How to replace weapons
(FO4Edit)
By this method, you can download a weapon mod, and use it to replace any weapon from vanilla game.
MAKING THE REPLACER
1. Download a weapon mod
2. Open the mod plugin in FO4Edit. Unfold mod data.
3. Check "Weapons". Click on the weapon you want to use. On right pannel, look for "EDID - Editor ID". Right click on the ID of the weapon, and click on "Edit". Replace the ID with de EditorID of the vanilla weapon you are replacing. (For example, if you are replacing vanilla assault rifle, you must write AssaultRifle.) Press OK.
4. Right click on the weapon in the left pannel. Click on "Change FormID". Replace the FormID with the FormID of the vanilla weapon you are replacing. (For example, if you are replacing vanilla assault rifle, you must write 0000463F.) Press OK.
5. Press Ctrl+S, and close FO4Edit to apply changes.
DONE!
:)
Check it in game.
CLEANING THE MOD
There are a couple of things you might want to do BEFORE making the replacer:
QUESTS
You can remove the leveled lists injection from the mod, to avoid the weapon to spawn "injected", and only let the weapon to spawn replacing the vanilla weapon. This is recommended, because if you change the IDs of the weapon, the game will try to spawn an invalid weapon ID. It shouldn't be a problem, but it is better to clean the mod.
In FO4Edit, check "Quests". Look for a quest named "leveled list" or "LL" or something similar. Delete that quest (or quests).
Also... you can delete ALL quests if you want (this is 99% safe in 99% cases).
Not all weapon mods have leveled list injection.
MAP EDITS
If you don't want the mod to apply changes to game map, you can remove all map edits.
The reasons to do this may be:
- You don't want to find "unique legendaries".
- You play on another language rather than english, and don't want to see too many places with english names.
- You want to ensure compatibility with mods that modify locations.
To do that in FO4Edit, delete ALL "cell" data and ALL "worldspace" data by right-click/remove (this is 99% safe in 99% cases).
Take in mind: If the mod has quests, deleting locations edits without deleting quests before is not a good idea.
Not all weapon mods have cell or worldspace edits.
SOME THINGS TO KNOW
When you replace a weapon, existing weapons in your game probably will be broken. But, if you go to weapon workbench you can repair it by crafting receiver, stock, barrel, etc., of the new weapon.
New spawned weapons will be perfect.
Take a couple of minuts to check the weapon in game (especially If you have deleted leveled list injection quests or something else). Craft all parts, make some shots, kill someone. If all is OK, congratulations! You are a weapon replacer! If not, may be next time :)
Remember to make backup copies at your discretion.
ABOUT THE SENSE OF THIS REPLACING METHOD
To replace a weapon, you can change all data of a vanilla weapon (except FormID and EditorID) bringing data from the weapon you want. This way, you are "replacing" the weapon, changing all weapon features.
BUT, alternatively, instead of modify weapon data, if you take the other weapon, change the FormID and the EditorID to replicate IDs of vanilla weapon, you are doing the replacement without all that hard work. The game believes it is loading the original weapon with some changes, but it is loading all features of the chosen weapon: damage, range, magazine capacity, projectile/ammunition type, ingame model, weapon attachments, delay after shooting, animations, etc etc.
IDs OF VANILLA WEAPONS
Before finishing, here you have the EditorID and the FormID of the vanilla weapons:
Weapon - EditorID - FormID
10mm pistol - 10mm - 00004822
.44 revolver - 44 - 000CE97D
Double barrel shotgun - DoubleBarrelShotgun - 00092217
Combat shotgun - CombatShotgun - 0014831C
Submachine gun - SubmachineGun - 0015B043
Assault rifle - AssaultRifle - 0000463F
Combat rifle - CombatRifle - 000DF42E
Hunting rifle - HuntingRifle - 0004F46A
Pipe gun - PipeGun - 00024F55
Pipe revolver - PipeRevolver - 0014831B
Pipe bolt-action gun - PipeBoltAction - 0014831A
Flamer - Flamer - 000E5881
Minigun - Minigun - 0001F669
Missile launcher - MissileLauncher - 0003F6F8
Fatman - Fatman - 000BD56F
Laser gun - LaserGun - 0009983B
Institute laser gun - InstituteLaserGun - 001633CC
Gatling laser - GatlingLaser - 000E27BC
Plasma gun - PlasmaGun - 00100AE9
Gauss rifle - GaussRifle - 000D1EB0
Check comments section! There are very interesting questions
FAQ:
- Replacing several vanilla weapons using one modded weapons
- Replacing unique and comanions' weapons
+ scroll down to check titles (big letters)
Happy modding
;)
28/08/2021: Corrected double barrel shotgun ID.
149 comments
Replacing several vanilla weapons using one modded weapon
First, you need to duplicate your weapon:
Open mod in FO4Edit, right click on the weapon from mod, click on "Copy as new record into...".
Write a EditorID for the copy: For example, "xxxxxxCopy"
In next window, select the mod plugin (don't select "new file"). Press OK
Now you have two versions of the modded weapon, and you can replace EditorID and FormID as usual (use each version to replace anyone vanilla weapon).
Good luck!
Thanks for PM ^^
You can use the ID replacement for replacing clothes, miscellaneous items... weapon attachments... enemies... whatever you want
Replacing unique weapons
(This comment is modified on Nov 6, 2022)
Unique weapons that have their own FormID and EditorID:
Simply use their IDs to replace.
This wiki is very useful!
https://fallout.fandom.com/wiki/Fallout_4_weapons
If you need you replace both, standard and unique versions of a vanilla weapon, you need to duplicate modded weapon (read previous sticky post).
