Fallout 4

File information

Last updated

Original upload

Created by

Dank Rafft

Uploaded by

DankRafft

Virus scan

Safe to use

About this mod

Balances, fixes, integrates, and expands on all 17 weapons from Combined Arms and its expansion. This is the continuation of Combined Arms Integration Project.

Requirements
Permissions and credits
Translations
Changelogs
Donations
Featured in the Weapon Overhaul Project mod collection. Check it out if you're interested in the other stand-alone parts of Weapon Overhaul Project.

Alternatively, here's another type of list of all mod pages associated with WOP: Individual Weapon Overhaul Project Releases

<<< PREFACE >>>

Welcome!

Here's a rundown of the development of the mod in case you're interested in the story:
Spoiler:  
Show
This mod started and was initially released under the name of "Weapon Pack Integration Project". I intended it to overhaul, fix and combine all features of NovaFinch's two huge and impressive weapon packs, Combined Arms and Russian Assault Pack, in a single consistent package. I also wanted to include other weapon packs and smaller weapon mods in form of optional expansions, but that idea was never realised.
After many iterations of that mod and with the release of CA's expansion pack, which came with three new weapons, I stopped developing the original mod and instead started to create a new variant that focused solely on Combined Arms (and its expansion). Unfortunately, I grew tired of it halfway through and the new "Combined Arms Integration Project" was never released, or rather it wasn't released by me.

A few weeks later user DeathByPewPew contacted me and asked for permission to make their personal changes to my files and release them on their own mod page. After a couple more days their refined variant was released after all and the time I've already invested wasn't spent in vain. So, shout-out and thanks to DeathByPewPew for improving on and maintaining the mod.

A couple of months ago, when I started the work on my Weapon Integration Project, Leveled Item Framework and also ECO Redux, I revisited my old work in progress files for Combined Arms and its expansion. I saw a lot of potential for improvements and new/better systems. CA and its expansion are huge and I wanted to rework and improve on many of their aspects. I used parts of my own files and parts of DeathByPewPew's refined variant as foundation and started to work on it from time to time, in-between my other projects, as a filler when I got bored by tedious, boring and monotonous tasks. To be fair, this mod was one of my most tedious, boring and monotonous projects, so it was only doable in short bursts of work. Therefore it took quite a while but finally it got released. It is one of the most extensive weapon reworks, if not the most extensive one I've ever created, both released and unreleased.

If you want to see certain things changed/improved and got some constructive feedback feel free to share it with us in the forums section related to feedback.

I hope you'll enjoy the mod. Thanks for reading.


<<< OVERVIEW >>>

The goal of this project is to balance and fix (mostly lore-friendly) weapon mods, integrate them (better) into the game and in some cases expand on their features. So, the key aspects are as follows:

  • Balance the weapons and their attachments roughly around the vanilla game so that they don't feel out of place in that environment or even invalidate every other alternative due to an insane power level.
  • Fix all bugs caused by incorrectly set up records in the mod's plugin. Often WOP also fixes inconsistencies, either to make them consistent with other weapons/attachments from the same mod or with vanilla weapons.
  • Integrate them into the game's leveled item system via scripted injection. The original mods already come with leveled item injections in most cases, but often they're lacking or even broken one way or another.
  • Extend on the variety of configurations a weapon can spawn with. Make them spawn in certain configurations depending on where or in whose hands they spawn in. Or add a bit of randomness to the mix.
  • Improve on attachment categories that are lacking, for example a magazine/ammo slot getting new ammo conversion options. Or to separate mechanics that were bundled in a single slot but got the ability to be controlled separate from one another.
  • Utilise ECO as a framework and integrate the weapons into those systems to allow for additional functionality, optimisation, and overall a more enjoyable gameplay experience.

The details of this mod's changes can be found below in case you want to know everything there is to it.


