This article has moved to the Overhauls Main page. It can be found here
Entry 1
This mod was the first piece of a big project i am working on for myself and i thought id make it in a way that i can share for others that want a brutally hard and realistic gun system in fallout 4.
The plan is to replace all of the hideous vanilla guns with the best mods the community has to offer but instead of just throwing a bunch of mods in a load order and making a level list patch for them i want to go over and overhaul each gun mod first to make them fit into a new balancing system where guns are realistic. bullets are bullets. a 5.56 bullet is not going to lose half its damage potential just because you loaded it into an automatic gun, but on the other hand a fully automatic gun is not very accurate or easy to control.
This article will grow as i continue to work on and brainstorm exactly what my plan is for this overhaul but for now i will be working on getting some of the gun mods overhauled and probably releasing them in a standalone format untill i have enough of them to do a big mod.
Entry 2
The Browning Hi-Power Overhaul has been completed and i am starting to form a more solid plan as to what exactly i want to do. This will be where I document all thoughts and progress unless there is enough interest to warrant my old self learning discord and setting up a server for discussion or something.
In the Previous overhaul I made (Personal use only unfortunately) i banished pipe guns from the game. I Dislike the design of vanilla pipe guns and as someone with real life Gunsmithing experience, the way they function bothers me. However, i feel like they are a necessary evil for the early game as well as the overall realism of the wasteland. I mean, its been over 200 years since conventional firearms have been manufactured and while I do own several 100+ year old firearms in decent shape, they do not get used daily to defend myself from wasteland creatures and raiders so I imagine 200 more years of hard use would render them rare and valuable. That being said I am probably going to leave pipe guns mostly untouched and only edit the level list for lower levels (probably 1-15?) after that i will cycle them out of use for higher level enemies and probably restrict them to raiders and wastelanders (as they mostly are now). This way if you already use a pipe gun replacer or retexture (like Nina's Proper Pipe Guns Replacer) you could continue using that.
Currently we have the Colt SAA and the Browning Hi-Power. the Colt will most likely end up in the Minuetman Level list as well as integrated into the pipe revolver Level list in later levels. The Browning will be added to the 10mm Pistol level list and appear along side the other semi auto modern pistols that get added (next up will be a 1911 but I'm currently testing and playing around with the different options on nexus)
ALSO Munitions is and will be my ammo mod of choice for the foreseeable future due to its modular nature so I don't clog up your ammo list with lost of random ammo types you'll probably never use. less is more but vanilla fallout is missing some key ammo types in my opinion and munitions has been my go to for that. Tactical Reload has been on my radar but ive never used it and want to keep the extra mods to a minimum. After the main overhaul is finished ill look into doing a blanket tactical reload patch for everything added and possibly look into making sure something like See Through Scopes is also compatible (I do use this one sometimes)
Entry 3
The overhaul for the F4NV Service Rifle Redux is now available for download for testing and trial. I am removing the legendary effects so i removed the unique guns from the mod. But don't worry, I have made all unique parts craftable if you can source the special components needed. all Paint schemes and all stickers are available for crafting for freedom of customization.
on that note, I have decided to include the MW2023 - M4 Platform 2.0 and the blueprint pack as the late game Assault Rifle option and will be giving it a similar treatment. Instead of each skin being a separate gun as it is now, ill make a paint system for it like the F4NV Service Rifle has. It will also be balanced to fit and will be stripped down as I usually do.
For anyone that may be wondering why i am stripping these mods down so far, it is because I have extreme OCD about some things and I like my game to stay as clean as possible. Extra quest and item placements in the world have caused me a few issues when running mega load orders as well as other bugs since i'm running an ancient 4th gen intel system as my main gaming rig. I tend to heavily modify all mods i commonly use but this project is the first time Ive decided to do it in a way where i could share my completed work. I have grand plans to eventually do a sorta Stalker fallout hard core overhaul mod with a new map (looking at overhauling "The Zone" and making it a more interesting mod than it already is) and all that but i don't want to set my goals too high and figured doing the weapon system overhaul standalone would make it useful for other Load Order setups in case i never follow through on my grand plan.
Entry 4
I settled on a mod for the 1911 i wanted to use. the M1911 - WARS Standalone mod by antistar. This mod didn't need much tweaking to fix with the program so out of all the mods i tried it stood out. This gun will probably make up the bulk of the 10mm level list through the mid to late game with something like the Colt Kimber Custom being added as a nicer option for higher levels. more to come as i get them finished up.
Another random idea I had, I might convert the vanilla ammo to appear as .40 for consistency across mods I'm planning on adding that would usually be chambered in .40 caliber. This would also make it easier to ensure guns that use 10mm or .40 spawn in vault 111 so your not stuck with a single clip of 9mm or 45 while attempting to clear out the rad roaches. still on the fence about this, but Ive always wondered why they chose 10mm as the most popular pistol ammo type in game. I have seen a lot of firearms in my life time but never have I ever encountered a hand gun chambered in 10mm. it would have been easier to have called it 9mm or .40 but it is what it is.
Entry 5
Today I shoved the Remington 700 Overhaul out the door. I still need to go over the Crafting Recipes but for now its functional and has a temporary solution to 'Soft" replace the Hunting rifle for now. I also made a few edits to the Remington 700 Armory Pack so it will play nice with my overhaul and offer some extra customization. This does make See Through Scopes a Soft requirement now but I have used it for a long time and I know a lot of others do as well. Also, in my usual fasion i removed the quest and scripts that run for the hotkey item thing. I never used it and the goal is to remove all unessential bloat for maximum compatibility and performance on potato computers like my main gaming rig.
