Fallout 4
0 of 0

File information

Last updated

Original upload

Created by

Tobi Reiji

Uploaded by

TobiReiji

Virus scan

Safe to use

Tags for this mod

About this mod

A small expansion for Equipment and Crafting Overhaul (ECO) that adds a new mod slot for weapons. Currently only adds one slot that allows you to control gore of the weapon (HitBehaviour).

Requirements
Permissions and credits
Changelogs
<IMPORTANT NOTICE>
I am happy to announce that as of ECO ver2.7.0, the Gore Control feature from this mod has now been fully integrated into ECO. Please use that latest version instead.

I'm afraid I do not have any plans to update this mod at this time, but if I do choose to update it, I would add new feature(s) outside of gore control. Until then, there is little point in using ver0.1 of this mod. Thank you all for your awesome support!!


--------------------------------------------------------------------------------------------------------

<TL;DR>

Your weapons will get a new slot under the "Gun/Melee Options" that comes with the Legendary Crafting feature from Equipment and Crafting Overhaul (ECO). No other mod required, this will work for ANY weapons, vanilla or not.

Currently, the only new slot this mod gives is "Hit Behavior", that restricts (but not enforce) the weapon's ability to damage limbs of the enemy with a killing blow.


<REQUIREMENT>

Actually "crafting" any of the slot added by this slot requires absolutely no ingredients, aside from the workbench itself.


<USAGE>
Be sure to enable Legendary Crafting on ECO or this mod will not work at all! 

Just go to any weapons workbench and start modifying your weapon. You'll need to first go to the "Legendary Mod Slot" and build any effect ("No Legendary Effect" will suffice). You should find a new slot named "EE: Equipment Enhancement". Build the "Gun Option" or "Melee Option" under this slot - either will do. This unlocks, along with many special slots, a new slot named "Hit Behavior".

  • Dismember Only: Restricts the weapon to only sever limbs upon kill (limbs still have a chance to produce a few giblets).
  • Explode Only: Restricts the weapon to only make limbs explode instead of simply falling off.
  • No Dismember/explode: Disables dismember and explosions altogether and ensures that corpses remain intact.
  • Normal formula behavior: The weapon may dismember or explode limbs depending on damage done.
  • Off: Reverts to original weapon behavior.

Just build whatever suits your taste and you're done! Feel free to experiment all kinds of silliness, like dismembering sledgehammers or exploding knives ( ͡° ͜ʖ ͡°)

<COMPATIBILITY>
Should be compatible with any other mod, except for one that modifies the following forms, which was a required edit to add the new attach point to make this mod possible:
  • Dank_mod_Special_Weapon_Gun_Enhance "EE: Gun Options" [OMOD:xx0008F2]
  • Dank_mod_Special_Weapon_Melee_Enhance "EE: Melee Options" [OMOD:xx000907]

That said, I really can't think of many mods, if any at all, that would actually edit these forms. If it does conflict, however, it's a very easy fix; Simply use FO4Edit to retain any changes made to these forms by the conflicting mods!


<FAQ>

Q: Does this mod disable/increase gore for all weapons?

A: No, the gore setting is per-weapon basis. If you need to disable gore entirely, check out other awesome mods like No Gore and Blood (or stuff like Popping Heads if you need more of it).


Q: Does this mod contain more gore?

A: Well... not exactly. While it is capable of increasing gore chance if the user so wishes, it's intended to be more of a way to reduce gore on weapons one may feel inappropriate. I want to leave room to expand this to a bit more than just "gore mod", and besides, if I label this as one I would have to make this mod NSFW which will drive away players who want to disable gore and that is not something I would want! :)


Q: I chose the "Explosion Only" setting, but the limbs don't seem to always explode...

A: The Dismember/Explosion Only settings do NOT force limbs to always go gory; it simply prevents one another from happening. The likeliness of gore happening is still random (which I assume depends on damage output). This is hardcoded vanilla behavior and I am unable to alter this. This also does not distinguish between limbs (e.g. decapitation only). If you absolutely need to do this, try looking through Body Part Data on CK or FO4Edit.


Q: Does this mod make headshots lethal?

A: No. This mod (currently) only changes the gore effect which is mostly aesthetic, and makes no change whatsoever to the difficulty balance. Your weapons still hit as hard (or spongy, especially in vanilla) as it has before.


Q: ESP? ESL? A/S/L??

