My attempt at removing pipe weapons from the game, making all the other weapons, including those from the DLCs, be used by NPCs starting at level 1.
Requirements
DLC requirements
DLC name
Far Harbor
Nuka World
Permissions and credits
Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Console modding permissionThis mod will not be available on Bethesda.net for console users
Author notes
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Changelogs
Version 1.6
Diamond city security would sometimes only have a bat, now they should always have a weapon.
Version 1.5
Unlevelled the Brotherhood weapons and Plasma weapons levelled lists.
Version 1.4
Removed Pipe weapons from minutemen NPCs.
Version 1.3
Made the Lever Action Rifles and Hunting Rifles have more mod variations.
Version 1.2
Version 1.1 had the wrong file, actually fixed synths this time, also made all variations of the institute laser rifle unlevelled.
Version 1.1
Fixed synths sometimes spawning with cryolators. They should only have laser weapons.
Version 1.0
Release version.
This mod makes changes to the levelled lists to replace pipe weapons from containers, NPC allies, enemies and vendors, instead all the other weapons from the base game and the DLCs will start appearing at level 1. This means you will see low level raiders and settlers using .44 pistols, 10mm pistols, Handmade Rifles, Lever-Action Rifles and Submachine Guns. Children of Atom from the commonwealth will sometimes have a Radium Rifle.
As a side effect of these changes low level super mutants will sometimes only have melee weapons or use their fists (they can't use some weapons), I tried to get around this issue by making them more likely to have laser rifles but it can still happen, consider it an immersive change to reflect the typical super mutant intelligence and strength. You can change this issue by using Super Mutant Leveled List Fix by RigidRaptor.
I didn't make any changes to companions for maximum compatibility with follower mods , so those who use pipe weapons (like Nick Valentine) will still have them.
This mod doesn't delete pipe weapons from the game so if you install mid play-through pipe weapons that were already in your game will still be there. This mod works best on a new save. Combine this with some weapon mods for increased weapon variety in your game. (choosing some from Weapons Level List Patches is a good start), just make sure to load this mod after any mods that change the weapon levelled lists like the ones mentioned above.