Fallout 4
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Dank Rafft

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DankRafft

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About this mod

Inject weapons into the leveled lists, get new weapon combinations, add more attachments, balance some vastly overpowered weapons, etc. Pick and choose the plugins for your favourite weapons.

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This is the continuation of my old mod Weapon Expansions. I wasn't quite happy with its quality and so I decided to start from scratch.

If you ever wanted certain weapon mods to have leveled list integration with the full array of available variants on random spawns (based on player/enemy level), more attachments on some guns so you can customise them further or retain some balance with those guns in your game this is the right place for you. Pick and choose plugins for the weapon mods you're using (see below for their features).

If you're installing this into an already running playthrough keep in mind that the game needs a few in-game days to pass in order to populate NPCs with the new entries.

All the plugins are ESL-flagged ESP files so they won't count against your ESP plugin limit.


Includes plugins for:

9x39 Project
  • New weapon combinations: the weapon spawns in all kind of variants based on player/enemy level instead of just the most basic one

AK400 - Assault Rifle
  • Default ammo type changed to 7.62 (requires Nuka World DLC)
  • New weapon combinations: the weapon spawns in all kind of variants based on player/enemy level instead of just the most basic one

AK74M - Assault Rifle
  • Default ammo type changed to 7.62 (requires Nuka World DLC)
  • New weapon combinations: the weapon spawns in all kind of variants based on player/enemy level instead of just the most basic one

AKM Complex
  • Default ammo type changed to 7.62 (requires Nuka World DLC)
  • New weapon combinations: the original mod already has quite a few of them, now there are even more

Anti Materiel Rifle - F4NV
  • Reworked weapon combinations system, the AMR will now always spawn in random variants with more variety based on player/NPC level
  • Changed crafting recipes resp. their requirements to better reflect the power level of those modifications
  • Slightly reduced base damage

Cowboy Repeater AKA Winchester Model 1892
  • New weapon combinations: the weapon spawns in all kind of variants based on player/enemy level instead of just the most basic one
  • Fixed a few incorrectly named modifications

FACTOR - Modular Rifle
  • 2 new shotgun barrels, one semi-auto and the other fully automatic
  • 2 new magazines for Standard and Heavy Barrel that sport ammo conversion to 7.62 (requires Nuka World DLC)
  • 1 new magazine for the Railgun Barrel that uses vanilla 2mm EC ammo
  • 1 new magazine for the .50 Cal Barrel that uses vanilla .50 Caliber ammo
  • Allow suppressors on .50 Cal Barrel
  • new 2.3x zoom option for Holo and Tactical Sight
  • Reduced laser sight glow for a more realistic look
  • Removed screenspace reflections from all sight lenses so you can actually see what you're aiming at under certain (weather) conditions
  • The weapon gets injected into leveled lists via a script, it starts to appear at level 20 on BoS soldiers, Gunners, some Raider bosses, Synths, Vault 81 security personal, and certain Minutemen types, legendary versions are enabled as well
  • New weapon combinations, by default the mod has only one possible combination (the most basic one), the new combinations are important so that not every enemy and vendor has just the most basic one, the combinations become more advanced the higher in level you are
  • INNR (Instance Naming Rules) rework, enables the weapon to have a better naming scheme for a better-sorted inventory, including new affixes for the shotgun barrels
  • Workbench mod title and order rework, for a better overview of all the possible modifications available on a Weapons Workbench
  • And probably a few other minor fixes I forgot about...

Fallout 3 10mm SMG
  • New weapon combinations: the weapon spawns in all kind of variants based on player/enemy level instead of just the most basic one

FN FAL SA58
  • Vastly reduced damage output, it's still one of the most powerful rifles in the Commonwealth
  • Fixed automatic mode affecting energy damage values of specific modifications

GIAT FAMAS
  • New weapon combinations: the weapon spawns in all kind of variants based on player/enemy level instead of just the most basic one

Heckler und Koch - G36 Complex
  • New weapon combinations: the weapon spawns in all kind of variants based on player/enemy level instead of just the most basic one

Heckler und Koch - MP5 Complex
  • New weapon combinations: the weapon spawns in all kind of variants based on player/enemy level instead of just the most basic one

Heckler und Koch - MP7
  • New weapon combinations: the weapon spawns in all kind of variants based on player/enemy level instead of just the most basic one

Heckler und Koch - UMP
  • New weapon combinations: the weapon spawns in all kind of variants based on player/enemy level instead of just the most basic one

Kriss Vector
  • New weapon combinations: the weapon spawns in all kind of variants based on player/enemy level instead of just the most basic one
  • Leveled list injection via script: starts to spawn at level 20 at vendor, BoS, gunner and synth NPCs
  • Added some additional modifications
  • Fixed all broken references and incorrectly named items

LAER (Laser Assisted Electrical Rifle)
  • Altered INNR record in order to have a more useful naming scheme and better-sorted inventory

Lee Enfield No.4 Mk.1 - Britain's Finest
  • New weapon combinations: the weapon spawns in all kind of variants based on player/enemy level instead of just the most basic one

M1 Garand - A WWII Classic
  • New weapon combinations: the weapon spawns in all kind of variants based on player/enemy level instead of just the most basic one

M1928A1 Thompson - Day of Infamy
  • Altered INNR record in order to have a more useful naming scheme and better-sorted inventory

Mosin Nagant - Sniper Rifle
  • New weapon combinations: the weapon spawns in all kind of variants based on player/enemy level instead of just the most basic one

R91 - Fallout 3 Assault Rifle
  • New weapon combinations: the original mod already has quite a few of them, now there are even more

RU556 - Assault rifle
  • New weapon combinations: the weapon spawns in all kind of variants based on player/enemy level instead of just the most basic one

Service Rifle
  • Gauss Rifle now uses 2mm EC ammo
  • Atom's Glory now uses Gamma Cells
  • Altered INNR record in order to have a more useful naming scheme and better-sorted inventory

Springfield Armory M1A
  • New weapon combinations: the weapon spawns in all kind of variants based on player/enemy level instead of just the most basic one

SVT-40
  • New weapon combinations: the weapon spawns in all kind of variants based on player/enemy level instead of just the most basic one

Wattz Laser Gun
  • Reduced damage of Auto Fire mode so it won't surpass the Semi Fire mode

Western Revolver
  • Added Bull Barrel from the .44 Revolver, craftable only


MORE TO COME!