<<< DETAILS >>>

< GENERAL >

Ammunition
Spoiler:  
Show
  • Several weapons got new magazine options that use vanilla cartridges so that they have more ammo conversion options available by default. This is especially true for weapons that haven't had any vanilla cartridge magazine variants, like the AS VAL which now also comes in 7.62mm.
  • By default all weapons only spawn in variants using vanilla cartridges. You can still craft/apply all the ammo conversions CA has to offer. This was done to reduce the (mostly aesthetic and non-functional) complexity CA adds to the game.
  • All custom calibre/cartridge types got integrated into and make use of ECO's ammo conversion framework. You can now easily apply those new types to any weapon, either from a workbench or ECO's Quick Mod system.
  • All ammunition types (Subsonic, Armor Piercing, Full Metal Jacket, etc.) can spawn on NPC weapons, including the highest tier ones but they have a high minimum spawn level to retain some balance.

Attachments
Spoiler:  
Show
  • All weapons and their attachments got integrated into ECO's weapon-specific Quick Modification menu. Each weapon has various sub-categories to select from and modify a weapon's attachments, where applicable: Ammo, Bipod, Firing Mode, Magazine, Muzzle, Rail, Sight, etc.
  • All attachments got integrated into ECO's attachment point framework for a properly sorted workbench menu and to reduce redundancy.
  • Default/standard/"none" attachments have their cost removed and no longer add a loose mod to the player's inventory. This is to reduce clutter and be able to downgrade attachments or remove higher tier ones by replacing them with their most basic alternatives.
  • Attachments that had no cost associated with their recipes like most colour/material mods had their loose mods removed in order to reduce pointless inventory clutter.
  • Many mods (mostly receivers and magazines) had their damage and other modifier values tweaked to allow for a better and more sensible progression and overall power level.
  • When a weapon uses a firing mode switch its automatic variant now reduces the weapon damage slightly. CA's weapons that don't use a firing mode switch but a special automatic receiver already have their damage reduced in exchange for automatic fire and increased ROF. The logical consequence was to modify the outlier firing mode switch on some of the weapons to be in line with CA's other weapons and vanilla guns.
  • Certain lower-tier suppressors had their noise level modifier set to "quiet" (equal to most vanilla suppressors) instead of silent, the higher-tier ones keep their "silent" level in most cases.
  • Most reflex and holographic sights had their zoom level adjusted or it got added if a sight had it missing (this was quite often the case). Because of that they are now also more consistent between the same variants on other weapons.
  • Scopes now come with sway to be in line with vanilla scopes and to retain the hold breath functionality.
  • Some mod names and/or descriptions got changed if they contained errors or could use some more details/clarification.

Base Weapon Forms
Spoiler:  
Show
  • Every instance of static/placed instances of the weapons and their ammo were disabled. You can no longer get your hands on them at early levels by just visiting certain fairly accessible areas.
  • All weapons use the game's default/vanilla On Hit Behaviour. That function controls how bodies/objects react to getting hit by a weapon. Vanilla weapons allow for dismemberment and "body explosion" in almost all cases. CA restricted that significantly. But CA's weapons are now in line with vanilla weapons in that regard.
  • Unused duplicate weapon forms that were disabled and therefore became inaccessible/redundant/obsolete were altered the same way as the new primary forms. This is to have them in a usable/functional state in case you already acquired some of them in your current playthrough or get access to them by other mods/plugins/patches.
  • Many weapons had their base stats tweaked to both make them consistent between each other and also bring them in line with vanilla alternatives. Due to the extensive modifications available in Combined Arms you can still make them way more powerful than any vanilla weapon. And if that still isn't enough for you you can always use ECO to tweak the stats to your liking, directly from within the game.
  • Significantly reduced most weapons' caps value to prevent players from getting access to an overabundance of caps by selling a couple of CA's weapons early on.

