Fallout 4
0 of 0

File information

Last updated

Original upload

Created by

Ayelius and scrivener07

Uploaded by

Ayelius

Virus scan

Safe to use

About this mod

Adds a secondary button (similar to holotapes) to quickly swap your current equipped weapon with the one you're point at with your crosshair. Configurable via MCM.

Requirements
Permissions and credits
Translations
  • German
  • French
| Fraais | Italiano (TBD) | Deutsch |


What does it do?

This mod adds a secondary activation button ('R' on keyboard or (Y) on XBox gamepad) to in-world weapon items (not in containers), which will instantly swap your current equipped weapon with the one you activated. The exact behaviour of this functionality is configurable and you will be prompted to set this up the first time you load a save with this mod. You can also configure these settings on-the-fly using MCM, although MCM is not a hard requirement.

About dropping your current weapon, there are three options to go for:
  • Don't drop - The weapon you want to swap will be added to your inventory and equipped. Your previous weapon is kept in your inventory.
  • Drop on overencumbered - If the weight of the weapon you pick up is exceeding your inventory cap, your current weapon will be dropped to attempt to free up enough space. This is not guaranteed! If the weapon you picked up is a lot heavier than your previous one, you'll still end up overencumbered!
  • Always drop - Your current weapon will always be dropped in favor of the one you've picked up.

It works also on throwables like grenades and mines, although these will never be dropped, regardless of the settings above.



You can also handle melee weapons a little differently. If you enable this setting, melee weapons you pick up will still swap with your current weapon. But if your current weapon is a firearm, rather than another melee weapon, it will NOT be dropped, regardless of the setting for dropping current weapons. This means, with current weapon drop turned on, you will only ever drop your current weapon in exchange for the swapped one, if it's another melee weapon.
This prevents dropping e.g. an assault rifle in favor of a machete. Doesn't make much sense, right? But dropping your switchblade in favor for a machete? Much better!

Lastly, you can have your swapped weapon automatically drawn, if you haven't already drawn your previous weapon.

If you don't use MCM and you'd like to change your settings mid-game, use the following console command to open up the same messages that were shown when the mod first started:
cqf QWS_Init Setup


What does it NOT do?

It only works on weapons that are lying around in the game world. It does not work for looting containers or picking up from display racks.
Also, no implementations for quick swapping armour is planned, as I personally consider this immersion breaking. You can totally drop the weapon in your hands and pick up something else but getting in and out of a set of clothing? Convenient, yes, but not very realistic in my opinion. I am however considering (maybe a separate mod for) swapping at least some armor/clothing items, like headwear, which makes a little more sense to me. Also quick-using consumables would be neat...

Wait, that sounds familiar...

Mid development I was informed that a similar mod is already out there:

Emergency Weapons and Armours

This does basically the same as my mod, but adding also quick swapping to armour pieces. As far as I know, it doesn't come with any configuration though, but I haven't actually checked it out. So for those who would also like to swap their armour like this, Emergency Weapons and Armours is a perfectly valid alternative.

And just another one I didn't have on my radar at all:


If you want EVEN MORE functionality, like quick-using pretty much anything, you may want to check that out. Additional to EWA's armour swap, TEU allows you to also use consumables like food without ever opening your inventory. It even comes with some animations, ooooh fancy...

Okay. Now why should I use this?

Now let me tell you a story (yes, the short version). I found myself in a pinch once, being surrounded by raiders and my weapons were out of ammo. I could now just loot some of the dead raiders, grab their weapons and ammo to get out of this mess. But since I'm also using FallSouls, bringing up my PipBoy to equip another weapon ended up fatal several times, as the game doesn't pause anymore. Recently playing the Borderlands Series again inspired me to make this mod, as it has a very similar functionality. Infortunately I did not find EWA for this exact purpose due to it's name (in my opinion) not quite reflecting it's actual functionality.
TL;DR using some mods can dramatically change FO4's gameplay. Being able to quick swap weapons like this can really come in handy! And even if not, it's pretty damn convenient to check out some cool gun you've just found at the press of a button.

Special Thanks

... go to scrivener07, who really jump-started development and provided me with code fragments, guidance and encouragement. Without him, this would not have been possible in this short amount of time.
Also big thanks to kanaky for offering his french translation and providing ideas on how to go about it.



If you'd like to support me, you can leave a small tip on ko-fi (totally optional!)
_________________________________________________________________________________

- Notes -
If you can't start a new game with this mod active, just disable it until you're out of Vault 111 or have otherwise skipped or finished the intro sequence. Currently I don't know why, but it seems that my mod can cause an infinite loading screen on starting a new game, but that may not apply to everyone. It is however safe to install it mid-playthrough.

- Compatibility -
This works on all weapons that are recognized as such by the game, so pretty much any weapon mod will work.
Emergency Weapons and Armours is not compatible, as both mods are trying to achieve the same thing. That might result in the secondary activation option not showing up at all for weapons.
Any other mod that tries to add this secondary activation option to weapons might also be incompatible.

- Known Issues -

Just like in Emergency Weapons and Armours, trying to quick swap a weapon that you already have one of the same type in your inventory, the game might not be able to equip the correct weapon. To cite EWA:
"For example, if you try to use an unmodified 10 mm pistol, it might equip your better, modified 10mm pistol weapon." Unfortunately, this is not something I can fix.