A: ESP. I'm a bit skeptical when it comes to ESL because ESLs have their forms' ID dynamically change, and I get nervous when the forms are tangible "items" like weapon mods. I tried ESL-flagging the ESP and haven't found any problems so far, but haven't done much extensible tests. Feel free to give it a ESL flag if you wish, but do so at your own risk!

Also, I'm not giving you my ASL you perv :p


Q: Will there be more to this mod than just gores?

A: Possibly, but honestly I'm not going to put much effort. This is something I just came up in 5 minutes, created in 20 minutes (15 minutes of which was spent researching if this was even possible in the first place) and tested in 30 minutes. It's a super-quickie, but it is the first ever FO4 mod I'll be sharing only because why not.

That said, I do want to leave some room for expanding in the future - I don't have anything specific in my mind, but if I come up of anything silly again, I might come back and share it with you guys, so fingers crossed!

Aside from that, I am willing to provide full support for bugfixes, so if (and big if) this mod is broken in anyway, let me know in the comments!


Q: Is ECO absolutely necessary for this to work? Why make it so complicated?

A: Short Answer: This is an intentional design to eliminate conflicts and ensure maximum compatibility with other mods, so yes, ECO is required (and strongly recommended).

Long answer:
Spoiler:  
Show
The way this mod works is that it adds an "Attach Point" that serves as a parent slot for weapon mods.

All weapon/armor mods like receivers and scopes belong to each respective Attach Points, but many user-made weapons also come with their own custom APs in order to feature new types of accessories like interface rails, flashlight/LAMs etc.

Normally, adding a new AP to a weapon involves directly editing the weapon record in an ESM/ESP, which would naturally cause overwrite/conflicts. There is, however, a caveat; most weapons/armors accept potential Legendary effects, which actually stems from its own AP (conviniently named "ap_Legendary"). In other words, ap_Legendary is universally shared among most modifiable items and thus can be used to attach new mods without editing the weapons. This is exactly how ECO's Legendary Crafting works (for more details, please refer to its description page).

So you may be wondering: if weapons have a universally shared AP, can't I just attach the new mods to ap_Legendary and call it a day? Well, technically this is possible but it comes with the price of (potentially) missing out on a Legendary effect; only one mod per AP is allowed, i.e. my mods and Legendary effect won't be able to coexist. You may even risk permanently losing the precious Legendary effect on your weapon by crafting my mod!

So how to get around this impasse? The beauty of weapon mods and APs is that a weapon mod can be a host to even more APs, thus greatly expanding its modifiability! Think of this like a rail interface that's attached on a receiver of a gun, which then can be used to attach even more cool stuff like reflex sights and flashlights, and so on. Again, this is a feature ECO's Legendary Crafting is taking advantage of.

So instead of risking conflicts and putting players in a tradeoff hostage situation, I chose to make this a part of ECO and incorporate it into the Equipment Enhancement AP, which has the advantage of: A) Very little risk of conflict with another mod, and B) If it did ever conflict, the fix would be very easy.


With all that said, if there is demand for a version that does not require ECO (and/or DLCs), I may be talked into doing it. I would however still strongly recommend against this, and even if I did upload such a version I would provide very little support, so there's a fair warning! 


<AFTERWORDS>

I came up with the idea for this mod when I was playing the game with amplified headshot effect, but noticed that even the 9mm pistols send ever-so bulky muties' heads fly popping off... in tiny giblets. Yeah I know, Fallout has pretty much always been like this, but I didn't also want gores to go away entirely, so I wondered if it was possible to somehow add weapon mods that enable/disable gores whenever I feel like it. It felt like a daunting task even with my vast knowledge of l33t weapon modding skillz (har har)... but I managed to find it. In no more than 30 minutes from conception, the idea has fruited into the form of a functional little ESP, and it worked on first try! (Something that's rare for me because 99% of the time I miss a tiny spot and screw up)

Now this is not the first mod that I've created and shared in my life, but this is indeed the very first one I'll be uploading to Nexus, just for the heck of it really. But as tiny as it is, this is one of the first mods I've worked on that don't break other fellow players' games, so I figured why not. It's been fun writing all these block of text, too :p

In my closing I'd like to give a special shoutout to Dank Rafft for their awesome Equipment and Crafting Overhaul (ECO) mod! Without it, this mod wouldn't have been possible the way it is now, so super kudos!