Configuration
Spoiler:  
Show
  • When you start the game for the first time after installing this mod, at the latest directly after leaving Vault 111, you get presented with a message. There you can choose your initial setup when it comes to injecting the weapons into leveled item lists. More on that below.
  • You can tweak the behaviour of the startup message. There's a single global variable in the plugin that controls it, called "WOP_CA_StartupMode". Its default value is 0, that equals "show the message". If you set it to 1 the system will skip the message and inject all weapons right away. And setting it to 2 or a higher value will skip both the message and the injection.
  • There's now a new holotape and an optional MCM which allow you tweak several aspects of the mod. The holotape can be found in the "Combined Arms" section of the Utility Station part of ECO's Universal Workbench, while the MCM becomes available as soon as you install the mod Mod configuration Menu.
  • Currently you can control the visibility of the cheat/free crafting recipes for weapons and ammo types. And if you haven't injected all weapons altogether already, you can also inject the weapons individually.

Crafting
Spoiler:  
Show
  • Many crafting recipes got reworked to better reflect the associated item's or mod's power or utility level. The weapon's leveled list minimum spawn level also had an impact on those adjustments. Some perk requirements got removed or replaced with another one and/or the perk levels and material cost got adjusted.
  • All perk requirements unrelated to crafting/weapons were removed or replaced with ones related to crafting/weapons. I like the idea behind the original implementation, to facilitate build variety. But those additional perk requirements were implemented very inconsistently, often appeared seemingly arbitrary and they ultimately lead to certain parts of the mod being inaccessible to many players. And because of all of that, CA's weapons were an outlier among vanilla and even most mod-added weapons.
  • All custom calibre types got ammo scrapping recipes added. They were added to ECO's Universal Workbench, found under the "Ammo Station" menu mode.
  • All ammo and weapon crafting recipes got moved to ECO's Universal Workbench, more specifically the "Ammo Station" and "Weapon - Create" modes respectively. This was done to clean up the Chem Station without the need to run the ECO Patcher.
  • Free/cheat crafting recipes for ammo and weapons got disabled by default but can be toggled via the new holotape or optional MCM.
  • Craftable "preset" weapon recipes, e.g. like in case of the AKM where there's are alternative recipes for AKS74U and RPK variants, got new free/cheat recipes as well to complete the collection.
  • Free/cheat crafting recipes for weapons now use the same weapon forms as their default crafting counterparts to get rid of some unnecessary complexity/redundancy.
  • Default ammo recipes and the Convert ones now require Gun Nut level 1.
  • Default weapon recipes now require Gun Nut level 2.

Instance Naming Rules (INNR)
Spoiler:  
Show
  • All weapons make use of vanilla INNR or ECO's improved one if you're using ECO's optional INNR plugin. Originally only some of CA's weapons made use of INNR and the ones that already had some form of INNR associated with them, covered barely any naming rules.
  • If you're using ECO's improved INNR plugin a weapon's calibre conversion, firing modes other than automatic (including semi-auto, burst, pump-action, etc.) and other weapon features are reflected in the weapons' names.
  • Most weapon attachment forms had the barely used CA-specific naming rule keywords replaced with vanilla ones. And attachments missing naming rule keywords - like most of CA's original forms - had proper keywords applied. That leads to additional and more detailed information about a weapon configuration in a weapon's name. Now it looks something like "AKM | Semi-Auto | 10mm | Marksman", whereas originally it was just "AKM".

Leveled Item Integration
Spoiler:  
Show
  • Leveled item (LVLI) injections were completely reworked and they replace the original scripted injection with a way more extensive and modular system. You're now able to choose from different injection options: inject all weapons altogether, inject only some weapons on an individual basis or simply skip the injection so that the weapons are only craftable.
  • All weapons got a variety of Object Templates added, just like almost all vanilla weapons. This system makes weapons spawn in various setups depending on where and in whose hands they are found. It is controlled by keywords referenced by Leveled Item forms. In the original mod, there was only a single Object Template for each weapon, therefore it lacked tremendously in that department.
  • The mod collection system (basically a library of mods/attachments available for a piece of equipment) got a big expansion for all weapons. In combination with the aforementioned Object Templates this leads to way more variety in spawns.
  • Every weapon got multiple new LVLI forms that reference different weapon setups/configuration via the aforementioned keywords and their associated Object Templates.
  • All weapons or rather their new LVLI forms make use of the "Epic Chance" value that controls the chance to get a weapon variant that has a wider range of possible attachments instead of just the basic configuration, this chance can be controlled from within LIF's holotape or MCM.

