Fallout 4

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The6thMessenger

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The6thMessenger

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About this mod

Weapons Overhaul rebuilt from somewhat scratch, with the benefit of hindsight.

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ATTENTION: Mod is Obsolete and unsupported.

Moved on to a more stable and modular project:

>>> Weapons Overhaul Systems <<<


Spoiler:  
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WARNING:


> DO NOT INSTALL MID-PLAYTHROUGH - MAKE A NEW GAME
> DO NOT USE LOOT. ALWAYS PUT RELEVANT FILES LAST ON LOAD-ORDER
> IF PROBLEMS OCCUR SUCH AS INVISIBLE WEAPONS, DO NOT ASSUME LACK OF CONFLICT, THERE PROBABLY IS. USE FO4EDIT TO DEBUG!!!

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PREFACE:
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It all started with Pipe-Weapons Overhaul, I was rather disappointed in how it's not properly moddable as I like it to be. The ammunition change was bad and just makes it more expensive to use. I was enamoured with it's modularity that I wanted to explore it on other weapon, which came with the long strings of overhauls, and the ammo sub-type switching was just a logical conclusion.

With the benefit of hindsight, of what I learned of the previous project, compared to the previous Weapons Overhaul, the Redux version is more stream-lined, conservative with arguably less in it, taking what worked, and throwing out what complicated things such as too much ammunition selection for some weapon types. I chose to rebuild it from scratch, incorporating what worked and what just got in the way, and to optimize and simplify it a bit more -- in short, it's a do over to do it right.

Note that it's PRACTICALLY (if not exactly) THE SAME, just more optimized, with better documentation, and future-proofed.

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MINOR OVERVIEW
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The Weapons Overhaul Redux is a comprehensive overhauling of VANILLA weapons within game, along with certain bug-fixing, built upon a better framework than the previous. The following are the watered down version of the Mod's changes, but for more comprehensive changes, please read the Articles.

 > Various bug-fixes and Quality-Of-Life updates, such as the bug of Gatling-Laser and Unlimited Ammo legendary, such as Aeternus. Defiant legendary now also affects explosive effects.

> Capability to switch between ammunition type for weapons, and to switch between ammunition sub-types on the fly. Ammo-Switching is baked within it's features. It is located at the Utilities at either the Cooking, Chemistry, or at the Ammo Workbench if you have AWKCR.

> Receiver is further fleshed out, allowing players to select the Damage level, the Frames, and the Triggers of a weapon.

> Improved damage calculation by multiplicative scaling, as well as tweaked interaction with some legendary bonuses. There is also a 5th damage level: the Overpowered Receivers and Equalized Capacitors.

> Electrical Damage deals bonus damage, slow, and reduces perception of robots and players in power-armor. Fire Damage deals bonus damage to Ghouls.

 > Mechanics is introduced at the start of the game: Added a bit more ammo at the start of the game, by the Vault 111 Overseer's Office to ease players in the mechanics. There is also a holotape that allows one to influence the spawning chance of certain ammo types, it is within the Overseer's Terminal. 

 > Tweaked Museum of Freedom to have Gristle in Power-Armor and is a legendary NPC that drops legendary items.

 > Some attachments spawn in vendors. This means you can simply buy modifications instead of investing on some perks and crafting it yourself, provided you can find the mod you want. This also has an option to tweak within the holotape.

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Known Issues
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 > My mod does not necessarily play well with other mods, for I do my own thing in most cases. But with the Redux version, the better framework means better compatibility and easier to make patches for -- but that means said patches must still be done.

 > Not compatible with Horizon, most likely. Also not with Caliber Complex, because I do my own thing, I have my own ammunition roster and system.

 > Mid-Game Saves will have broken weapons. This is because of different attachments points being migrated and changed, as a result unequips attachments, and models associated with those. Such as unequipping a receiver will invariably make a weapon invisible due to missing mesh attachment points. AND THEY WILL REMAIN BROKEN UNTIL YOU ATTACH MODS. If you refuse to make a new game, the only way to fix it is to mod the attachments into your weapon.

