About this mod
Removes spawning of most vanilla weapons and replaces with a curated selection of lore friendly DLCs and weapon mods with extensive modifications.
- Requirements
- Permissions and credits
- Changelogs
This mod removes or changes the spawning of most vanilla weapons from the game and replaces those spawns with a modular curated selection of Lore Friendly weapon mods, most of which have no direct real-world mass-production equivalents. There are also extensive weapon modifications including re-chambering options for many weapons.
This is not a weapons replacer; it is a vanilla leveled list replacer. All plug-ins are ESL tagged so won't effect max mod restrictions.
CREDITS: Before going on, this was created using Weapons LL Overhaul, created by: Marion / Darkernard. and Yourboizach. This file makes quite a few modifications and adjustments to the original mod, including removing dependent mod quests with a blank quest replacer. This mod also uses some of the the naming conventions used in the series of "Lore Friendly Name Replacer" mods by OniKhan136. Many adjustments made to be in line with modification mods made by DankRaft
There are technical descriptions throughout this page. It is HIGHLY advised that anyone downloading this should RTFM. Technical information (except in the last sections) is in yellow.
1. Political power grows out of the barrel of a gun.
War never changes. Neither does the military industrial companies which profits from bullets and barrels.
In the United States, civilian gun ownership reached near 90% in part due to government propaganda against poor people and (supposed) communists during the Resource Wars. Hence, a large range of over-produced pre-war firearms are still in circulation and cause mayhem all over the the Commonwealth.
Near the end of the Resource Wars, laser rifles (mostly the AER-9 variant) started replacing projectile weapons, which consequently sold to the general population to raise money for the war effort. The antiquated Reservist Rifle (model LR-72) and the still-in-production Assault Rifle (model R-91) spread far and wide into the civilian population. Over time, many of these pre-war weapons wore out, though the trigger assemblies and receivers remained serviceable. Commonwealth residents applied their innovation for mayhem, repurposing ancient components with makeshift materials.
Centuries later, after the Great War, the NCR and their resurrected nemesis, The New Legion, built manufacturing techniques on-par with mid 20th century levels. Like the captains of industry of old, key elite groups in both these nascent nations profited from over-production of new weapons which proliferated into the Commonwealth area and indeed, throughout the world. NCR weapons are based on mid-20th century military firearms used in the USA and in the UK. Legion weapons are based on late-Nazi Germany designs. For the most part, these newly produced weapons are bulkier than their pre-war counterparts and use wood furniture (because in the depopulated N. America, wood is still much cheaper than plastic).
Meanwhile, Raiders and residents of the Commonwealth perfected the art of jerry-rigging older weapons (and newer creations) into more lethal variants.
2. Weapons
I selected the following weapons based on:
- Being awesome weapons with a decent amount of customization, and preferably not real-world production weapons
- Preferably in a pack
- Produce the most "bang for the buck" in terms of effort to implement to game-play enjoyment
I did not aim to get all these elements into each gun weapon. I tried to get a balance of features and create a system for users to add their own favorites.
Notes:
- I play with MAIM or Wasteland Ballistics or a my own Lite Combat Overhaul, as well as PlayerUndeath, and VAFS Redux. AND SCOURGE. (now, also with True Damage) So to me, the level on the leveled list is not that important and I didn't focus on maintaining parity with of vanilla. This purposefully breaks that level development concept (especially for automatic weapons and energy weapons). That said, the original weapon mods have limitations on the modcol level so that generally you won't see high-end receivers at low levels. You WILL see more assault weapon and 5.56 weapons around level 15 than you normally would. I try to make it so that automatics won't appear until level 20, other than SMGs and Supermutant weapons.
- Although not completely compatible with ECO/Leveled Item Framework's DLC-in-Commonwealth features (and it does change some faction lists) the fixes from that mod are incorporated. All vanilla leveled lists have been changed to "<= Player Level".
ECO is used in a lot of modifications because it's popular and this ensures consistency. Many injected mods will also use ECO or related mods so this ensures compatibility. Keywords from ECO are used when I made new modcols.- IF YOU USE DANK'S WEAPON INTEGRATION PROJECT, you should load that below the weapon mods, above the CWP
Weapon List - LLR_Base

Two packs from F4StoryExpansionProject / "Pig" form the lower-end core of the base plug-in: The Assault Pack . A Unique Weapons Concept and The Stealth Pack . A Unique Weapons Concept. These replace pipe weapon leveled list entries for every NPC except Supermutants. These provide a base hand gun, a revolver, semi-auto shotgun, a very good make-shift rifle, and an pipe-gun SMG. They look really good and they are junk-land-y.
The Lore Friendly 5.56 Collection and Rifles Rebirth make up the core of the mid-to-late game weapons found in the commonwealth, showing up on combat rifle and assault rifle lists.
Vanilla / DLC Weapons.
- DLC Handmade Rifle. The weapon is renamed "Makeshift Chinese Assault Rifle". It spawns early with 5.56 receivers, going to 762 at higher levels. The weapon has reduced base damage. There Note that you can add new animations and texture packs, but weapon mods which add new stocks will need to be patched in. These show up when NPCs have assault weapons or sometimes instead of combat rifles.
- The Combat Rifle has been renamed "Legion Rifle" mostly shows up along other "DMR" semi-auto weapons.
- The Deliverer is now the Compact Pistol. Modcols are added to it. The Compact Pistol fires .38 ammo.
- Lever Rifle is brought over from Far Harbor and given multiple ammo rechambers. It shows up when the NPC may have a bolt-action gun.
- Flamers , Gamma Guns, and Radian Rifles are added to a "Makeshift Advanced" category.
- Assault Rifles are renamed "Legion LMG". These spawn on the SuperMutant guns category and in LMG category. Warning: Their damage has been increased.
WPC_NCR