Other
Spoiler:  
Show
  • The original mod included many pointless keyword references, most likely leftovers from planned but unfinished features, or features that were reworked and made some of its previous parts obsolete. Those keyword references got cleaned up.
  • And last but not least, this mod fixes many, many, many (smaller) bugs and inconsistencies. They aren't listed individually because the description is already long enough.

< WEAPON-SPECIFIC >

AKM
Spoiler:  
Show
  • Leveled Item Injection - Minimum Level: 25 (in its 10mm configuration)
  • Uses Nuka World's 7.62mm cartridge instead of CA's own 7.62x39mm.
  • Base damage was reduced and in its 7.62 configuration is now equal to the Handmade Rifle.
  • To somewhat compensate for the aforementioned change the negative damage modifiers on receivers were removed.

AS VAL
Spoiler:  
Show
  • Leveled Item Injection - Minimum Level: 35
  • New separate firing mode selector where you can quickly switch between auto and semi-auto. Its "Improved Chamber" receiver no longer sets it to semi-auto only.
  • New set of 7.62mm magazines. It only spawns with those magazines, 9x39mm ones are still craftable.
  • Base damage in its 7.62mm configuration got reduced and is now equal to Handmade Rifle's value. They use the same ammo after all.
  • Attack delay (semi-auto) was slightly increased to be equal to Handmade Rifle and AKM.
  • Out of Range Multiplier was increased to default vanilla value.

Barrett M82A1
Spoiler:  
Show
  • Leveled Item Injection - Minimum Level: 45
  • Magazines no longer use two different Ammo Type attach points, one for standard ammo and another for 25mm grenade ones. Instead all Ammo Type attachments were combined on a single attach point and the recipes get filtered by keyword on the magazine. This was done to have them properly sorted in workbench menus via ECO's attachment point framework and more importantly, allow for extended modularity (e.g. when it comes to Quick Mod integration).
  • Base damage reduced to be closer to the Hunting Rifle .50cal receiver's damage. It's still way more powerful than the vanilla alternative, especially considering that's just the base damage and there are many mods that increase its damage even further. The goal was to have it sit in the middle between the Hunting Rifle and Gauss Rifle, while having its higher tier mods make it come close to the latter.
  • Out of Range Multiplier was decreased to default vanilla value.
  • The action point cost was heavily reduced to be more in line with vanilla weapons.

Desert Eagle
Spoiler:  
Show
  • Leveled Item Injection - Minimum Level: 30
  • Uses/spawns with .44 cal magazines (instead of .50AE) by default, just like its lore counterpart.
  • Base damage reduced to be equal to the Western Revolver.
  • The action point cost was slightly increased to be more in line with vanilla weapons.
  • Reduced base stagger level from Medium to Small, like it is the case for almost all vanilla weapons, even the high-cal ones.

FN P90
Spoiler:  
Show
  • Leveled Item Injection - Minimum Level: 18
  • New 5mm magazine it spawns with by default. 5.7mm and .22 magazines are still craftable.
  • New separate firing mode selector where you can quickly switch between auto and semi-auto. Its "Civilian Standard" receiver no longer sets it to semi-auto fire.
  • Reduced base speed (rate of fire) because part of its bonus is now moved to the auto firing mode.
  • Set an attack delay value (semi-auto) because a value of 0 can cause trouble. When using an inventory UI mod like DEF_UI or FallUI, that add a DPS column, the DPS will now show properly.
  • Reduced base damage. It still has more damage than the vanilla Submachine Gun and combined with its high ROF it still shreds but it no longer has that ridiculous DPS it had previously.
  • Action point cost was increased significantly to be more in line with vanilla weapons.

G36
Spoiler:  
Show
  • Leveled Item Injection - Minimum Level: 30
  • Set an attack delay value (semi-auto) because a value of 0 can cause trouble. When using an inventory UI mod like DEF_UI or FallUI, that add a DPS column, the DPS will now show properly.

