Fallout 4

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
Look at sticky posts
+ scroll down to check titles (big letters)





Happy modding
;)


This tutorial has been edited on 08/02/2020 to improve and clarify the explanations.
28/08/2021: Corrected double barrel shotgun ID.

Article information

Added on

Edited on

Written by

Cthorthu

149 comments

  1. GionMist
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    Sticky
    Say I want to replace two vanilla guns with one mod weapon, how can I make it happen?
    1. Cthorthu
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      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 ^^
    2. RBD21998
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      Can I use this for clothing?
    3. Cthorthu
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      Yes you can ;)

      You can use the ID replacement for replacing clothes, miscellaneous items... weapon attachments... enemies... whatever you want
  2. Bakelite420
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    Sticky
    how do i replace unique weapons? i want to manually replace the unique limitless potential laser gun with the recharging gun by bwones. the reason im asking is that the recharging gun mod says that it replaces the unique limitless potential laser gun, but i've tested it  and it doesnt. so i figure i need to do it my self.
    1. Cthorthu
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      Replacing unique weapons
      Note: This method applies for unique weapons that have standard vanilla records. On other cases, please read comments in this post (the long comment).

      (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
      Companion weapons are unique weapons that have their own IDs

      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
    2. quietwolffallout
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      if its a companion weapon your replacing make sure to change the ammo to the proper comp ammo as well
    3. mancubuszero
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      I'm having a hell of a time with unique weapons.  The instructions work great for regular weapons, so thank you very much for that, but doing these steps with uniques has no effect.  Even worse, if I replace the vanilla weapon that the unique is a variant of (for instance, I made the combat rifle a TAR-21 and then went and found December's Child and Overseer's Guardian in the world), the unique weapon looks mostly invisible - some of the components make it through, but any part of it that would have been a component of the vanilla weapon is missing.  As a result, I'm only replacing pipe guns and the assault rifle for now, but I'd love to be able to replace a bunch of the other ballistic weapons as well.  Any idea what I'm doing wrong here?  
    4. Othlas
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      Same here, I understand the theory, but in fact it doesn't work.
    5. Bobthebuilder100
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      Could you please tell us how to replace Unique weapons, this doesn't seem to work sadly :/
    6. PKxPanz3r
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      yeah this answers absolutely nothing.
    7. mancubuszero
      mancubuszero
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      .
    8. angryglock
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      Most unique weapons are not standalone vanilla forms. They are  just made up by adding the base weapon to a set of mods for that weapon in a form list. In that form list are the parts that make the gun unique. It's how most named legendary items are made.

      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
    9. Cthorthu
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      Hi!

      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).

      About unique weapons
      Unique weapons use special methods, and not all unique weapons use same 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:

      • You "can't" replace Kellogg's pistol with a different weapon than 44 (it's the same weapon with some unique properties).

      • The Kellogg's pistol may appear as vanilla 44 when doing the quest. But you can "repair" the weapon in game.
       
      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:

      • Open Desert Eagle in FO4Edit. Check Desert Eagle's FormID, you will need it.
      • Search Kellog's pistol ( "00225AC1" / "CustomItem_DoNotPlaceDirectly_KelloggsGun" ). Right click on this, select "Copy as overtide into". Select the Deset Eagle plugin, press OK. Now you have this in Desert Eagle plugin and you can modify it.
      • In right panel, in Desert Eagle plugin colum, right clik on "LL_44_Pistol [LVLI:001ACFBB]", select "Edit". Delete all text here and write the FormID of Desert Eagle pistol. Press OK.
      • Press Ctrl+S and close FO4Edit to save Desert Eagle plugin. Done! Now the Kellogg's leveled list spawns a Desert Eagle instead of a 44. But remember, it will spawn as a vanilla 44, you have to repair weapon on workbench.
       
      There are other options? XD Yes, you can try this:

