Fallout 4

About this mod

Adds new weapons to leveled lists as well as numerous uniques hidden throughout the commonwealth

Permissions and credits






-----------Wrap Up--------

I'm going to finish working out a few bugs for this mod and then work on sprucing up the images of the weapons as well as the modpage itself, I know alot of people have asked about providing bigger images and whatnot, and I'll get to it ASAP, as well as providing a non DLC version of this file for those who don't have DLCRobot.Esm. 

Things to look forward to next? Well, I'm hoping to look into doing custom texture work and make my own creature feature mod, this mod will feature new, tougher, more deadly creatures added to the wasteland, if you remember HarderThanYou for new vegas you get the idea, protectrons with explosive lasers, Glowing ones that use their radiation explosion as a weapon, and giving it more range and damage, etc etc. 


-------------------------Added to Update 1.9-----------------------
New "M" class variants of original weapons. (Any of you who played A World of Pain for New Vegas remember how they worked)
M class weapons of their original counterparts have special attributes, which may be much longer reach for a melee weapon, firing an extra projectile, faster fire rate, higher damage, new projectiles, or a combination of all of these


-----------------Added to Update 1.8--------------
A revisit to the past, remakes of older classic weapons added to leveled lists
PPK12 Gauss Pistol - Gunners
MEC Gauss Minigun- Gunners
Lewis Mk II - Super Mutants (Will turn to appropriate caliber .303 when I start making ammunition types. For now uses .308)
Grenade Machinegun - Super Mutants (Damage nerf due to rate of fire, will address making 40mm grenades when I start making new ammunitions)
Neostead Shotgun - Super Mutants
Rail Cannon - Gunners (Has an impact force of 600, pretty fun)
Laser LMG - Super Mutants
Courser Rifle - Institute/Synths
Institute Nullifier - Institute Synths


Upcoming for 1.8

Going back to focusing on new weapons, primarily leveled lists for synths since they have not been addressed.


--------------Added to Update 1.7-----------------
Heavily focused on NPC placement and new enemies hand places through the commonwealth, so be careful!

Several new NPCs hand placed in precarious areas to surprise, shock, and attack you when you least expect.

Many new uniques, these will most likely be guarded by powerful NPCs so be careful

New uniques added-----
H&H Tools Nailgun
Flechette Pistol
"Operator"
Gauss Magnum
Gehenna




Gunners - Immolation Rifle
Super Mutants- Plasma Gatling, Shoulder Mounted Machine Gun MK II


Upcoming for 1.7---------------------------------

Overhaul on NPCs--

New NPCs to default vanilla leveled lists (I'll make this an optional separate file for anyone who wants to play without them.)

Adding spawn points both in exterior world and in interiors for new NPCS, heavy attention given to placing NPC units on overpasses and bridges. I'll do my best to not interfere with any vanilla quests, especially early level ones that might be hindered by NPCs too overpowered for low level players.

More uniques, especially unique weapon modifications for vanilla weapons hidden in world

------------Added to Update 1.6----------------

EDIT: found weird mesh overlay bug on the Wattz Static Pulse Rifle. It's not mod breaking or anything that will directly disrupt gameplay, it's just that the carrying handle kind of floats off of the rest of the mesh, I'll fix for the next update!


FIXES- Laser RCW uses correct ammo
Super Mutants no longer shoot the ground with the Roaster

Things to fix

- Level appropriate spawns for weapons in leveled lists, I know alot of people don't want to see Heavy plasma rifles at level 2 on gunners or Warmaster 40mm rifles on supermutants in survival.

Funny offset issue with incinerator in 3rd person, I'm not sure what's causing this. It isn't game breaking or has any negative impact to the weapon in any way, just makes the animation look funny. Might be able to swap it out with the anims_minigun


Many new "Unique" Class weapons hidden throughout the commonwealth, be warned, these uniques are likely to be guarded by powerful enemies that will make quick work of you if you are not prepared.  (Reports are coming in of a massive deathclaw wandering near the old sunken church in the glowing sea, so watch your back!)