M1911
Spoiler:  
Show
  • Leveled Item Injection - Minimum Level: 15
  • Attack delay (semi-auto) was slightly increased to be in line with vanilla pistols.
  • Action point cost was slightly increased to be more in line with vanilla weapons.

M249 SAW
Spoiler:  
Show
  • Leveled Item Injection - Minimum Level: 30
  • Base damage got reduced significantly and is now equal to the vanilla Assault Rifle.
  • Out of Range Multiplier was decreased to default vanilla value.

M9A1
Spoiler:  
Show
  • Leveled Item Injection - Minimum Level: 12
  • Uses/spawns only with 10mm magazines (instead of 9x19mm) by default. And a second extended 10mm mag was added. 9x19mm ones are still craftable.
  • 10mm base damage got reduced but it is still slightly more powerful than the 10mm Pistol.
  • Attack delay (semi-auto) was slightly increased to be in line with vanilla pistols.

Makarov PM
Spoiler:  
Show
  • Leveled Item Injection - Minimum Level: 12
  • New set of 10mm magazines. It only spawns with those magazines, 9x18mm and 9x19mm ones are still craftable.
  • 10mm base damage got reduced but it is still slightly more powerful than the 10mm Pistol.
  • Set an attack delay value (semi-auto) equal to the vanilla pistols because a value of 0 can cause trouble. When using an inventory UI mod like DEF_UI or FallUI, that add a DPS column, the DPS will now show properly.
  • Reduced automatic receiver's rate of fire to be closer to vanilla values.

Mk 12 SPR
Spoiler:  
Show
  • Leveled Item Injection - Minimum Level: 30
  • New separate firing mode selector where you can quickly switch between auto and semi-auto. Its "Modified Trigger Group" receiver no longer sets it to automatic fire but increases rate of fire instead.
  • Base damage got reduced significantly and is now equal to the vanilla Assault Rifle.
  • Action point cost was slightly increased to be more in line with vanilla weapons.

PL-15 "Lebedev"
Spoiler:  
Show
  • Leveled Item Injection - Minimum Level: 12
  • Uses/spawns only with 10mm magazines (instead of 9x19mm) by default. And a second extended 10mm mag was added. 9x19mm ones are still craftable.
  • Base damage got reduced significantly but it is still slightly more powerful than the 10mm Pistol.
  • Attack delay (semi-auto) was slightly increased to be in line with vanilla pistols.

SG550
Spoiler:  
Show
  • Leveled Item Injection - Minimum Level: 30
  • Base damage got reduced slightly and is now equal to the vanilla Assault Rifle.
  • Action point cost was slightly reduced to be in line with vanilla weapons.
  • Out of Range Multiplier was reduced to default vanilla value.
  • New .300 Blackout magazine option.

SPAS-12
Spoiler:  
Show
  • Leveled Item Injection - Minimum Level: 20
  • Slightly reduced base damage to be closer to the Combat Shotgun.
  • Out of Range Multiplier was reduced to vanilla shotgun value.
  • Action point cost was increased to be more in line with vanilla weapons.

Steyr AUG
Spoiler:  
Show
  • Leveled Item Injection - Minimum Level: 25 (in its 10mm configuration)
  • Attack delay (semi-auto) was slightly increased to be equal to the vanilla Assault Rifle and CA's other assault rifles.
  • Base damage got reduced and in its 5.56mm configuration is now equal to the vanilla Assault Rifle.
  • Action point cost was slightly increased to be more in line with vanilla weapons.
  • Reduced the .300 Blackout magazine's damage bonus. It was way too high, both relative to the weapon's damage and compared to .300 mags on other weapons.

SV-98
Spoiler:  
Show
  • Leveled Item Injection - Minimum Level: 15
  • Significantly reduced the base damage to be closer to the Hunting Rifle but still be more powerful.
  • Out of Range Multiplier was reduced to default vanilla value.
  • Unused gold skin got restored and is usable.