The optional plug-in adds some of my favorite guns to the game. The plug-in represents the introduction of weapons from the NCR, though there are non-NCR guns here too. I tried to normalize weapon weights.
The Select Assault Rifle is renamed NCR Service Rifle; the NCR take on the old M-16, sometimes utilizing pre-war components. It's just a little bit different. Three 5mm receivers were added.
Colt-Mothman 6520&N80 pack. These add a good mid-game handgun and revolver, replacing the ugly 10mm pistol leveled lists in the process.
The 10mm SMG is added to the list in this plug-in.
CWP-Point Lookout Plug-In

In this optional plugin, the PL minigun replaces the vanilla version, as does the flamer. The PL hunting rifle looks a little more junky so it's called the Rodent Rifle.
CWP-LLR Energy Plug-in
I had the EG-7 Laser by Utherien here, but I don't even use this plug-in now because Mikalov's Laser Rifle and Institute Laser debulkers make these weapons fun again for me.
3. Installation and Load Order
You MUST download all the required weapons mods installed before loading this mod, even if you intent to modify this mod and switch out the weapons (because otherwise xedit won't load).
You must order the plug-ins as follows; if you don't , you may get CTD:
- Your weapon mods, including the weapon mods required by this mod.
- Your weapon mod patches, especially ones which directly change leveled lists.
- LLR-Base.esp (stands for leveled list replacer)
- All the add-on plug-ins to this mod such as CWP-NCR.esp. These can be in any order after LLR-Base.esp
NEW GAME / OLD GAME INSTALL: You really should use this on a new game, because otherwise you are changing the leveled lists AFTER weapon mods injected custom lists into your save file, thus potentially double-adding the weapon mod weapons... which won't destroy anything but it will change the frequency of what you find. This mod disables some of the associated injection "quests" of most of the weapon mods it affects (more on this below, I think). That being said, it's quite safe to edit or remove THIS MOD (not the underlying weapon mods) during a play-through as long as you install this at the same time you install a weapons mod. This mod prevents the weapon mod injector scripts from loading. Once you remove this from your mod order, any injection quests in the weapon mods will activate.
4. Level List Top Catagories

The above catagories inject into the lower categories, replacing the vanilla weapons. I will try to maintain a level progression of 1 - 15 - 30. Meaning, all entries are duplicated for 1, 15, and 30 so that there level 30 items don't crowd out lower levels when the PC is over 30. This also allows adding the anti-material rifle at 30, but still making other weapons appear at the same level.
Of note:
- Weapons on the VENDOR ONLY spawn list come in the pack but I didn't like them, however I'm allowing them to spawn in vendors.
- AutoPipe4Muty allows supermutants to get pipe weapons. Mods which replace pipe weapons will replace this. Same for the Assault Rifle.
- RAW-Crude and Old is for raiders
- The various light machine guns that come in the Rifles Rebirth and 5.56 packs spawn on the Heavy, no mutants lists, which spawns when a mini-gun is called.
5. Compatibility and Recommended Mods
Recommended Complimentary Mods:
These mods have great faction skins or too many variants specific to specific leveled lists which would be too much work to duplicate into LFWLLR, but are still VERY worth using alongside this mod:
- Deadpool2099's Wattz Laser Gun.
- The Zap Gun.
- (more to come)
6. What This Does Under the Hood
The original Weapon LL Overhaul mod adds a layer on top of the normal leveled lists which consolidate options and removes vanilla spawns. This layer, as provided, does not have vanilla weapons. However this layer does not remove vanilla uniques; it just prevents then from spawning when a level list is called.
As an example, if the game decides that an NPC Raider needs a gun, it looks to determine what type of gun, then calls a special weapon-specific list (ex. "LL_Pipegun_Auto"). However, the vanilla weapon entry was removed from the list. In it's place is an entry for another list, that has 3 or more other weapons.
This mod tries to ensure Mutants use vanilla weapons. Think of them as the oversized ugly weapons for oversized ugly characters. You can use Mutant weapon replacers and/or Dax’s Assault Rifle Overhaul to change those weapons for the Mutants.
IMPORTANT: Within this mod are “quests” which over-write the weapon mod quests; it’s a quest with the same name but all data /guts removed. Mostly, this removes the level list injectors so there are no duplicates of the mod in level lists. Some mod weapons have "control" features in the same quests as the injectors; these don't work. Quests to find weapons may also be removed when said quest is integrated with messages or options to activate distribution. Usually, these quests are of no consequence. When there are quests for "uniques" that are separate from the general distribution injection, I try to keep those quests. BTW, Deadpool's Service Rifle is not part of this, but it can be put in without removing the uniques quest.
7. How to make your own modifications
Here are the main instructions for Weapon LL Overhaul.
And a video tutorial by Yourboizach:
To the above tutorial, understand:
If you want to completely remove a mod from this leveled list replacer, you should:
- First download the mod, because xedit won't load if a master file is missing.
- In xedit, remove the weapons from the leveled lists.
- Go to the quest section and remove the weapon mods quest overwrite quests. This record is the LL quest, but all the guts of the quest removed so it doesn't even activate. Also remove any created mod objects (for lower receivers, for example), mod-cols, and constructable objects. This probably requires a little hunting and experimentation with the Expansion plug-in assault rifles. But this is pretty easy for the Doombased pistols and shotguns.
- You may need to remove object modification records as well.
- After changes are made, right-click on plug-in and select "Remove unused masters".
- Check the "File Header" section to make sure the mod is removed. If it isn't, check to see that no other instance is placed in a LL category, check to see if there were other quests put in the Quest section (the RAW-LLR over-rides for the quests).
Further Information about What Leveled Lists Do
For the FAQ