 > Balance may be whack - While the attachments use multiplicative damage and stacks properly, but this also mean that it's easy to get runaway effectiveness that results in completely overpowered weapons.

 > Custom Fusion-Cores can be fed into the Power-Armor Frame -- the other alternative is to have the user blind to the amount of charges between cores, which is not really a good choice.

> I am a compulsive updater, that means I may fancy to update it dozens of time in the course of a day. This is me either adding features, and/or bug-fixing, and I apologize for that. I always think it would be the last, but there's always new bugs that turn up.

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Optional Changes
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 > Projectile-Based Ballistic Weapons - Basically bullets don't hit instantly. There is just something so satisfying nailing a target from a distance when you have properly accounted for the bullet-drop and led the bullet.

> Various Patches for other mods has been done as well; Tactical Reloads, Wasteland Imports: Service Rifle, Caravan Shotgun, etc.; Rebirth Minigun and MG; among a few. Get them here: WO-Redux Ammo-Switch Patch Repository

 > If you do not like the new ammos' spawn chance, and would like to tweak, or remove it, you can do so via Holotape included. Note that it does not guarantee spawning, or completely remove it from the game as it can still spawn as an NPC ammo via attachment.

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Credits
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 > JKRuse05 - Meshes
 > Satojomov's Armory Resources ( https://www.nexusmods.com/fallout4/mods/28388 )
 > Peekachuw - Meshes
 > opengts - Meshes
 > dpillari - Engraved Silver SMG
 > Veratai - Railway Rifle Short Stock, Axe Stock and Railway Short Stock
 > LJHalfbreed - Hunting Revolver Resources
 > SpaceGoats - Combat-Rifle Receiver Mesh
 > Wardaddy + Anistar - SMG Animation
 > firehead392 - Rusty Minigun
 > XricsX - Rust Free Minigun
 > Kanarus - Black Minigun 
 > ZeMantras - Minigun Audio Overhaul
 > Eomanv - Alice Minigun Sound
 > Mauskal - Shield
 > Kashrlyyk and Elgoes – meshes
 > LinuX123 - Gunner Sight model
 > Sean_s - Flashlight Model
 > TrickyVein - Crossbow Spiked Stirrup + Long Barrels
 > henkspamadres - Deathclaw Bayonet, and glowing barrel
 > JKruse05 - Pipe Revolver
 > TrickyVein - Pipe-Weapons Spike-Grip Stirrup
 > Isathar - Ammo-Tweaks Ammo Texture
 > Neanka - Ammo-Naming Widget
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Recommended Mods and relevant links:
===============================

> WO-Redux Standalone Weapons Patch Repository
> WO-Redux Dak's Immersive Weapons Patches

> Classic Wooden Handmade Rifle Stock
> See-Through Scopes
> Wasteland Imports (Mojave Imports)
> Assault Rifle Reanimated

> Improvised 45mm Launcher - Pipe Grenade Rifle
> Salvaged Sentrybot Weapon: Microgun V3.0
> Standalone Missile Launcher: M84 Gustav
> Peppermill Crankgun
> Pump Shotgun
> Lurker Pistol
> Magnum Rifle
> Micro-Missile Launcher

> Ithaca Overhaul
> Enclave X-02 Armor
> Better Power-Armor Overhaul
> Zephyr's Power-Armor Overhaul
> Zephyr's PAO for Enclave X-02

> Perception Affects Ranged Weapons
> Strength-Based Bash-Bonus
> Be Exceptional (Skills and Perk Overhaul)

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MAJOR OVERVIEW
=====================
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Ammo Switching
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Spoiler:  
Show
Ammo and Sub-Ammo is baked on the system of this mod, as it is built with it in mind as why I strived to use a multiplicative damage scaling. It is the bread-and-butter of a few heavy weapons that have barely any attachments within them. Ammo-Switchers work at the currently-equipped weapon, and YOU ONLY NEED ONE AS IT IS UNIVERSAL. It is located at the Utilities at either the Cooking, Chemistry, or at the Ammo Workbench if you have AWKCR.