TT-33 Tokarev
Spoiler:  
Show
  • Leveled Item Injection - Minimum Level: 9
  • New set of .38 magazines. It only spawns with those magazines. 7.62x25mm and 9x19mm ones are still craftable.
  • Significantly reduced base damage (.38 magazines) to sit in-between pipe weapons and the 10mm Pistol.
  • Attack delay (semi-auto) was slightly increased to be in line with vanilla pistols.


<<< USAGE HINTS >>>

< INSTALL >

For starters, refer to the Requirements section above and make sure you meet all requirements. Then you can proceed.

Automated:
Download, install, and enable with your preferred mod manager.

Manual:
If you want to install this mod manually, download the file and unpack it with a tool that can process 7zip files. 7-Zip or NanaZip are both great choices. When all files are put in your game's Data folder, make sure that this mod's plugin loads after all mods listed under Requirements in your load order.
Be aware that I won't offer any support if you go for the manual install and in case something isn't working as expected.

< FIRST-TIME SETUP >

  • For the intended and best experience it is recommended to use this mod in playthroughs that haven't installed Combined Arms and its expansion pack already, or to start a new playthrough.
  • If you're installing this mod in an already running playthrough where the original mod has already been in use, the original leveled item injection has most likely already taken place. Therefore you shouldn't run this mod's injection as you'll end up with both injections being active and an overabundance of CA's weapons.
  • By installing this into a playthrough that already has been using CA you might also break weapons that were already spawned in. If that happens your best bet is to replace the broken weapon instances with new ones.
  • If you're currently using DeathByPewPew's Combined Arms Integration Project you shouldn't switch to this mod mid-playthrough. That switch would require uninstalling a mod and that is commonly considered bad practice and can corrupt your savegame data. If you want to switch you should start a new playthrough.

< STARTUP CONFIG >

You can tweak the behaviour of the startup message. There's a single global variable in the plugin that controls it, called "WOP_CA_StartupMode". Its default value is 0 which is equal to "show the message and let me choose on every start of a playthrough". If you set it to 1 the system will skip the message and inject all weapons right away. And setting it to 2 or a higher value will skip both the message and the injection.

That's the variable in question, shown within FO4Edit:


< RECOMMENDED MODS >

  • Leveled Item Framework (LIF): If you have LIF installed this mod will enable additional leveled item injections. Without LIF those injections will be skipped.
  • Munitions - ECO: Apply all of Munitions' new ammo types dynamically to any weapon, including the ones from this mod.
  • Tactical Reload - ECO or Tactical Reload - Ingame Switch: If you want to make use of Tactical Reload and already have the required animation files, you can use one of the two mods to enable Tactical Reload on all those guns.

< COMPATIBILITY >

If you combine this mod with other mods that overhaul some or all aspects of CA's weapon mechanics it is quite likely that those mods will interfere with each other and make things break. You have to create patches in those instances.

Incompatible with most things that modify the following categories in Combined Arms' and its expansion's plugin:
  • Constructible Object (Crafting Recipes)
  • Object Modification (Mods/Attachments)
  • Quest (Leveled Item Injection)
  • Weapon (the actual base weapon forms)
Plain texture, material, model and animation changes are compatible.

< FREQUENTLY ASKED QUESTIONS >

Can I update this mod mid-playthrough?
Yes, updates in a running play-through are possible and recommended unless the changelog specifically says otherwise. So, for your own good, form a habit of reading Patch Notes / Change Logs before updating any mod. That saves you from a lot of trouble in the long term.

How do I update this mod?
The same way as any other mod. Your mod manager (usually Vortex or Mod Organizer 2) can update mods automatically. In addition to that make sure to read the changelog before you update. In some rare cases updates in an already running play-through should be done with caution. There is a warning in the changelog when that case applies.
If you're managing your mods manually then simply override the old files from the previous version with the new ones. But keep in mind that I won't provide support in that case.


------------------------------------
<<< CHECK OUT MY OTHER MODS >>>
------------------------------------
<<< SUPPORT ME IN CREATING MODS >>>
------------------------------------