Fallout 4
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SirKiwiBird

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sirkiwibird

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About this mod

Causes enemies to draw from a randomized weapon pool instead of their default.

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Causes enemies to draw from a randomized weapon pool instead of their default. That is, raiders can have laser weapons, synths can have pipe pistols, and you better hope you don't roll a natural one and find a camp full of fat man equipped Gunners. Inspired by another mod which does this but also randomizes weapon mods which frequently results in non-operational weapons and crashes. No offense to that author, but I wanted an option that would work more consistently.

Randomizes guns for primarily ranged enemies, and randomizes melee for primarily melee enemies.

All variations of the mod except the "All NPCs" variation will only affect generic unnamed NPCs. I have attached a list of the creation kit IDs for the affected NPCs in those variations in the Documentation tab.


Variations:

All NPCs: Randomizes weapons for nearly every humanoid NPC in the game, including in the Nuka World, Far Harbor, and Automaton DLCs. Includes weapons from those DLCs in the randomization. This should work without any major issues but is untested since it would take a very long time to check if every NPC and quest in the game still functions right. Please let me know if you notice any problems.

DLC all Inclusive: The same as "Vanilla with unique weapons", except DLC weapons from Nuka World, Far Harbor, and Automatron are all included in the weapon selection pool. Enemies from these DLCs will now also have their weapons randomized just like the vanilla enemies. This version requires all three of those DLCs. The weapon selection is not leveled; all weapons in the mod could potentially appear at level 1.

DLC no unique weapons: The same as "DLC all Inclusive" but with none of the unique weapons listed in the "Vanilla with no unique weapons" description, as well as none of the unique DLC weapons below:
commie whacker
tesla rifle
assaultron head
acid soaker

Vanilla with no unique weapons: This version This version does not affect DLC enemies or add DLC weapons to the pool. It also does not add in certain "unique" weapons to the pool, these weapons are listed below:
boxing glove
walking cane
rolling pin
cryolator
alien blaster
broadsider
deliverer
railway rifle
All weapons start appearing at level one, instead of their default. Mods on certain weapons start to appear as you level, just like in vanilla.


Vanilla with unique weapons: Randomizes all weapons in the base game (no DLC), including the unique weapons listed in the "Vanilla with no unique weapons" variation.


Vanilla with no unique weapons and with level restriction: The weapons that can appear on enemies are limited based on player level, like in vanilla FO4. This should be a little easier, since you will not have super sledges and plasma rifles appearing on enemies right at level one. None of the unique weapons are included in the pool.


Vanilla with unique weapons with level restriction: The weapons that can appear on enemies are limited based on player level, like in vanilla FO4. This should be a little easier, since you will not have super sledges and plasma rifles appearing on enemies right at level one. The unique weapons are included in the pool, and are also restricted based on player level.



Compatibility:

The "Vanilla" variations of this mod should be compatible with any combination of installed DLC. The "All NPCs", "DLC all Inclusive", and "DLC no unique weapons" variations of the mod require Nuka World, Far Harbor, and Automatron to function.
This edits the inventory of all affected NPCs. I do not know if this means it is incompatible with any mod that changes anything about the enemies, or if it is only incompatible with mods changing NPC inventories. Luckily, if you have issues, uninstalling *should* be safe and easy, and it may be possible to use one of the modding tools that combines mods that edit inventories without causing them to overwrite (the vortex mod manager may automatically do this now, I am not up to date on all of what it does).




Installation:

Either use a mod manager, or place the file into your data folder and activate it. Use only 1 file, all of the variations are stand alone and do not need any of the others to function. There is no need to start a brand new save; this will work on existing saves.

Updating:

Just overwrite the old file with the new one, make sure it is still activated in your mod manager. You can also swap between variations by deactivating the one you're using in your mod manager and activating the new one.

Uninstalling:

Simply deactivate the mod. It does not edit cells, item/enemy locations, or use scripts, so you should be able to uninstall at will.




Versions:


Version 1.0.3: Finally added in the version of the mod which includes DLC enemies and weapons. Also fixed some issues I missed with the existing variations of the mods. Grenades are now selected based on player level in the leveled variations and all variations have a wider variety of available grenades. The missile launcher may not have been appearing in enemy inventories, this has been fixed.
Version 1.0.1 Fixed an issue which would cause some weapons to not select their auto/sniper variants at all levels
Version 1.0.2 Gives Super Mutants back their original weapons. They did not work with a lot of the non-supermutant weapons, so I had to remove them from the set of enemies that use this mod. Let me know if you notice any other enemies that do not work with this (the weapon is on their corpse, but they didn't use it)