For anyone wondering I run a I7 4970k with a GTX 1080 and 32 gigs of DDR3 ram. I prefer to play at 1440p with my graphics totally maxed and beyond using Beth ini. Fallout 4 runs decent until you load up 500+ mods along with Sim Settlements 2 and then try to play 80+ hours on the same save game. Still, I have very minimal crashes (probably 1-2 random CTDs for the entire play through) and maintain a solid 60fps unless I'm in downtown Boston but I end up with weird script lag later on and other weirdness related to small additions by the hundreds of mods I run.
Next up is probably the F4NV Mysterious Magnum and .44 Magnum Revolver Replacer due to the fact half of the work is already done as far as replacing the vanilla .44 goes. Revolvers are one of my Favorite firearms so there will be several more high quality Revolvers make an appearance for higher levels but I felt this one deserves the spotlight.
Entry 5
Probably the last entry that will be posted under this mod. I am about to release a Level List Overhaul mod to add all the guns we currently have to the relevant lists for testing and I am going to move the articles to that mod page.
Updates have went out for the first 5 Overhauls and 2 updates for the Service Rifle Overhaul. Hopefully it'll behave as intended now. I want to make one more big update before proceeding with the rest of the mods since i have learned a few more things and thought of a few more ideas.
I originally wanted to get rid of the crafting perks but I realize that's actually realistic and making the amount of materials more actually isn't. The solution will be to make all like parts take the exact same amount of materials to craft and have the limitation be the gunsmithing perk. However, instead of making this locked to leveling up I am going to make a set of magazines or books to give you the perks and distribute them to the gun dealers. They will be expensive but will give you something to save up to buy and help with the mid to late game problem of becoming rich with not much to spend it on and save you the perk points. this would be like getting your hands on gunsmithing textbooks to learn the information you'd need to make a new barrel or something like that.
Current Gun Overhauls and Required mods List
Required mods
1. Munitions - Hard Requirement
Only main Munitions mod is required for now. Munitions Additional Add-on my be required for the .30-30 and Soviet rounds when I start adding Russian Guns
2. Bullet Counted Reload - Future Hard Requirement
All Shotguns and Lever action mods added will have BCR Support. I cant do a Shotty without BCR.
3. See Through Scopes - Semi Soft Requirement
Technically not essential but a lot of scopes from add on packs will not function without it. any and all fixes required for STS will be noted or built in if possible (I'm not going to steal anyone's work so probably wont be including things unless I can get proper permissions to do so.)
Currently Overhauled Gun mods
1.The Colt SAA to stand in as a late game replacement for the pipe pistol
NOTE - I realize this is not freely available on nexus, so due to this I will probably make an optional patch to remove this(Probably a FOMOD to patch out any of the guns) from the main overhaul once it is finished.
2.Browning Hi-Power to be added to the 10mm lists (attention will be taken to ensure no ammo scarcity issues in vault 111)
3. F4NV Service Rifle to replace the Assault rifle through the first roughly half of the leveling cycle.
4. M1911 for the bulk of the 10mm level list
5. Remington 700 for Hunting Rifle Replacement
More to come as I finish them up. I have a lot of the rough work already done I'm just finishing up and testing them to ensure it all works as intended. Still, issues may be present. please stand by as a noob mod author clumsily stumbles through his first major undertaking.
3 comments
I decided to exchange the damage buffs from receiver upgrades for an accuracy based upgrade system. For example the "standard receiver" is now the "worn receiver". And while any weapon is still quite useful in this state, when I get to long range fights I'll have a hard time hitting even a fully exposed torso with a combat rifle because of the horrible accuracy stats. The "Calibrated Receiver" is the "Slightly Worn Receiver" and so on. So the higher tier of receiver, the closer I get to a good and reliably accurate weapon and eventually almost gamer laser beam levels. Keep in mind, I'm not talking vanilla shotgun shells level of inaccuracy here, so this will barely have any noticeable effect on CQC.
"Worn" and "Slightly Worn" are the state that most low level raiders' weapons will spawn with in my game. This also introduced a new balancing tweak that I wasn't even counting on. With many weapons spawning in that state at lower levels, this makes having to pick up an enemy's old gun because of poor resource management a major downside. If I have to suddenly go from my own upgraded gun to a raider's worn old combat rifle, I will have to change up my tactics immediately.
This is just me dumping some ideas I came across in case that gets your own ideas going. Not saying this is a direction you need to go in. Hope to DL and try your project at some point in the future. Left you a deserved kudos.
TLDR; Just some more nerding below, forgive me.
In my case I decided for example to go with a reload speed modifier for shotguns and snipers, accuracy for pistols and rifles and so son. The bolt actions' accuracy levels I left alone simply because their accuracy is what separates them from the self loading rifles.
So in my game you can sport a FN-FAL in a the same full rifle cartridge as a bolt action Lee Enfield. The FAL will give you rate of fire, however you won't be aiming for the head if you want to hit at long range. The Enfield on the other hand can blow someone's gourd off at long ranges, first shot, no issue. But then again you have the low rate of fire.