Fallout 4
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Dank Rafft

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DankRafft

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About this mod

Modular mod pack with leveled list injection, additional crafting options at a workbench, bugfixes, sorting options and more.

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Preface

I started this project with the plan to just inject some weapons into the leveled lists. After digging through the plugins I got some ideas on how to further improve on some of the mods. I'm quite happy with the result, learned a few new things about modding Bethesda games in the process and am looking forward to your feedback.


Description

The mod comes as an all-in-one easy-to-use FOMOD installer. You can choose which weapon modifications you want to install. Every plugin is either an ESL (for vanilla weapons) or an ESL-flagged ESP (for custom weapon mods) so it won't count against your ESP plugin limit of 255. All my modifications require the corresponding original mod.
I decided to include some of my previous mods which fall into the same category. If you happen to have them already there should be no need to use the ones from this package. They are identical for the most part.

In case you want to inject weapons to leveled lists yourself you can use my script. It's the exact same one I use for this mod pack.


Content

Custom Weapon Mods

AQUILA - Laser Rifle by VigVam33
  • Leveled list injection: starts to appear at level 25

Cobra - Officer's Revolver by VigVam33
  • Leveled list injection: starts to appear on certain NPCs and weapon vendors at level 25

CROSS_Cryolance by Niero
  • New firing mode and ammo conversion: Initially, I tried to make the gun full auto but in its current state that isn't possible. The next best thing would be semi-auto without the charged mode. I've added this as an option you can select at the weapons workbench and also included a change to the ammo type (Cryo Cells). To compensate for the rare ammo type I slightly increased the base damage. You can switch between both modes freely.
  • When using the new firing mode the visual effect which normally plays when charging the weapon occurs all the time. After firing a shot the effect charges up and stays until you fire the next shot.

Heckler und Koch - G36 Complex by FX0x01, Ha_ru and Navaro
  • Leveled list injection: starts to appear on certain NPCs and weapon vendors at level 35

Heckler und Koch - MP7 by FX0x01, DanMak and Navaro
  • Additional weapon combinations: By default, the MP7 will only spawn in its most basic version since the original mod is missing random combinations. Even level 100 enemies would just use the standard version without a scope, muzzle attachment, base magazine and base receiver. This plugin adds a lot of additional gun combinations which are based on player level.
  • When installed into an already existing game it needs 48h in-game hours to pass to populate all relevant entries correctly.

Kriss Vector by ChopinWu, WarDaddy, Rizar & Salted Fish
  • Additional weapon combinations: By default, the Kriss Vector will only spawn in its most basic version since the original mod is missing random combinations. Even level 100 enemies would just use the standard version without a scope, muzzle attachment, base magazine and base receiver. This plugin adds a lot of additional gun combinations which are based on player level
  • Leveled list injection: starts to appear on certain NPCs and weapon vendors at level 25
  • Better mod descriptions (workbench): I fixed a lot of the missing, misleading or even wrong mod names and descriptions.
  • Some broken weapon mods fixed
  • Additional Workbench Modifications: 3 magazines and 1 muzzle attachment

LAER (Laser Assisted Electrical Rifle) by The Rizzler, Wanaming0, Ha_ru, Pie_Savvy, guicool, Vicyorus and friends
  • INNR (Instance Naming Rules) changes: refer to the INNR In Detail section for an in-depth explanation

McMillan CS5 by ajhakra
  • INNR (Instance Naming Rules) changes: refer to the INNR In Detail section for an in-depth explanation

MK14 EBR by dazzerfong
  • Leveled list injection: starts to appear on certain NPCs and weapon vendors at level 10

RU556 - Assault rifle by FX0x01
  • Additional weapon combinations: By default, the RU556 will only spawn in its most basic version since the original mod is missing random combinations. Even level 100 enemies would just use the standard version without a scope, muzzle attachment, base magazine and base receiver. This plugin adds a lot of additional gun combinations which are based on player level.
  • The threshold levels which increase the pool of possible combinations are 15, 20, 25 and 40.
  • When installed into an already existing game it needs 48h in-game hours to pass to populate all relevant entries correctly.

Service Rifle by Deadpool2099, The Shiny Haxorus and friends
  • INNR (Instance Naming Rules) changes: refer to the INNR In Detail section for an in-depth explanation

The Widow Shotgun by Corvalho1
  • Leveled list injection: very rare, starts to appear on some Raider bosses at level 10

YK42B - Pulse Rifle by 3nikhey
  • Leveled list injection: very rare, starts to appear on some BoS soldiers at level 15

Vanilla Weapons

Western Revolver (part of Nuka World DLC)
  • Bull Barrel and Bladed Bull Barrel: With Nuka World you get the superior Western Revolver but it lacks the same customizability that the standard .44 Revolver gets with the same DLC. This mod aims to fix that without messing with any of the vanilla assets for maximum compatibility. But the latter also means that the Western Revolver, unfortunately, can't spawn (enemies/vendors) naturally with the new additions. They are only craftable on a weapons workbench. Keep in mind that the Bladed Bull Barrel has the same prerequisites as the one for the .44 Revolver, you have to complete the Nuka World quest "Taken For A Ride" before it shows up at the weapons workbench.


INNR In Detail

INNR stands for Instance Naming Rule. These records are used to dynamically name items in the game. You'll probably have seen weapons which are named like "Converted Automatic Combat Rifle". The only static part in most cases is "Combat Rifle". The affixes are attached dynamically based on the keywords used on an item. It's pretty much a huge list of if-then statements. "If item contains keyword X then add affix Y to item".
Most custom weapon mods use the INNR already included in the game. But some have separate/custom ones, like Deadpool's Service Rifle or Rizzler's LAER. If you're using an item sorting mod which changes the vanilla INNR you'll start noticing item mods which have their own INNR because they aren't affected by the changes the item sorting mod made (unless it includes patches).

My INNR changes don't require an item sorting mod. They work on their own. My modified ones have the following layout:
[base item name] | [mod1] | [mod2] | [mod3] | etc.; e.g. "Service Rifle | Automatic | Muzzled | X | Y"
This results in an automatically better-sorted inventory since all your included items will be shown in a single block, one after another, like shown on the screenshot above.

If you want to use a sorting mod my INNR layout goes very well with Ruddy88's Simple Sorter and his INNR changes. And item sorting patches for mods would become redundant with his auto-patcher.