Fallout 4
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Darkbeetlebot

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darkbeetlebot

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About this mod

Completely removes standardized templates from a majority of the weapons, making them spawn with all random weapon mods. Even the default templates are randomized.

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Changelogs
Caution: This mod is untested!

Requirements:
  • Vanilla Fallout 4 (Fallout4.esm)
  • (For AWKCR version) Armor and Weapon Keywords Community Resource

Th-th-th-that's all, folks!

What it does:
This mod changes the Object Templates section of many of the playable weapons in the game by replacing their possible spawned weapon modifications with the random object mod pool instead of a set type of mod. Normally, each weapon has a list of templates that they can spawn as, such as Pipe Pistols which always spawn with pistol grips vs. Pipe Rifles which always spawn with a rifle stock. Both are templates in the Handmade/Pipe weapon's template list. I have these sorts of presets on as many weapons as possible in order to make the weapons that spawn in chests and on enemies more chaotic. Yes, it even lets melee weapons spawn with mods when they aren't legendary. Normally, melee weapons that aren't legendary only come with a "null" pool on their template, meaning they can only come in a standard form. This means things like walking sticks, boards, and baseball bats can now spawn with their mods occasionally. Some couldn't be randomized for one reason or another, such as the tire iron which had no random mod pool and only one vanilla mod.

What it doesn't do:
Though it makes weapons spawn with random parts, this mod does not change the weapons that enemies spawn with in general. Raiders that spawn with pipe weapons (rifle, bolt action, or revolver) will still spawn with that weapon. The difference is that in vanilla, they would spawn with a specific template according to their combat role/class. In this mod, they will spawn with completely random mods. This mod does not modify the actual leveled lists. As this only requires the base game, none of the DLC weapons have been modified. Armor is also not modified.

Installation:
First, choose the file you need and ONLY that one. The main file is if you have vanilla Fallout 4. CTW - AWKCR is for if you have Armor and Weapon Keyword Community Resource.

Afterwards, drag and drop. It's a simple ESP. For safety, maybe install it with NMM, but that isn't totally necessary. Afterwards, activate in load order. I've explained what this mod does specifically, above, so where to place it in your load order should be obvious if you know what the rest of your mods do. Remember: the later you place it, the less will be overwritten. Because it modifies the weapons that spawn in leveled lists, you should also wait in an internal cell for the rest of the world's cells and containers to respawn, otherwise nothing will change.

Incompatibilities:
This mod will most certainly be incompatible with mods that directly edit weapon templates.
It will be incompatible with mods that directly edit weapons in general. If any of your mods change something like a weapon's base statistics, make sure that they play nicely with this one.
If you find a conflict, please try changing where you place this mod to determine the problem and comment your results.
Known Conflicts:
  • Realistic Guns and Bullets Overhaul
  • AWKCR (Has patched version)
  • VIS-G Item Sorting
Please use a bashed patch to merge if there is no patch.

Why make it?
I basically just made this out of frustration for how many enemies spawned with default weapons. I wanted some more variety, so I just forced all the weapons to spawn with random mods.
What I would like to do in the future is make a larger mod that not only makes spawned modifications entirely random, but also makes the enemies spawn with entirely random weapons themselves; namely the raiders. Mostly because it would be hilarious to run into a gang of raiders that just so happened to spawn with nothing but heavy weapons and explosives.
I would also like to make this randomize not just weapons, but armor. Unfortunately, there are a lot of armor pieces and they each have a lot of templates, so going in and editing those by hand is completely unfeasible. Something like that would have to be done with a batch edit in F4edit and would still take caution and time.