Yes, I'm using your question to make a sticky FAQ hehe
Have a happy moddiiing
So to make this set of instructions work, you would need to also put the form list in to this mod and swap out the vanilla parts (stocks, barrels, etc.) with ones from the new weapon mod. Basically the game is trying to put the stock/barrel/whatever of a vanilla gun on the mod added gun you are using as a replacer. Replacing vanilla weapons with modded ones completely and correctly it not as easy as the instructions lead you to believe.
This video explains how vanilla legendary weapons are made. It's not an explanation of how to replace them. But if you understand how they are made you can figure out how to replace them. https://www.youtube.com/watch?v=w57JUPYDa18
First of all, my apologies for not responding. I get no notification from comments here. Angryglock's comment is the first notification I've received in a long time.
Angryglock, thanks for sharing this video. Yes, most unique weapons use scripted methods in quests.
Here is a response to someone who asked me about replacing Kellogg's pistol. I hope this info helps you to figure out options to make the replacer at your will (but of course, the info in the video is the real method).
In game, Kellog's pistol ( "00225AC1" / "CustomItem_DoNotPlaceDirectly_KelloggsGun" ) is not a weapon. It's a leveled list. This leveled list contains one entry: "LL_44_Pistol" (LL_44_Pistol is a leveled list that spawn a 44 Pistol). And also contains a rule that force the weapon to have name "Kellogg's Pistol".
So, if you replace the 44 with a Cobra, and you use console to spawn a Kellog's pistol (player.additem 225ac1) you will get a Cobra with name Kellogg's Pistol.
(Please try it, to ensure I'm not wrong)
Well: This weapon (this leveled list) is not placed in Kellogg's inventory. This weapon is spawned by the quest "CustomItemQuest". This quest is used to spawn several unique weapons along the game. In most cases, the quest forces to spawn a weapon and forces to add some specific attachments to the weapon. This specific attachments are vanilla, of course. So it may happen tha you have replaced 44 with cobra, and Kellogg has a vanilla 44 in his inventory (with name "Kellogg's Pistol").
To test it, it may be necessary to have a saved game before the Kellogg's quest.
The weapon may spawn with vanilla parts, but you have replaced the weapon with a Cobra. So, you can go the weapons workbench and repair the weapon: Craft Cobra receiver and then craft all other Cobra parts.
Conclusions:
It is posible to force the CustomItemQuest to spanwn a replaced weapon? Yes, it's posible. But this quest is used on many weapons, and you will find issues about combatibility and master files (if you try to do the same to several unique weapons). Scripting knowledge may be required. It's up to you.
Solutions:
Probably you know Cyanide4suicide weapon replacers. Instead of replacing the weapon, his replaces every vanilla attachment. For example, replaced the vanilla standard receiver with standard receiver from mod, same with heavy receiver, hardened receiver, advanced receiver, short stock, long stock, shot barrel, ported barrel, long barrel, iron sights, short scope... It's a great and hard work. And obviously it's a more advanced method than mine. So, with Cyanide's method, when the quest forces to spawn a vanilla receiver, this receiver is replaced (!). This solves unique weapons spawning vanilla parts, and therefore have no to repair weapon on workbench. BUT it may be an insane work (probably Cyanide has method to make this process relatively automatically). Personally, I can live with having to repair some unique weapons. It's up to you.
Kellogg Pistol is a leveled list, so you can try this:
There are other options? XD Yes, you can try this:
You can also remove the pistol from 00225AC1 and add a unique version of the Desert Eagle to Kellogg inventory. It is a plausible solution (a very simple and effective solution).
CustomItem_DoNotPlaceDirectly_BoSElderMaxonsGatling
If this record is a weapon, you can simply replace it.
If not, you need to find another way (check full thread).
Basically same process, but take in mind:
Uninstall the replacer. If something reamains "wrong", this can help:
Good luck!
Edit, okey so im pretty sure problem is that npc that is "melee combat" style dont really want to equip guns. Replacing firearm with another firearm works just fine, but replacing melee weapon to firearm makes that npc dont equeip that gun, if you using console commands to manully make npc to equip that gun he starts shooting. No would need to figure out how to make melee npc to equip gun instead of using fists.
This can happen for several reasons. For example:
Many weapons do not have animations for super mutants. If a super mutant has the weapon but he has no animation to it, he will fight using his bare knuckles.
Another more common cause is that you have replaced weapons, but the NPCs have weapons that were still generated before the replacement. So the weapon data is correctly replaced but it has parts (barrel, receiver...) that are still vanilla and therefore do not work with the replaced weapon. In this case, the solution is a respawn: Go to a interior cell and wait more than 20 days. This way you will force an universal respawn, all respawnable things will be respawned, and all replaced weapons on NPCs will work.
Good luck!
This seems to be somekinda AI problem where if npc combat style is marked for using melee weapon he raither use fists than firearms if they don't have melee weapons on their inventory. Need to do more testing but at least i got it somewhat working by loading mod that tweaks npc:s combat styles.
.
For example, you can replace the baseball bat with a katana from Nexus... you can replace metal knuckle with M4A1... or you can replace wood planks with fatmans...
You can replace one weapon using one weapon. If you want to add more weapons, you need to add it to leveled lists.
For DLC weapons, you have all data in this wiki:
https://fallout.fandom.com/wiki/Fallout_4_weapons
For example, the handmade rifle:
https://fallout.fandom.com/wiki/Handmade_rifle_(Nuka-World)
Check "Technical" data: EditorID: DLC04_HandMadeGun / FormID: 00033B60
>> When using DLC weapons, replace first two "xx" with "00".
For full cleaning, yes