> Ball Rounds - Basic ammunition, these are the typical full-metal jacketed bullets.
> Overpressure Rounds - Powerful handloads with increased damage and limb-damage but also with increased recoil.
> Subsonic Rounds - Low-velocity rifle rounds with reduced range, but increased damage and sneak-attack damage.
> Trick-Shot Rounds - Bullets that bounces off surfaces and between targets, with increased sneak-attack damage.
> Dirty Rounds - Cheap poor-grade handloaded munition. They have reduced damage, range, and accuracy, but is incredibly lighter, cheaper to buy, easier to craft, and widely available.
Match Rounds - Known as "MGR" or "Match", it is a specialized ammunition used for sniping on account of consistency, with increased range and critical damage. It is however prohibitively expensive, that is typically used for trading by common folk, and only fired by select mercenaries or assassins on special occasions.

> Armor-Piercing Rounds - Steel-Core bullets that trades damage for extra punch through armor, others use a sub-caliber penetrator. Deals extra damage against hard-targets; Mirelurks, Power-Armor, and Robots.
> Armor-Piercing Incendiary Rounds - Multi-purpose Anti-Materiel ammunition used to defeat armor and cover, while setting targets ablaze.
> Incendiary-Tracers - Bullets with incendiary composition that lights up mid-flight. Deals extra damage to non mechanical targets.
> Frag Rounds - Special slug of big-bore rounds dealing splash damage.
> Radium Rounds - Radium-tipped bullets that deal extra radiation damage.
> Plasma Rounds - Plasma-Infused bullets that deal additional energy damage, but flies slower.

> Armor-Piercing Slugs - Single-Projectile Shotgun rounds that defeat armor. Deals extra damage to big game; such as but not limited to Yao-Guai, Deathclaws, Mirelurk-Queens, Super-Mutant and Behemoths.
> Dragon's Breath - Incendiary Shotgun Shells that shoots out a cloud of fire. Powerful but has limited range.
> Explosive Slugs - Single-Projectile Shotgun Rounds that explodes on impact.
> Nuclear Slugs - Single-Projectile Shotgun Rounds that are direct upgrade to Explosive Slugs
> Timed Explosive Slugs - A Single-Projectile Time-Delayed Explosive Slug that explodes after an amount if time. It can bounce at walls.
> Pulse Slugs - Single-Projectile Shotgun Rounds that deal energy-damage, slows and impairs targeting, and deals extra damage to mechanical units.
> Caps Shot - Bottlecaps loaded in a shotgun shell. Primarily used for trading, but can be shot if needed.

> Cannonballs - Retrievable rounds fired from the Broadsider
> Explosive Cannonballs - Used by Broadsider, deals splash damage.
> Grapeshot - Alternative to Cannonballs, shoots a cloud of ball-bearings. Retrievable but requires assembly.

> Railway Spikes - Basic heavy railway spikes that deals heavy damage.
> Railway Rivets - Shorter and Lighter alternative to Railway Spikes that will deal less damage, but has more capacity and faster rate of fire.
> 15mm Bearing - Low-Cost Low-Damage economical alternative for use with Railway Rifles or with Gauss Rifles, or can be retrieved from Grapeshots.
> Nail Cluster - Single-Shot cluster of 24 9-Inch Nails, dealing heavy damage.
> Trap Rivets - A variant of Rivets with a built-in sensor and a barrel and chamber along the shaft, loaded with 44-Magnum. If tripped, it fires the 44-Magnum, dealing heavy damage.
> Stacked 2mm - Superposed electromagnetic slugs fired from a Gauss-Rifle, allowing it to function like a shotgun. 

> Harpoon - Standard harpoon rounds.
> Barbed Harpoon - Deals extra bleed damage, non-retrievable.
> Flechette - Non-Retrievable, but deals extra damage and ignores some armor.
> Thunderpoon - Explodes on impact, and leaves a standard Harpoon on impact site.
> Shock Harpoon  Non-Retrievable, deals heavy energy damage, perception-reduction and slow to robots over a long period of time.

