in some of the FEW control panel menu’s getting screwed up.

FOIP Changes

MMMFallout 4 skyrim conversions.

  • Support for new MMM RC6 features
  • Increased value of misc loot items
Launcher

WMK

Fallout 3 Grenade Launcher
  • M14 can accept scope and autofire mod kits
  • Tactical Sniper Rifle can accept silencer and extended clip modkits.
  • Weapon stats and projectile data updated to reflect FWE changes.