Fallout 4

Fallout 4

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Tiretracker Dec 31, 2024 @ 3:10pm
any feasible locations for a .38 receiver for a pipe bolt action rifle
Doing a survival run and decided I want to base everything around pipe guns just to maintain that scrounger feel.

Trouble is the particular one I want is the Bolt Action pipe rifle, which comes pre-chambered for 308 which is hard to get early in the game.
The .38 reciever craft is locked behind Gun Nut 2, and is wholly obsolete by the time you get that far. Thanks Bethesda.

Any fixed locations in the world that may have one pre-installed?
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Showing 1-15 of 22 comments
MrKleanupGuy Dec 31, 2024 @ 5:24pm 
sadly there isnt one pre-fixed
Oakshield Dec 31, 2024 @ 6:30pm 
I may be mistaken, but can't you take it off another .38 weapon and use that?

iirc you can use mods if you have them stored in the workbench.
And there should be enough .38 pipe weapons to be found.
Only disadvantage, it also means spending resources on replacing that mod from the weapon, so I'm not sure if it's worth it.

Thorin :steamhappy:
Liquid Inc Dec 31, 2024 @ 6:33pm 
Originally posted by Oakshield:
I may be mistaken, but can't you take it off another .38 weapon and use that?

iirc you can use mods if you have them stored in the workbench.
And there should be enough .38 pipe weapons to be found.
Only disadvantage, it also means spending resources on replacing that mod from the weapon, so I'm not sure if it's worth it.

Thorin :steamhappy:

You can. Any mods stored in that workbench can be applied to appropriate weapons (Or any, in regards to Legendary effects if you have a mod to move those around), but only a bolt action pipe rifle will have the .308 mod on it that would work on a bolt action pipe rifle...

you can't, for example, use a .308 mod for a regular pipe rifle...
Well, that means what I had in mind won't work.

I was thinking to mod a .38 pipe revolver's receiver, so the caliber would become available for the rifle.

But since the revolver most likely uses a cilinder as receiver - not ingame so can't check - and the rifle is using the bolt action system, it's two different systems which aren't compatible.

Thorin :steamhappy:
If you're okay with fudging the game system a little, you can use a workbench glitch to craft a .38 receiver for the bolt-action without needing Gun Nut rank 2 by rolling the selection to the desired mod part at exactly the same time as pressing to select a different one.
Originally posted by Oakshield:
I may be mistaken, but can't you take it off another .38 weapon and use that?

iirc you can use mods if you have them stored in the workbench.
And there should be enough .38 pipe weapons to be found.
Only disadvantage, it also means spending resources on replacing that mod from the weapon, so I'm not sure if it's worth it.

Thorin :steamhappy:
No you can’t do this. Pipe semi autos (base ammo 38) and pipe bolt actions (base ammo 308) are totally different weapons in this game and none of the weapon mods are interchangeable between them.

Is there actually a 38 receiver mod for pipe bolt action? I know there is for a combat rifle.

In general OP is correct that the levelling for the receivers does not make sense, neither in Gun Nut nor in leveled lists. 38 mods for all weapons should be about the most common receiver mod.
Originally posted by The Inept European:
No you can’t do this. Pipe semi autos (base ammo 38) and pipe bolt actions (base ammo 308) are totally different weapons in this game and none of the weapon mods are interchangeable between them.
They're certainly not supposed to be interchangeable, though my glitch weapons say otherwise. :steammocking:

Originally posted by The Inept European:
Is there actually a 38 receiver mod for pipe bolt action? I know there is for a combat rifle.
Yes.

But am I the only one who finds it slightly weird that you adjust the calibre by changing the receiver without needing any adjustments to the barrel?
Yeah the ammo type change mechanic is nonsensical.
You can’t even swap things like bayonets and scopes between these very similar weapons, which is just stupid.

If you have a scope you should be able to move it between a 38 pipe rifle, a 308 bolt action pipe rifle, a 308 hunting rifle, or a 45 pipe revolver rifle.

You should probably be able to put it on a laser musket for that matter.

The levelling of weapon mods and their relative progression and frequency is just terribly designed. The net effect is that Gun Nut is not worth the investment. It’s better just to strip mods from looted or bought weapons. Even then you get some stupid situations where you can’t swap out a mod because even the basic requirements for the most basic mod (iron sights say) is too high. Stupid and badly thought out.
Originally posted by The Inept European:
You can’t even swap things like bayonets and scopes between these very similar weapons, which is just stupid.

If you have a scope you should be able to move it between a 38 pipe rifle, a 308 bolt action pipe rifle, a 308 hunting rifle, or a 45 pipe revolver rifle.

You should probably be able to put it on a laser musket for that matter.
The main reason I can think they might want a different part is to make sure that it all fits together neatly on its 3D model.

As I know very well from my glitch weapons, you can get guns with floating bits or weird overlaps by sticking a part onto a weapon that isn't designed for it. Sometimes they fit nicely, sometimes not.

Scopes are definitely one of the parts that doesn't vary too much in its effect on the properties of the weapon (the statistics are basically copy-pasted for most of them), but you'd need to separate the visual 3D traits from the core mod part and then assemble them as part of the modification process by having the part select its appearance based on the weapon receiving it. It feels a little awkward since you'd effectively need either a recipe for which combinations produce which scope appearance, or the weapon/mod to "own" subordinate parts that it uses selectively.

But then, you've currently got a whole bunch of different parts anyway, and having the final input/output of attaching/detaching being a single mod part would really only mean the details moved into the attachment process. You'd just be referring to that for the modifications to the weapon, and the mod part would end up being more like a consumable component used for it.
Normally no, but modding it in the GECK is trivial. I changed a .44 Magnum into .38 revolver in about 5 mins. You only need to change the ammo type, I would suggest saving as a new ID instead of overwriting the base Bolt Action Pipe Gun.
Claybot Jan 3 @ 9:46pm 
Pipe weapons during Survival is a lot of fun. I've been playing that way for a long time now.
Can you not change the rifle to a 'standard' receiver - which should be .38 and not require Gun Nut.
You can, I believe, remove all the mods by changing all the parts to 'standard' and then use those removed mods again.
Originally posted by Incunabulum:
Can you not change the rifle to a 'standard' receiver - which should be .38 and not require Gun Nut.

There are three different types of pipe gun (normal one, bolt-action, and revolver). This is specifically about the bolt-action version, which defaults to .308 rounds. You need Gun Nut 2 to craft the .38 round receiver. Or find one and switch it over. You can not use mods from the other types of pipe gun. It must be from a bolt-action pipe gun.
Last edited by steventirey; Jan 4 @ 10:57am
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Date Posted: Dec 31, 2024 @ 3:10pm
Posts: 22