      • Open Desert Eagle in FO4Edit. Check Desert Eagle's FormID, you will need it later.
      • [Duplicate leveled list]: Search Kellog's pistol ( "00225AC1" / "CustomItem_DoNotPlaceDirectly_KelloggsGun" ). Right click on this, select "Copy as a new record into". Write a new EdiorID (for example "KelloggItem" or "KelloggsIventory"...). Select the Desert Eagle plugin, and press OK.
      • [Modify your new leveled list]: Go down to Desert Eagle plugin, unfold Leveled Item and select your new leveled list. On right panel, right click on "LL_44_Pistol [LVLI:001ACFBB]", select "Edit". Delete all text here and write the FormID of Desert Eagle pistol. Press OK. Check the FormID of this new leveled list, you will need it later.
      • [Copy NPC to plugin to be able to modify his inventory]: Search Kellogg (the NPC, FormID "0009BC6C"). Right click on this and Select "Copy as overtide into". Select the Deset Eagle plugin, press OK. Now in right panel, go down a bit and look for "Items (sorted)". In this section, in Desert Eagle plugin column, right click on "LL_Ammo_44 [LVLI:000DB29E]" and select Edit. Delete all text here and write the FormID of your new leveled list. (Don't worry about ammo, he will have ammo).
      • Press Ctrl+S and close FO4Edit to save Desert Eagle plugin. Done! Now, Kellogg will have a Desert Eagle named "Kellogg's Pistol" (because of the leveled list has the override name property) in addition to the pistol added by quest.
       
      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).
    10. MarkoXM
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      For example, this method would work with replacing the Vanilla gatling lasers and the Final Judgment unique which spawns on Maxon with mod weapons. or?
    11. Cthorthu
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      Check Final Judgment in FO4Edit:
      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).
  3. Sinkywater
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    Sticky
    Thanks for the great guide. Does this only apply to vanilla weapons? How can I replace DLC weapons?
    1. Cthorthu
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      Hi! Sorry for late response


      Basically same process, but take in mind:

      • When opening FO4Edit, ensure to open the DLC along with the mod.

      • You need to add the DLC as a "master file" to the mod plugin. How to add a master: Right click on your mod plugin name, select "add masters", then select the DLC and press OK.

      • In this wiki you have the FormID and EditorID of all weapons. Click on a weapon name, then click on "Technical" (below the weapon image), here you have the weapon's IDs. https://fallout.fandom.com/wiki/Fallout_4_weapons

      • To be able to use the FormID, replace the first two numbers/letters with 00 (in the wiki these are shown as "xx"). 


      #Replacing DLC weapons
  4. harperluna
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    Is there a list of ALL vanilla weapons,  I want to replace the Pipe Shotgun.
  5. 7OVO7
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    easy exactly wath I need
  6. JamesWarrior
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    how i can edit the editor id cause it does not leave me edit it so i can replace the pipe guns with the handmade rifle of nuka world dlc
  7. Lirimac
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    Excuse me, I have replaced the ‘Walking Cane’ with a ‘Chinese Assault Rifle’ but I want to return to normal (aka undo the replacement): how can I do it?
    1. Cthorthu
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      Hi!

      Uninstall the replacer. If something reamains "wrong", this can help:

      • Make an universal respawn: Wait more than 20 days in a inner cell (all respawnable things will be respawned)
      • "Repair" walking canes: Go to weapons workbech ant try to craft parts. If this doesn't work... recycle it and get a new one.



      Good luck!
  8. lartza85
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    This was really helpful to replace weapons but i ran in the some problems. Npc:s spawn with weapons and have right ammo for it but they dont use it instead they just come running and  try to beat me with fists and i cant figure out how to fix that.
    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.
    1. Cthorthu
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      Hi

      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!
    2. lartza85
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      Hi, is not animation issue because it's normal raiders, and im using your super mutant weaponary that is been really good so super mutants works great. But my problem happends on old save as well as new save. Weapon data is not problem either because if using console commands to manually equip that weapon to raider he starts shooting right away, or if that guy who uses fists dies he's buddy may take that weapon if it is better than he's current weapon and starts shooting. 

      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.
  9. pepsinightmare
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    Hi, I am running into an issue. i have virtually every single weapon changed over into something else except for the Assault Rifle and Combat Rifle. For some reason neither gun changes and they remain the same. I have tried several different weapon mods but to no avail. Any tips would be greatly appreciated
  10. DoorWayLettuce
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    Hello, I'm seeking help because my game crashes when i press continue or new game because of fo4 edit. Is there a known solution or reason for this? Thank you for your time
  11. easymoney7452
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    Is it possible to replace vanilla melee weapons?
    1. Cthorthu
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      Yes

      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...
  12. lolcatjunior
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    Can I replace a vanilla weapon with two modded weapons? Also the weapon I want to replace is the handmade rifle from the Nuka world DLC which is not on the list.
    1. Cthorthu
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      Hi

      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".
  13. Sunshower4
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    While cleaning the original mod, do I  also need to delete"Leveled Item"?
    1. Cthorthu
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      Hi

      For full cleaning, yes