> Standard Core / Cell / Cartridge - Basic Plasma/Laser weapon ammunition
> Overcharged Core / Cell / Cartridge - Deals extra damage, at the cost of smaller ammo capacity.
Optimized Core / Cell / Cartridge - Faster fire-rate, larger ammo capacity, less AP cost, higher critical damage and charge rate, increased VATs hit-chance.
Microwave Core / Cell / Cartridge - Reduced base-damage. Slows and impairs mechanical targets. Organic targets receive extra damage on consecutive hits, and explode on death that staggers.
> Rechargeable Cell -  Reduced damage and fire-rate, ammunition is refunded and is unlimited ammo.
> Quantum Core - Reduced damage, unlimited ammo. Craftable only after Nuka-Nuke is unlocked.
> Gamma Cartridge / Ionized Core / Cell - Deals extra radiation damage.

> Napalm Fuel - Basic Flamer fuel.
> Concentrated Fuel - Extra Damage, afterburn lasts longer
> Homebrew Fuel - Reduced Damage, lighter, cheaper, easily crafted ammo.
> Irradiated Fuel - Dirty mix of flammable materials that deals extra Radiation Damage.
> Electro Gel - Slows and impairs targeting, and deals extra damage to mechanical units.

> High-Explosive Missile - Standard Missile
> Anti-Tank Missile - Increased target damage, but reduced splash damage. Splash Damage ignores cover.
> Cryo Missile - Deals Energy-Damage and inflicts Slow
> Hallucigen Missile - Deals Frenzy debuff
> Napalm Missile - Deals energy damage and Damage Over Time. Deals extra damage to non mechanical targets.
> Pulse Missile - Deals Energy Damage. Deals Extra damage, Stun and Slow to mechanical targets.
> Plasma Missile - Deals Energy and Physical Damage
> Micro-Nuke / Nuka-Nuke Missile - Deals a LOT of damage and Radiation damage.

> Mini-Nuke - Standard Fatman shells, that deals heavy damage upon a massive area.
> Nuka-Nuke - Mini-Nukes infused with Nuka-Cola Quantum for more devastating effect.
> Low-Yield Nuke - Easily reproducible and lighter Fatman shells, at the cost of reduced damage and AOE.
> Bunker-Buster Nuke - Powerful and dangerous Fatman shell, though with reduced AOE, it deals more damage and goes through cover.
> Davy-Crockett / Nuka-Rocket - Long-Range modification of Fatman shells through the use of rocket-motor. Can home into targets.
> Castle-Bravo - A dangerous missile loaded with WD54 warhead with an incredibly large area of effect, and deals ludicrous damage. Found in Fort Strong, unlockable after Liberty Primed.

> MIRV - Micro-Nukes fired either individually or in a Cluster. These magazines can be retrofitted with hand grenades: Baseball, Frag, MIRV Frag, Smart-Frag, Cryo, Pulse, Plasma, Nuka, Nuka-Cherry, Nuka-Quantum, Hallucigen and Synth-Relay -- yes, you can summon 6 Synths at once.

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Rifles
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Spoiler:  
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 > Hunting Rifle - Primarily chambered between 38 and 308, can even use 44-Magnum, it is relevant in any stage of the game, providing immense single-shot damage. Unlike the vanilla game, it forgoes the 50-BMG round for the more sensible 30-06 Round.

 > Lever Rifle - Rechambered for the 44-Magnum, and depreciated the use and existence of 45-70, it is much more flexible and versatile. It can shoot 500-Magnum Receiver. If you are ammo-starved, it can also fire the more common 45-Round.

 > Battle Rifle / Machinegun (Renamed from Assault Rifle) - Heavy-weight, accurate, fast-firing -- a weapon that shoots like a dream if you have the weight to spare. The Battle Rifle allows utilization of heavy ammunition with large capacity and fast rate of fire. Geared for Heavy-Gun users without actually being THAT heavy.

