Fallout 4
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DirtyBlue929

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DirtyBlue929

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Makes changes to NPC inventories and vanilla levelled lists to improve immersion and increase weapon diversity. Made for use with Classic Holstered Weapons. Also my first ever mod, lol

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-----Better Weapon Diversity for Classic Holstered Weapons-----

(Update 7/13/22: Version 2 released! Adds changes to the Institute and various other NPCs that I missed or didn't think of before. Not yet playtested so please report any issues!)

Are you a fan of the increased immersion provided by shavkacagarikia's amazing Classic Holstered Weapons? So am I! And like me, you've probably noticed a few... quirks of Fallout 4's weapon distribution system thanks to it. Specifically, that nearly every non-hostile NPC in the game's major settlements seems to carry some variety of pipe weapon -- even in Vault 81! Eventually this got to be too much for me, and so I decided to create my first ever mod specifically to scratch the immersion itch it was causing me.

Now, NPCs in Diamond City, Goodneighbor, and Vault 81 -- as well as a few NPCs outside those settlements -- will have a more diverse array of weapons they can spawn, and for some of them, specific weapons suited to their personality and/or role. No requirements (not even CHW, technically); just plug it in, start a new game, and viola!

"Okay, but what EXACTLY does it DO?"

To go into some more specific detail about this "issue" and how I "fixed" it: in vanilla Fallout 4, a significant number of NPCs, including nearly all generic town inhabitants, use the "LLI_Weapons_Citizen" leveled list, to provide them with a basic weapon. This leveled list, as it happens, is designed to spawn a randomized, leveled pipe weapon (standard, revolver, or bolt-action).

This isn't really an issue in the vanilla game since you can't see what weapon an NPC has equipped until they draw it, and most NPCs that use this LL aren't intended to enter combat during "normal gameplay" (IE, it'll only happen if you attack them, for no real reason). But with CHW, you can see it plain as day on their hip or back, which can get real awkward and immersion-breaking. Like, for instance, the sweet old grandma who runs the pristine cafeteria in Vault 81 having a bayonetted fully-automatic high-capacity tetanus applicator strapped to her back at all times.

So, to start with, I edited LLI_Weapons_Citizen to have a touch more variety. I then went and started editing inventories to see who all used it, and decided to do a much larger revamp covering all the major settlements. The following is an abridged list of the changes I made:

GENERAL
  • Changed LLI_Weapons_Citizen. Pipe weapons are now restricted to Pipe revolver pistols, and it now includes 10mm pistols, .44 pistols, Baseball bats, and Switchblades.
VAULT 81
  • Removed weapon spawns from most NPCs. I felt this was appropriate given the culture and vibes of the place.
  • Neil Freund, Calvin Whitaker, Tina de Luca, and Bobby de Luca carry unmodded Pipe wrenches, befitting their maintenance duties.
  • Maria Summerset carries a Rolling pin, befitting her role as a chef.
  • Horatio carries a Switchblade, befitting his role as barber.
DIAMOND CITY
  • Mayor McDonough now carries a .44 pistol.
  • Hawthorne now carries a double-barrel shotgun.
  • Travis Miles now uses a 10mm pistol.
  • Arturo Rodriguez now carries a combat shotgun.
  • Pastor Clements, Mr. Zwicky, and a few others no longer carry weapons.
GOODNEIGHBOR
  • Drifters now use their own leveled list that can spawn either a Pipe revolver pistol, Lead pipe, Pipe wrench, Pool cue, or Tire iron.
  • Marowski now uses the "Triggerman_Weapons_Pistol" leveled list.
  • Stan Slavin now uses the "Triggerman_Weapons_Rifle_Auto" leveled list.
  • Ham should now carry a Baton; I had trouble with him for some reason.
  • Irma, Kent Connolly, and a few others no longer carry weapons.
THE INSTITUTE (v2+)
  • Most non-SRB and non-security NPCs no longer carry weapons. Not yet playtested, please report any issues (characters that should have weapons missing them, etc.) in the comments!
MISC/I FORGOT THE DETAILS
  • Made minor changes to various Covenant NPCs' inventories.
  • Trashcan Carla now uses the LLI_Gunner_SemiAuto leveled list. I figured since she's the only caravaneer who travels without guards she would carry something a bit on the higher end.
  • Cricket now carries an automatic Combat rifle. In vanilla she's set to spawn with a random leveled automatic weapon, but because you tend to first encounter her at a relatively low level she almost always winds up with a measly automatic pipe pistol, which IMO doesn't fit her "manic explosion-loving arms dealer" persona.
  • (v2+) Joe Savoldi in Bunker Hill now carries a leveled Laser Musket Blunderbuss, inherited from his Grandpa Brent.
  • And probably a few other things I forgot!

"Any compatibility warnings?"

Like I said, this is the first mod I've ever made, so I don't really know for sure! I imagine it might conflict with other mods that change the same NPCs or Leveled Lists, but I doubt that this will cause any performance or stability issues.

"That's it?"

That's it! Special thanks to my pal trashgarbage666 for giving me a crash course in how to edit NPC inventories and understand leveled lists. You rock! Also, check out my other mods if you're interested in supporting me: