believe the mod will work without it, but why not have this fascinating mod
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Fixed the Boxing Glove's Double Glass Shards mod appearing pink in the crafting menu.
Version 3.1
Updated for compatibility with UFO4P 2.1.3 and WMF 1.6.
Added new Hunting Rifle Standard Stock. A new low level stock.
Version 3.0.3
Changed archive to zip from rar to hopefully resolve download issues. No file changes, only necessary if you had download issues.
Version 3.0.2
Fixed typo in installer.
Version 3.0.1
Hopefully fixed NMM download issue.
Version 3
Removed compatibility patches (except for my mods and High Poly Vanilla Weapons).
Removed non-GOTY versions.
Overhauled Fat Man Targeting Computers to remove the need for custom models. May need to be removed and reapplied to function properly in existing games, but nothing should break.
Removed filter keywords from 10mm Scopes mod collection.
Went over the stats to fix mistakes and correct balance issues.
NW: Changed Baseball Bat Freezing Puncturing Rocket and Sledgehammer Heavy Freezing Sharp Rocket to use regular Cryo effect.
Version 2.9.1
Fixed typos in installer. Hopefully that's all of them.
Version 2.9
Created GOTY version.
Updated compatibility patches.
Updated directory structure.
Overhauled Gamma Gun Splitter Dish to function more similarly to the Plasma Rifle Splitter.
Changed Broadsider Receiver miscmods to use the ModBox model in the inventory for consistency.
NW: Removed bleed from Raider Bayonet to fix bug with player bleeding.
Version 2.8.1
Hopefully fixed a possible issue with NMM.
Version 2.8
Added the missing Reflex Sights for the Gatling Laser and Gauss Rifle - now all appropriate weapons have all 4 reflex sights!
Corrects the modcol for the Sledgehammer
Corrected the stats, descriptions and crafting recipes for various weapon mods
Added some fixes from Weapon Mod Fixes for weapon stat consistency
Tidied up some of the ordering
Fixed minor bugs in all the plugins
Updated compatibility patches
Added Nuka-World plugin
A: Added the missing Reflex Sights for the Tesla Rifle
FH: Added the missing Reflex Sights for the Radium Rifle
FH: Added a new alternate version of a unique mod - not craftable without Unique Weapon Mod Recipes
NW: Added the missing Reflex Sights for the Western Revolver and Handmade Rifle
NW: Added a new alternate version of a unique mod - not craftable without Unique Weapon Mod Recipes
NW: Added an Oil Filter Suppressor for the Handmade Rifle
NW: Added 3 Glass Shard mods for the Boxing Glove
NW: Added a Wrench mod for the Disciples Blade
NW: Added a new bayonet for the Pipe Gun/Pipe Bolt-Action
NW: Added Freezing mods for the Baseball Bat/Sledgehammer
NW: Edited the modcol for the appropriate weapon to add the new mods
Version 2.7.1
Updated compatibility patches.
Version 2.7
Rebuilt mod in the Creation Kit - the Broadsider should now spawn with a Standard Receiver!
Tied up new record names.
Fixed some bugs/inconsistencies.
Removed unnecessary changes/records.
Added form list change via script.
Attempted to improve visibility of new reflex sights.
Moved all assets into BA2s.
Updated/added new compatibility patches.
Added new Far Harbor plugin.
FH: Added Brackets/Hexagon Reflex Sights and an alternate Long Ported Barrel for the Lever Action Rifle
Version 2.6.1
Updated Valdacil's Item Sorting patch.
Fixed some issues in the installer.
Version 2.6
Some minor bug fixes.
Split the majority of the fixes out into my Weapon Mod Fixes mod.
Moved the Unique Weapon Mod Recipes plugin out to its own mod.
Added a number of requested compatibility patches.
Version 2.5
Merged Fat Man's Standard Launcher and Targeting Computer models (for the Targeting Computer mod). Fixes the bug where the Mini Nuke model doesn't show up in the Fat Man when the Targeting Computer is equipped.
Created new MIRV Targeting Computer for the Fat Man. Combines the function of the MIRV Launcher and the Targeting Computer.
Corrected naming rule for Fat Man's Targeting Computer to follow the way the Missile Launcher's one is set up.
Added new Pin sights for the Combat Rifle/Shotgun, including glow versions.
Fixed the Standard Sight for the Combat Shotgun to use the correct model, and corrected the angle so you can actually aim down the sights.
Tidied up the models for the Combat Rifle/Shotgun's non-Reflex Sight/Scope sights to be more consistent where possible.
Fixed lots of issues in the Combat Rifle/Shotgun's Front Sight Rings (and the glow versions). The Front Sight Rings now give the correct misc mod item, and the Glow Front Sight Rings now have the correct stats.
Added naming rule for the Combat Rifle's Fluted Barrels.
Tidied up the ordering of a lot of the mods, so they should now appear in the correct order, including the ones that Bethesda did incorrectly.
Created compatibility patches for Valdacil's Item Sorting and Weapon Balance Overhaul.
Version 2.3
Added new Combat Rifle barrels
Added new Combat Rifle/Shotgun magazines
Made it so my mods (and ones that Bethesda missed) spawn on weapons enemies/traders have
Fixed an issue with the Gunner Sight in FO4Edit
Version 2.2
Added new mods for the Assault Rifle, Broadsider, Gamma Gun, Gatling Laser and Shishkebab
Made the different cannonballs fired by the Broadsider receivers more consistent (thanks DS_Commander!)
Added fixes to make the Combat Rifle/Shotgun Glow Front Sight Rings and the Pipe Revolver Tuned Receiver craftable (thanks Bottletopman!)
Added an optional plugin to make unique weapon mods craftable
Version 2.1
Added a bunch of reflex sights (2 new types for all the weapons I could, and 2 restored types for a few weapons)
Updated the naming for a few existing reflex sights to make it clear what type they are
Version 2
Adds new mods for the Broadsider, Fat Man, and Sledgehammer.
Version 1.6
Changed crafting requirements
Balanced the stats of the stocks
Version 1.5
Renamed the mod to have a better name (twice, seeing as I'm going to add more mods to those)
Added two Hunting Rifle stocks (Short Marksman's Stock and the bipod version for it)
Cut Weapon Mods Restored
After seeing the Marksman's Stock with a bipod in a loading screen, I thought I'd see about implementing it as a new weapon mod. In the process, I found a short Marksman's Stock, so I thought that I would fix it up, make another version of it with a bipod, and then implement all three stocks as new mods.
Since then, I've found a number of other mods, either left behind in the game files as models (working or not), or hidden in parts of the actual game data. There are a few others that I haven't added, but I haven't been able to get them to work, so I'm not able to add them. If anyone knows of any others that aren't here, feel free to let me know in the comments or in a PM. Do the same thing if you have any comments on the crafting requirements or the balance of the mods.
A full list of the new weapon mods: For the Assault Rifle:
Short Recon Scope (Alternate)
Long Recon Scope (Alternate)
For the Broadsider:
Standard Receiver (as it needs one for the others to work)