 > Assault Rifle / Marksman Rifle (Renamed from Combat Rifle) - Lightweight, accurate, and controllable even at a distance; the modular Assault Rifle is antithetical to its larger cousin. Normally chambered for 5.56mm, it can be modified into a 5mm Personal-Defense Weapon or a 308-Caliber Marksman Rifle.

 > Handmade Rifle / Shotgun - an End-Game counterpart for the Combat Rifle (now Assault Rifle), a little bit more aggressive with higher recoil and a bit higher damage. It can also be chambered for a Shotgun Receiver, comparatively trading a bit of power for ergonomics and rate of fire versus the Combat Shotgun.

 > Radium Rifle - A radiation-centric rifle. It's attachments now have different levels of rad-damage bonus. It also comes with Drum (Snail) Magazine.

 > Gauss Rifle -  Merely upgraded and fleshed out, with more ammunition types that can even let it function as a Gauss Shotgun. It has the typical Triggers in the form of "Inductors".

 > Railway Rifle - Fleshed-out in a simple manner. It can switch between Spikes, Rivets, or Ball Bearings on the fly.

 > Tesla Rifle - Added a new explosive barrel, and the ability to switch between standard Fusion Cells, or the weak but fast-firing and high-capacity Fusion Cores.

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Pistol and SMG
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Spoiler:  
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> Submachine-Gun - the venerable Tommy-Gun has always been a laughing-stock because of its poor damage efficiency, now it has increased damage with the default, with Long-Burst VATs. Commonly found without a stock, and with a 20-round stick-magazine, it can be equipped with the military-standard 30-round magazine, or the gangster's drum-magazines, as well as other assorted attachments such as a foregrip, and even short-scopes.

 >  Combat Pistol (Renamed from 10mm Pistol) - A generic semi-automatic weapon, while uninteresting it is still a jack of all trades. Capable of firing the .38 for it's capacity, the 45-ACP, and 12.7mm for anything larger, or just the usual 10mm for everything else. It can be tooled into a stop-gap submachine-gun, but still have horrible recoil.

 > Magnum (Renamed from 44-Pistol) - Reworked with availability for both 44-Mag, and 45-Auto rounds, it can also fire the massive 500-Magnum, a pocket-sized cannon.

 > Covert Pistol (Renamed from Deliverer) - The smallest of the bunch, it is nonetheless formidable. What it lacks in size, it makes up for it's sheer speed, and light-weight. Geared for mostly VATs builds. Deliverer still show up as a Legendary Weapon, with more powerful effects. Can be modded out to be fully automatic, on the same vein as the Skorpion 38.

 > Utility Gun (Renamed from Flare Gun) - The utterly useless weapon in the game now makes use of ammunition switching extensively to become more useful. It has additional attachments in mind such as long or suppressed barrels, various sights too. But it has the unique ability to switch between certain Ammunition Types and the Sub-Types on the fly. It can shoot shotgun shells while still using flares; or between 45-Caliber and 44-Magnum rounds; or the 30-calibers 30-06, the 7.62mm, and the 308 Round. It can also use special Flares that can summon Vertibirds, or mark Minutemen Artillery targets.

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Shotguns
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Spoiler:  
Show
Shotguns, and associated attachments thereof provides close-range damage bonus. They also have tighter spread and longer range over-all, allowing participation at mid-range. When using Shotgun Shells, they can also switch into different ammunition types.

There are two shotgun shells in the game, the 20-Gauge and 12-Gauge, and these have their own shotguns. This is done because sharing the same shotgun-shells for the multitude of shotgun types has too much overlap. This way, the 20-Gauge and 12-Gauge shotguns can have their own niche and feel for their own respective ammo-types without necessarily rendering each other redundant, pointless, or obsolete, and still have their own roster.

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12-Gauge Shotguns
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 > Shamelessly powerful, 12-Gauge Shells provides a powerful close-range punch. These shells are identifiable with their cherry-red hull with brass base; or with teal boxes.

