Fallout 4

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DeathByPewPew

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DeathByPewPew

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About this mod

Integrates all 17 weapons from Combined Arms and its expansion pack into the base game with balance adjustments, crafting recipe edits, bug fixes, and more. Based on Dank Rafft's "Weapon Pack Integration Project" and made with permission.

Requirements
Permissions and credits
Translations
  • Spanish
Changelogs
What Is This Mod?
Combined Arms Integration Project (CAIP) incorporates all 17 weapons from Combined Arms and its Expansion Pack into the base game with a comprehensive series of edits intended to deliver a streamlined and balanced gameplay experience. CAIP is the spiritual successor to DankRafft's Weapon Pack Integration Project (WPIP), which is no longer available as Dank decided to stop working on it. WPIP included NovaFinch's Combined Arms as well as Russian Assault Pack, but for CAIP I decided to focus only on integrating weapons from the Combined Arms content. Full credit goes to Dank for originally creating WPIP and giving me permission to revise, re-package, and re-release the project in this form.

What Exactly Does This Mod Change?
1. Removes all weapon recipes from the Chem workbench. I removed recipes for both the free "cheat" versions as well as the "preset" versions that cost resources. If you want the weapons, you're going to need to level up and earn them yourself!

2. Removes all placed instances of Combined Arms weapons and ammunition in the world. No more immediately farming end-game weapons from specific locations--you'll need to level up to get the weapons!

3. Disables scripted leveled list injection in favor of a curated selection of manual leveled list edits. Various factions use some or all of the Combined Arms weapons, but I didn't distribute the weapons to Super Mutants, which cannot use modded weapons without certain animations.

4. Adds dozens of attachment collections (called "mod collections" in the Creation Kit) for increased weapon spawn variety. Many weapons only spawned in 1 configuration, so now you'll see them in lots of varieties with more powerful attachments showing up as your player character's level progresses.

5. Adjusts weapons' base damage stats where needed to balance all 17 weapons against each other and comparable base game ballistic weapons. I lean heavily into FO4's leveled world design and have also customized the progression curve for obtaining and upgrading all 17 weapons.

6. Provides a version for playing only with base game ammo and a separate version for playing with the custom calibers. The "Standard Edition" of CAIP provides a more straightforward approach to gameplay by configuring all weapons to only use base game ammo and removing caliber conversions (i.e., each weapon is associated with one caliber). The "Armament Edition" requires Armament and allows for converting weapons to different calibers as defined by Combined Arms (not all calibers used by Combined Arms are available in Armament, but most are). The "Armament Edition" also integrates all of the ammo types into the leveled lists, but I've chosen to spawn most weapons only in the standard caliber typically associated with that weapon. For a handful of the weapons known to be widely identified with different calibers, I've set them to spawn with a chance of being configured with those calibers.

7. Overhauls crafting recipes for weapon attachments. I adjusted crafting perk requirements based on the utility of the attachments as well as the spawn level of the associated weapon (i.e., recipes for attachments on end-game weapons generally have higher perk requirements). In addition, I removed or replaced what I felt like were incongruous perk requirements. Combined Arms makes extensive use of the Sniper, Heavy Gunner, and Commando perks as requirements for crafting recipes, but the perks seem to have been chosen based on their connotations (e.g., requiring Heavy Gunner perk for a "Heavy Muzzle" gun attachment). Many crafting recipes, as a result, were requiring perks that specifically excluded the weapon being modified (e.g., Heavy Gunner perk is only applicable to heavy weapons of which none are included in Combined Arms).

8. Adds or adjusts zoom on reflex and holographic sights. Helps these sights to feel more useful and immersive.

9. Adds scope sway to all scopes. Combined Arms by default doesn't have scope sway on any of its scopes, which felt a bit "cheaty" and de-incentivized investing into perks related to snipers, scopes, etc. All scopes now have standard scope sway configured, same as base game scopes.

10. Standardizes all weapons to use the base game instance naming rules (INNR) for guns, making weapon names more recognizable. While Combined Arms defined custom INNRs for some of the weapons, offering extremely detailed and true-to-life naming conventions for weapon configurations, the various names were so markedly different from the base weapon name that one could be forgiven for not knowing what weapon they were picking up. Take the G36 assault rifle, for example: Its custom INNR would variously name the weapon G36C, HK243C, T36K, or 20 other alphanumeric variations based on the weapon's attachment configuration. Weapons will now use just their base name along with a few other standard modifiers (suppressed, automatic, etc.) and also support names for legendary attachments.

11. Adjusts damage modifiers for some weapon receivers. A few weapons had damage reductions--as much as 50%--configured on all available receivers, including the most advanced receivers with descriptions stating large damage increases. I fixed and re-balanced all receivers with appropriate damage increases based on the progression curve of the other weapons. Weapons fixed include the AKM, SG 550, and SV-98.

