Fallout 4

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Narrrz

Uploaded by

Narrrz

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About this mod

Rebalances and extends the modification system for all ballistic & energy weapons.

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Changelogs
V1.3 Is up! DLC support added, only a few years after the fact! :D
(added a minor patch, 1.31, to fix a few issues i hadn't caught in the main 1.3 release. Download the same file you downloaded last time if you already are using the mod)

Important: If you're using the 1.2vanilla version already & don't want to start a whole new game, you need to download the update version, not the main file (marked as standalone in its description). That file is named ".... 1.3.esp", which means it won't overwrite the existing mod file in your data folder/load order, and won't be recognised as a dependency by the handgun file. The handgun optional file will also need to be updated if you have it; i made some changes to the functionality of pipe weapons which required me to change the bolt-action form in this file, too.

Locational damage has also been updated for the DLCs. It should still be standalone, so even if you don't enjoy running this mod, you can still use that file if you just want a change to how much damage head/body shots do compared to limb damage.

I'll be monitoring comments/bugs quite closely for the next little while, so if you find something that doesn't work, or that seems like it's unintentional, or even just have some suggestions or feedback, doon't hesitate to post in the comments section! The only (possible) bugs i know of that i was unable to resolve were that the Ashmaker minigun generated weirdly, having no equipped parts and losing its legendary effect when any mod was applied to it. I have no idea what could possibly cause that, but if this bug affects you enough to be gamebreaking, send me a message/post here and i'll see about creating a workaround.

Otherwise... Get looting!
~


This mod was born out of my dissatisfaction with the limitations on how you can modify weapons, as well as my disbelief that military grade ammo would still be so common 200 years after major production ceased that it remains not just the most widespread but the only ammo in common use.

To those ends, i present...

Weapon Customisation Overhaul

My overarching philosophy in designing and balancing this mod was that every weapon should be both useful & modifiable from the first moment you can find it, and every weapon should be viable at the highest level of upgrading.


to that end, i have attempted to give every weapon its own unique niche. Rechambering a weapon to another ammo type should see a gun outperform other weapons using that ammunition in one regard, while being outclassed in others.
e.g. The submachinegun, rechambered to fire 10mm bullets, will do more damage per shot and have a larger ammo capacity than an automatic 10mm pistol, but will be significantly slower firing and thus lower dps.
By the same token, the 10mm pistol, refitted to .44 bullets, has a larger (potentially 3x) clip size than the .44 revolver and has a much better rate of fire, but significantly lower damage per shot.

All ballistic weapons now have additional customisation categories, and all ranged weapons now have a 'quality' rating from -3 to +3. a (F) Makeshift weapon will fire 25% slower, 25% less accurately and deal 25% less damage. At the other end of the scale, (A+) Mastercraft weapons are 25% more effective in all three categories.
In addition, modified weapons will now be found with much greater frequency. Anyone above the most basic raider can (and probably does) carry a weapon with many of the same mods available to you. As such, it's now much more viable to play into the mid game without ever taking ranks in gun nut. You'll still want to max that perk out to get access to the most powerful mods, however.

Most guns can now be rechambered to additional ammunition types besides the default. This is now separate from the receiver fitted to a gun, allowing you to potentially create an automatic .38 combat sniper rifle.

The Combat shotgun/Combat rifle are no longer different weapons. They are now (almost) completely interchangeable.
Likewise with the three pipe gun variants. Pipe guns now have a 'firing mechanism' mod category which allows you to pick from Semi-auto, Full auto, Revolver or Bolt-action. Each variant has its own benefits and drawbacks.
The basic ammo for pipe weapons is now the Copper Slug, an improvised, non-standard round which is the best that can be produced by raider gangs who lack both the knowledge and equipment to create ammo to military specifications. While pipe guns can be (and are) rechambered to fire any ammo type, by default they will use the copper slug.

The Institute laser is now the Ion Beam, and deals 1/3 of its damage as physical. Though slower firing than the Laser gun, each individual shot hits harder and the mods available to it increase the physical damage it deals independently of its energy damage.


Known Issues

Some weapons are pregenerated at the very beginning of the game, ie when you create your character. As such, if you're loading a save to 'get into it faster', like a save made right as you enter the 'decontamination' tank, Some early game weapons will already have been created and may not spawn with the extra parts that this mod adds. The base forms still adhere to normal rules, though, so even if a weapon spawns without a 'chamber' mod, you'll be able to build one for it (and it will function fine without, albeit using only the default ammunition). The 'quality mod', due to the way i had to implement it, can only function as intended on weapons which are generated with a quality. while bugged weapons will still show an 'overall quality' category at the mod bench, only the upgrade to masterwork will be available - until applied, the weapon will function as a (C) Average Quality weapon.

Mods will sometimes by unable to apply if they have other prerequisite mods (ammo switches often require a basic magazine) if any other weapon of the same type in your inventory would not also meet those prerequisites. e.g. You are attempting to convert a combat rifle into a combat shotgun, which requires a standard magazine be fitted, but you have another combat rifle with a drum magazine fitted in your inventory.
This appears to be a flaw/restriction in the system itself, and without abandoning the idea of having different magazine sizes for different ammunition types, i can't see any way to get around it.

While this mod makes no changes to leveled lists or the like, it makes extensive changes to almost all weapons and mods in the game. Since that renders it incompatible with mods such as Detailed Weapon Mod Descriptions, i took the time to detail more precisely what exactly each mod does. However, this mod will almost certainly be completely incompatible with any that modify the default weapons or mods in any way at all. If for some reason you can't live without some such mod, i recommend putting this mod further down in your loading order, otherwise it could behave extremely unpredictably.

YOU ARE ALMOST CERTAINLY GOING TO HAVE TO START A NEW GAME. While existing weapons may recognise the additional mod slots i have added in, they will not be furnished with those mods. Attempting to install this mod on an existing save is, again, very likely to lead to weird/buggy behaviour. I don't advise it (And apoloogise for the inconvenience of having to start yet another playthrough from scratch >.< )

Apart from that, enjoy!