 > Combat Shotgun - Bold and imposing, there is nothing like the Combat Shotgun to create a sense of terror in its adversaries. Commonly chambered for the stalwart 12-Gauge, it can also be modified to fire 44-Magnum as a Combat Rifle, or 50-Caliber as an Anti-Materiel Rifle.

 > Double Barrel (Renamed from Double-Barrel Shotgun) - A classic and robust weapon, it can be tooled either as a double-barrel 12-Gauge Shotgun, a Single-Shotgun, or a quad-barreled Lancaster Shotgun. Access to 500-Magnum ammo turns this into an Elephant-Gun, useful for early-game and can still be useful late game.

 > Pipe Bolt-Action Shotgun - Tooled from Pipe Bolt-Action, it can chamber 12-Gauge Shells. What it lacks in capacity, it makes up for immense firepower in just that single shot. Paired with the Pipe Weapon's capacity to be tooled either as a rifle or a pistol, this Bolt-Action Shotgun can be in any shape and size you want.
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20-Gauge Shotguns
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 >  Sleek and professional, 20-Gauge Shells are controllable and accurate at a distance. While the 12-Gauge shotguns will wake you up, 20-Gauge is a dream to shoot. These shells are identifiable with their bright yellow hull with chrome base or with red boxes.

 > Pipe Revolver-Shotgun - A common modification of the Pipe-Revolver, they have decent capacity with decent range, and decent fire-power. They are comfortable as a pocket shotgun, a hunting shotgun, or something in between.

 > Lever Shotgun - A typical modification of the Lever-Shotgun, it forgoes the usually hard-hitting 44-Magnum, with the utility of the 20-Gauge shells, boasting one of the most tightest spread in game.

 > Handmade Shotgun - One of the rare modification of the Handmade Rifle, using the sturdy AK pattern to fire 20-Gauge shells as was done before by Saiga and Vepr rifles. While not as accurate or powerful per-shot as with other 20-Gauge, it is however controllable at rapid-fire and with high-capacity to boot.

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Shotgun Shells
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Ammo-Switching has made the Shotguns the most versatile weapon type in the game. No longer they are just limited to close-range engagements, they are, able to participate in many roles with only a matter of shells being loaded.

 > Buckshot - Typical rounds for shotguns that scatter 9 to 12 pellets per shot that increase hit probability, or deal heavy damage up-close.
 > Armor-Piercing Slugs - Single-Projectile Shotgun rounds that defeat armor. Deals extra damage to big game; such as but not limited to Yao-Guai, Deathclaws, Mirelurk-Queens, Super-Mutant and Behemoths.

 > Dragon's Breath - Incendiary Shotgun Shells that shoots out a cloud of fire. Powerful, especially against Ghouls, but has limited range.
 > Pulse Slugs - Single-Projectile Shotgun Rounds that deal energy-damage, slows and impairs targeting, and deals extra damage to mechanical units such as Robots or those in Power-Armor.

 > Explosive Slugs - Single-Projectile Shotgun Rounds that explodes on impact, whose splash-damage can hit through walls.
 > Nuclear Slugs - Single-Projectile Shotgun Rounds that deal heavier damage with additional radiation damage.
 > Timed Explosive Slugs - A Single-Projectile Time-Delayed Explosive Slug that explodes after an amount if time. It can bounce at walls.

 > Caps Shot - Bottlecaps loaded in a shotgun shell. Primarily used for trading, but can be shot if needed. Can send enemies fleeing.

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Energy Weapons
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Spoiler:  
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> General - Laser Weapons, through the use of Gyro Compensating Lense, are now considered Suppressed weapons.

> Laser Musket - an early-game energy weapon, it retains usability in the later stages by sheer damage alone. Though has weaker damage, it has unlimited ammunition through the use of Rechargeable Cells and can load more ammo-capacity, likewise it can be equipped with the Automatic Capacitor. 

 > Laser Gun -The generic and venerable Laser-Gun, it merely has more attachments to stay relevant further in the game.