Uniques to be discovered------------------------------

Party Starter
Boston One-Two
Wattz Static Pulse Rifle
Wattz Q-34 Modulator
"Tribulation"
"Hotfoot"
"Gyrojet"
"The Cauterizer"
"Red Thunder"
"Gryphon 50" (Occasional issue with the bolt animation, it's a hunting rifle using pistol animations, will fix this animation bug in next update, not a major breaking bug but something to fix)
Grizzly 44
Acid Drencher (Give those mirelurk queens a taste of their own medicine)
Fillet-O-Matic
Devilclaw
Bonegrind


New NPCs hidden in commonwealth exterior

(Just started this, so there won't be too many, but a word of warning, be careful on those overpasses, they aren't completely empty anymore




Added to Raiders Leveled Lists 
- Grenade Pistol
Added to Gunners List
-Fission Rifle
Added to Super Mutants
-Shoulder Mounted Machine Gun







-------------------------------------EDIT for 1.6--------------------------------
While this will be a daunting task for each and every weapon, I am starting to add unique weapon specific modifications for all of my weapons, as I know that modifying some of them currently completely reverts them to vanilla assets. Yes, this will be VERY tedious but I think everyone will appreciate the end result.


Creature Feature!

Special deadly NPCs placed in precariously dangerous areas around unique weapons to make you earn them! What? Did you think you could just walk into Wattz Electronics and steal their secrets like a dirty communist?!

Adding hand placed powerful enemies on bridges and overpasses, I always felt that this was a missed opportunity on bethesda's part, all that potential for  bridge warfare and not a single npc or item!



------------Added to Update 1.5----------------

Something HUGE that I can't believe I missed, I intended this update just to be adding uniques hidden in world and more weapons, however I exponentially added more variety by adding my weapons to legendary leveled lists, giving them a chance to spawn with legendary enchantments. There's nothing quite like the super rapid Achilles rifle with an incendiary or explosive enchantment to really heat things up. Hope you guys enjoy


--------------Added to Update 1.4----------------
Focused more on creating UNIQUE class weapons, will start to distribute them in good hiding spots for the player to discover throughout the commonwealth, both interiors and the exterior worldspace. in the next update. 

20mm Warmaster --- (Uses Cannonball ammo, will eventually get around to creating a "20 mm" ammo class and distribute it through ammo lists. Despite being "20 mm" the weapon is not at all OP and reasonable so don't worry, I try to avoid OP weapons. It may pose a bit of a problem for you survival difficulty players though, but then again, super mutants are supposed to be absolutely terrifying, going toe to toe with a super mutant represents all the good sense of a man parachuting into an alligator farm anyways.))

COIL Single State Laser
Super Mutant Roaster

UNIQUES
Party Starter - (WARNING- Uses fusion cores)
The Cauterizer
Boston One-Two  (Long reload time after 2 shots, but has 100% chance to knock down enemy and do high damage)

*Yeah Sorry this update is a bit small compared to the others, I promise I'll have alot more stuff for you guys to play with in the next update! I'll also have started actually distributed unique weapons to the wastes for you guys to find, keep your eyes peeled for good hiding spots!*



--------------Added to Update 1.3----------------

Weapon Additions (mainly focused on boosting gunner variety, next update will focus on super mutant themed weapons, i.e fast, loud, heavy, and hard hitting)

2 new grenades
cluster grenade (explodes into smaller, less damaging exploding shrapnel)
lethal light show deployer (grenade that explodes into an array of laser projectiles
Scorcher 
Wattz Conversion Rifle
Disintegrator
Homemade Plasma Rifle
Focused Microwave (Spawns on gunner bosses ONLY)
44 SMG
UNIQUE Acid Drencher (Not added in game world, will find a clever lore friendly hiding place later, you can acqure this by typing help "drencher" 0 and finding it in the console list.)
UNIQUE Greased Lightning (ONLY a template build for making a rapid power fist, does not function properly as of yet, will try to fix in next update)