12. Overhauls the AS VAL. The real-world AS VAL, being an assault rifle, is a selective fire weapon that can cycle between semi-automatic and fully-automatic firing modes with a trigger. However, Combined Arms made the AS VAL fully-automatic or semi-automatic depending on the type of magazine attachment used. I removed that functionality from the magazines and added a selective-fire attachment like the other assault rifles. The AS VAL also had an armor-piercing ability associated with one of its magazines, which is inconsistent with how magazines are used elsewhere and redundant with available armor-piercing ammo types. I removed that ability so the magazine functions like a standard magazine.
13. Makes various spelling adjustments, description clarifications, and quality-of-life enhancements. Too many to list here.

Weapon And Gameplay Details
The 17 weapons from Combined Arms and its Expansion Pack fall into 7 categories: pistols, assault rifles, sniper rifles, designated marksman rifle (DMR), shotgun, sub-machine gun (SMG), and light machine gun (LMG). I go into more detail here on the weapons themselves and some of my adjustments.

Pistols
There are 6 pistols: the TT-33 Tokarev, M1911, Makarov PM, PL-15 "Lebedev,"  Beretta M9, and Desert Eagle. I've adjusted spawn levels and base damage stats to follow that same order, and as your player character levels up, more advanced versions of the pistols will spawn.

TT-33 Tokarev

  • Base damage: 18 (reduced from 26)
  • Base ammo: .38 (Standard Edition) or 7.62x25mm Tokarev (Armament Edition)
  • Spawn level: 8
  • Note: I've edited the TT-33 Tokarev to serve as an entry-level weapon that can be used alongside or as an alternative to pipe weapons.
M1911
  • Base damage: 20 (reduced from 25)
  • Base ammo: .45
  • Spawn level: 12
  • Note: I've reduced damage on the M1911 pistol just a bit, intending it to be slightly better than pipe weapons and TT-33 Tokarev.
Makarov PM
  • Base damage: 25
  • Base ammo: 10mm (Standard Edition) or 9x18mm Makarov (Armament Edition)
  • Spawn level: 16
PL-15 "Lebedev"
  • Base damage: 30
  • Base ammo: 10mm (Standard Edition) or 9x19mm Parabellum (Armament Edition)
  • Spawn level: 20
Beretta M9
  • Base damage: 35 (reduced from 40)
  • Base ammo: 10mm (Standard Edition) or 9x19 Parabellum (Armament Edition)
  • Spawn level: 24
Desert Eagle
  • Base damage: 70
  • Base ammo: .44 (Standard Edition) or .50AE (Armament Edition)
  • Spawn level: 30
Assault Rifles

There are 5 assault rifles: the G36, SG 550, Steyr AUG, AS VAL, and AKM. Notably, real-world assault rifles are selective fire weapons, which include a switch that allows for quickly changing between semi-automatic and fully-automatic firing modes. All 5 Combined Arms assault rifles have this same functionality. Unfortunately, Fallout 4 doesn't have a mechanism for changing a gun's configuration outside of a weapons workbench, so there isn't a way for you to "toggle" the firing mode of the assault rifles while using them (though some mods have tackled this issue).

Do note that unlike base game automatic weapons, the automatic weapons in Combined Arms do not artificially decrease the damage stats simply because they are automatic. Fully automatic here is very deadly, but you'll burn through tons of ammo quickly, which I see as a sufficient gameplay balancing mechanism. Weapon spawns for assault rifles will mostly be semi-automatic variations (80% chance for semi-automatic configuration and 20% chance for fully automatic configuration); otherwise, lots of NPCs running around with fully automatic rifles would be devastatingly difficult.

As stated previously, I lean heavily into the leveled design of Fallout 4, so you'll notice a very linear progression in damage stats and spawn levels. As you level up, the assault rifles available to you become increasingly powerful, but the rifles you already have don't become immediately useless as they have a wide range of attachments available for increasing their damage output.

G36
  • Base damage: 30
  • Base ammo: 5.56mm
  • Spawn level: 24
  • Note: The base game's ammunition leveled lists don't start consistently spawning 5.56mm ammo until level 24, which is why the first assault rifle on the list here begins spawning basic variations at level 24.
SIG SG 550
  • Base damage: 35
  • Base ammo: 5.56mm
  • Spawn level: 29
Steyr AUG
  • Base damage: 39
  • Base ammo: 5.56mm
  • Spawn level: 33
AS VAL
  • Base damage: 52
  • Base ammo: 7.62 round (Standard Edition) or 9x39mm SP-5 round (Armament Edition)
  • Spawn level: 38
AKM
  • Base damage: 58
  • Base ammo: 7.62 round (Standard Edition) or 7.62x39mm round (Armament Edition)
  • Spawn level: 44
Sniper Rifles
There are two sniper rifles: The early-game SV-98 and the late-game Barret M82A1. Not much more to say here--get those sniper rifles and start sniping!