 > Institute Gun - Unlike the Laser-Gun, it can be equipped with a freezing capacitor. It has additional barrel called the Stub Barrel.

 > Plasma Gun - A merely even-stronger energy weapon, it trades most of its fire-rate even at automatic fire, likewise the slower projectile for sheer power. It has a new default barrel called "Carbine Barrel" which is a midway between Short and Sniper Barrel. It can also be equipped with a Grenade Barrel to function as a grenade-launcher.

 > Gatling Laser - Further fleshed out, it has many more options that addresses quality-of-life. It can also be a retooled into a cannon with the Overcharging Barrel. Barrels have different consumption rate with Fusion-Cores.

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Pipe Weapons
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Spoiler:  
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> Features the MOST attachments in the game, while they start with poor performance, they can be decent with enough modification. They can be geared either with Commando, Rifleman, Gunslinger, and even Heavy Gunner for strength-builds.

> Pipe Pistol / Rifle - Billions of different combinations, it can be built into a Pistol, Rifle, Assault-Rifle, Battle-Rifle, Submachine-Gun; a Heavy Machine-Gun that uses Heavy-Gunner; semi-automatic Sniper-Rifle -- all it takes is the proper attachments. It is however restricted to merely pistol rounds, and comes with severely reduced ammunition capacity.

> Pipe Bolt-Action - A simpler action, it is easier to tool with stronger ammunition when rate of fire is not that of an issue. Featuring one of the most damage in the game. Unlike the Hunting-Rifle, it can fire the 50-BMG round, the 12-Gauge Shell, and the 5mm Round.

> Pipe Revolver - A midway between power and rate-of-fire, it can also be equipped with the Double-Action trigger providing decent fire-rate though held back by capacity. It can be tooled with a 20-Gauge Shotgun Receiver, a pocket or hunting revolver-shotgun.

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Heavy Weapons
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Spoiler:  
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> While incredibly restricted, they do have some fleshing out with the basic damage, frames, some with trigger, but their bread and butter is primarily the around ammunition types, such as the Missile-Launcher.

> Minigun - Somewhat a joke in vanilla, held back by poor damage by poor ammunition. Now it compensates by being able to fire either the 5mm or the 50-BMG rounds. It also have new attachments category such as the basic Frame and Damage, and the Motor. 

 > Flamer - Also somewhat a joke, it's major limiting factor is range which is properly addressed. It also comes with an option for an Incinerator barrel, shooting fireballs at a distance. nozzles have to be forgone for the barrels because of how projectiles are handled within the game.

 > Missile Launcher - While powerful in itself, weight is it's limiting factor and is thusly addressed -- now lighter, but upgradable means it still gains weight but powerful as a result. The barrels instead reduces damage, providing use with the single-barrel launcher for damage efficiency. The Missile-Launcher uses Ammo-Switching extensively. There are two main missile types; Dumb and Smart. Dumb works as basic fire and forget, but smart missiles provides special effect depending on missile-launcher firing mechanism; basic are faster and has no drop-off, Fire-Control are seeking, and Pneumatic functions as a lobbed proximity mine and can be retrieved.

 > Fat Man - A powerful weapon with little attachments, it's true power lies with the ammunition type with a variety to choose from -- Low-Yield for economical use, Bunker-Buster to clear buildings out, rocket-powered variants for improved accuracy. Can be equipped with a Fire-Control System, retrofitted with as a MIRV launcher that allows launching of common grenades -- or the time-tested basic Launcher. MIRV has been simplified to simply shoot multiple explosives at once to avoid the unfortunate bug of feet-spawning nukes.

 > Junk Jet - The Junk Jet has faster projectile speed, and has some new attachments: the basic Trigger, Frame, and Damage, in addition of a new Gamma Module that adds bonus radiation damage. The trigger allows the Junk Jet to function as a basic semi-auto launcher, a charging junk mortar, or a junk Minigun -- yes, you read that right, spool-up followed by rapid fire. 