FIXES

Heat beam works properly now



UPCOMING UPDATES planned for 1.3

--Greased Lightning Very Fast speed power fist, trying to figure out how to make the power fist faster, maybe a script to make the hydraulic part extend and retract rapidly, make the weapon like the ripper , holding down the "attack" button to activate the powerfist in "automatic" succession

Laser Refraction grenade (fires a light show of laser beam projectiles in all directions when it explodes)

Multiple new grenade types ((will spawn on appropriate classes, i.e. gunners, super mutants, raiders))
New explosive ordinance weapons
Unique weapons hidden throughout the commonwealth



------------Added to Update 1.2----------------

FIXES

Heat Cannon still needs to be fixed [x]
Infiltrator sound issue corrected
Elephant Gun works better but still has an offset to the aim model
Vulcan projectile Fixed (Uses cannonballs due to high damage and overpowered for .50 ammo)
Tesla Rifle projectile fixed

WEAPON ADDITIONS

Heavy Plasma Rifle
45 Longrifle
Achilles Rifle
Ion Rifle
Wasteland Peacemaker


--------------See below for leveled lists and where new weapons occur-----------


ISSUES TO FIX

- Heat Cannon Laser obstructs vision while aiming down sights, changing it from flame to beam type should fix it
- Infiltrator sometimes has no sound
- Elephant Gun accuracy tweaks
- Vulcan projectile



ADDED IN UPDATE 1.1

Hellfire Rifle
Mauler
Tesla Cannon MK II
Tesla Rifle MK I
HEAT Cannon
Heavy Laser Cannon
Vaporizer
Infiltrator
Marauder
Argon Laser
Semi Auto Shotgun
Vulcan
Fragmentation Rifle

NOTE: THIS MOD REQUIRES AUTOMATRON DLC

The purpose of this mod is to add variety to the rather sparse amount of weaponry in Fallout 4. Personally I just got tired of seeing supermutants with nothing but either miniguns or assault rifles, and having no real motivation to spend all that .38 and 5mm ammo I accumulated



This is the first version, which focuses on adding weapons to raider leveled lists. the next update will include more raider weapons as well as an overhaul on the gunner and super mutant weapons, giving them dozens of weapon possibilities

I tried to make these weapons as lore friendly as possible, even adding old classics like the incinerator and Laser RCW. These weapons are NOT overpowered and game breaking, I believe in adding weapons that provide an enjoyable but still challenging experience.



((ALL WEAPONS ARE MADE USING VANILLA MODELS AND RESOURCES))


Raiders now may spawn with, in addition to their regular leveled items

45 Longrifle
Wasteland Peacemaker
38 Carbine
Ruger 44
Saiga 12
Thermic Laser
Incinerator
Laser RCW
Ventilator 
Mosquito
Hammer 44 Auto
Elephant Gun
50 Express Single Shot Game Rifle
Hunting Carbine
Hand Cannon
Electric Arc Emitter
Homemade Plasma Rifle (Raider Bosses Only)


Super mutants now spawn with ((Will include many many more weapons in next update))

Achilles Rifle
X-80 Advanced Rifle
Hellfire Rifle
Argon Laser
Marauder
Mauler
Heavy Laser Cannon
Vulcan
Semi Auto Shotgun
Scorcher
Coil Single State Laser
20mm Warmaster
Super Mutant Roaster


Gunners Spawn with ((Will include more in next update))

Heavy Plasma Rifle
Ion Rifle
Fragmentation Rifle
Tesla Rifle Mk I
Tesla Cannon ((Gunner Bosses only have a chance to spawn with this))
HEAT cannon
Infiltrator
Vaporizer
Focused Microwave (Spawns on gunner bosses only
Wattz Conversion Rifle
44 SMG
Disintegrator



<br />Please let me know if you encounter any issues