SV-98

  • Base damage: 57
  • Base ammo: .308 (Standard Edition) or 7.62x51mm NATO (Armament Edition)
  • Spawn level: 13
Barret M82A1
  • Base damage: 94
  • Base ammo: .50 caliber (Standard Edition) or .50 BMG (Armament Edition)
  • Spawn level: 45
  • Note: Combined Arms offers an expansive collection of 25mm grenades for the M82A1 (yes, grenades). I found them distracting and a little confusing to use, especially as they still "consume" .50 caliber ammo. I have entirely removed the 25mm grenades to keep this weapon focused on filling the role of a traditional high-powered sniper rifle.
Designated Marksman Rifle (DMR)
There is one DMR, the Mk 12 SPR (Special Purpose Rifle).

Mk 12 SPR
  • Base damage: 55
  • Base ammo: 5.56mm
  • Spawn level: 40
  • Note: I removed the fully automatic receiver, as the Mk 12 SPR is strictly a semi-automatic marksman rifle.
Shotgun
There is one shotgun, the SPAS-12.

SPAS-12
  • Base damage: 62
  • Ammo: Shotgun Shell
  • Spawn level: 22
  • Note: There are a wide variety of shotgun shell ammo types available for the SPAS-12 (buckshot, birdshot, glass shattershot, etc.) but all of them still use/consume the "shotgun shell" ammunition type from the base game.
Sub-Machine Gun (SMG)
There is one SMG, the FN-P90.

FN-P90
  • Base damage: 22
  • Ammo: 5mm (Standard Edition) or FN 5.7x28mm (Armament Edition)
  • Spawn level: 24
  • Note: Though the real-world FN-P90 is technically a selective-fire weapon, the Combined Arms version is fully automatic in all configurations with one exception (when attaching the Civilian Standard receiver). For the sake of consistency and to fill the gameplay niche of being a dedicated SMG, I've edited the FN-P90 to be considered a fully-automatic weapon all the time, and I removed the Civilian Standard receiver.
Light Machine Gun (LMG)
There is one LMG, the M249 SAW.

M249 SAW
  • Base damage: 56
  • Ammo: 5.56mm
  • Spawn level: 30
Installation
Follow these instructions to get up and running with CAIP:
  • Install the 1.0 main file and 1.1 update patch for Combined Arms - Modern Weapon Pack
  • Install the 1.0 main file and 1.02 update patch for Combined Arms - Expansion Pack
  • Optional: Combined Arms recommends installing Scopes Framework
  • Optional: I recommend installing Bullet Count Reloaded, which Combined Arms supports for the SPAS-12 shotgun
  • Optional: Download and install either the 2K or 4K version of Armament if you plan on playing with the Armament Edition of CAIP.
  • Install Combined Arms Integration Project from the Files section of this mod, letting the FOMOD installer help you pick the Standard Edition or Armament Edition as well as a Tactical Reload patch, if applicable.
Compatibility
Other Weapon Mods

If your load order includes other weapons that make manual edits to the same leveled lists, you'll need to merge the records in a leveled list patch.


Equipment Crafting Overhaul
Compatible, but you'll probably want to let ECO overwrite my mod. The only conflict is the do_ModMenuSlotKeywordList Form ID list, which controls the order of attach points in crafting menus. So letting ECO overwrite means that the order of the weapons' various custom attachments might not be organized in the most logical manner, but ECO will retain the order that makes the most sense for its functionality. I might release a patch for this, but as this is extremely minor, will leave it as-is for now.

Armament
Compatible with the Armament Edition of CAIP. Note that Armament is intended to be modified by the end user so that's its various ammo types make sense for one's load order; Armament by default includes all of its ammo types, which most people won't need. To that end, I have made extensive edits to Armament to fit properly into CAIP with changes to ammo types and leveled lists. If you are relying on and using Armament for other weapon mods, my edits might not be compatible with how you are using Armament elsewhere, so you should review the changes to see if you need to make a compatibility patch for yourself.


Tactical Reload
Compatible with a patch, requires (1) the Tactical Reload Framework, (2) the Combined Arms TR Patch + Expansion Pack patch from the Tactical Reload Patch Repository, and (3) my Tactical Reload compatibility patch (found in my FOMOD installer). Have my compatibility patch overwrite everything.

Credits
Thanks to NovaFinch for creating the amazing weapons from the Combined Arms mods.

Thanks to DankRafft for originally creating Weapon Pack Integration Project and giving me permission to revise it and re-release it as this mod.

Thanks to GoldenDarknezz for Armament - Ammunition and Ballistics Overhaul, which I've added support for in the "Armament Edition" of CAIP.