 > Broadsider - Basic adjustment of ammunition fired. Through Ammo-Switching, players can change ammo on the fly. It no longer has a three-shot magazine, but a single shot can be charged with three rounds.
 
 > Harpoon Gun - Deals bonus damage to mirelurks by default, and has basic fleshing out of damage and frames, but has integration of Ammo-Switching. It has additional ammunitions; Thunderpoon that which explodes and leaves a standard harpoon in it's place, and a Shock Harpoon that will seriously cripple robots.

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Legendaries
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Spoiler:  
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 > Amata's Fate - Furious Combat-Pistol within Vault 75, by the mock store used as gun-range.

 > Dead Silence - Violent Combat-Pistol at the Natick Banks unmarked warehouse, sitting by the table.

 > Ol' Painless - Rapid Hunting Rifle at the Sanctuary Root Cellar, above the bed with few ammo.

 > Diamondback - Explosive Magnum of Sully Mathis during Pull the Plug quest, after being drained.

 > Dirty Harry - Violent Magnum within Mad Mulligan's Mine, near Sally's body.

 > Expert's Carbine - VATs-Enhanced Combat-Rifle of Bullet during the Kid in the Fridge quest

 > Greta's Game - Rapid Combat-Rifle of Cinder in Revere Beach Station

 > Frontier Justice - Violent semi-automatic Assault-Rifle with scope and Long-Barrel, located above the Mass-Blood Clinic

 > Utter Madness - Explosive Assault-Rifle of Sparta in the BADTFL Regional Office

 > Semper Fi - Furious Battle-Rifle used by Captain Wes at Gunner's Plaza

 > Velocitas Eradico - a Battle-Rifle with Accelerating Barrel located at the Federal supply cache 84NE at the Glowing Sea

 > Ernie's Bootlegger - Relentless Submachine-Gun of Ernie in Easy City Downs

 > Roses and Chocolates - Violent Submachine-Gun of Skinny Malone during the Unlikely Valentine quest

 > Lady-Luck - Lucky Pipe Rifle of Red Tourette at Federal Ration Stockpile

 > Scout's Honor - Two-Shot Pipe Machine-Pistol at Lake Quannapowitt, by the office and above the fallen door

 > Van Buren - The Unlimited Pipe Bolt-Action Rifle of Honest Dan at the Covenant during Human-Error quest

 > Liberator - Resilient Pipe Bolt-Action Pistol of Jared in Corvega Assembly Plant during The First Step quest

 > Peacemaker - Violent Pipe-Revolver of Mayor McDonough during In Sheep's Clothing quest

 > Five-Pounds - Rapid Pipe-Shotgun of Simone during Order Up at the Drumlin Diner

 > Hellrazer - Incendiary Double-Barrel Shotgun of Bedlam in Dunwich Borers

> Uranium Fever - Irradiated Radium Rifle within the belly of a Mirelurk-Queen in Far-Harbor

 > Final Hour - Rapid Automatic Laser-Musket of Emma in Super Duper Mart at Lexington, accessible by a Master terminal, or going through the store.

 > Glorious Revolution - Relentless Automatic Laser-Musket in the Castle Armory during Old Guns quest

 > Evening Star - Two-Shot Minigun of Glory of the Railroad

 > Miss. Launcher - Violent Pneumatic Missile-Launcher of Captain Bridget at Hub-City Autowreckers, loaded with Micro-Nukes

 > Little Sister - Unlimited Ammo Fatman at one of the Islands in Salem, by the crashed airplane and within a tent.

 > Rico's Revenge - VATs-Enhanced Handmade Rifle of Mags Black, within her locked room.

 > St. Elmo's Fire - Incendiary Tesla Rifle of Overboss Colter, you can't miss it!

 > Declaration of Independence - Two-Shot Automatic Laser Musket given by Sturges at the end of Nuclear Options at the side of the Minutemen.
 
 > Ultima Ratio - custom Anti-Materiel Rifle bought from Teagan, with a lot of effects. Very expensive.