Fallout 4

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Dank Rafft

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DankRafft

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About this mod

Balances, fixes, integrates, and expands on the excellent Service Rifle by DeadPool2099 and friends.

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  • Russian
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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 >>>

My favourite weapon mod for Fallout 4, finally overhauled as well. This iteration isn't identical to the one from WIP, there are several parts that got changed, extended and improved. If you're missing something or want to see certain things changed/improved and got some constructive feedback feel free to share it with us in the Posts section.

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 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 >
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  • All unique variants no longer have most of their unique effects scattered across various parts/attachments. Instead they now all come with an equivalent legendary effect. In some cases parts of the unique effects were retained but bundled on a single non-swappable mod.
  • Base damage and action point cost were increased to be in line with other vanilla rifles.
  • All weapons and Ghost's Mask have ECO's entry point applied by default.
  • The quest "Loot, Pic and Six Smoking Barrels" now starts at level 20, instead of 25, to bring it in line with the leveled item variants. You can go and hunt for the unique rifles a bit earlier now, when they are still more relevant.
  • Fixed many smaller bugs and inconsistencies. They aren't listed individually because the description is already long enough.

< ATTACHMENTS / MODS >
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  • Sights from West-Tek Optics Pack were tweaked and implemented as standalone mods for both the default Service Rifle and the Marksman Rifle.
  • The default Service Rifle variant got a Combat Scope as well.
  • Bayonet muzzle attachments are now in their own separate slot called Bayonet. That means you could apply both a muzzle device and a bayonet at the same time. But when a suppressor is present instead of any other muzzle device (or none at all) you're not allowed to also have a bayonet. The bayonet models were modified to make that work.
  • All attachments are now bundled in Mod Collections. Those collections are basically a library of attachments and minimum levels they'll start to appear at. There are also a ton of new Mod Collections included. Combined with the new leveled item systems (see below) this allows for way more variety in spawns and even entirely new gun setups/configurations.
  • Magazines, muzzles, bayonets and sights were added to ECO's weapon-specific Quick Mod system. All submenus will adapt according to your rifle's configuration. Don't use a 5.56mm receiver? Then the magazine menu won't show. Your barrel doesn't support optional muzzle devices? Then the muzzle menu will stay hidden. And depending on whether you're using a default Service Rifle or a Marksman Rifle the sight menu will only show sights that are compatible with your current upper receiver.
  • All attachments got integrated into ECO's attach point framework for a properly sorted workbench and certain slots no longer appearing all over the place.
  • All paints are now in their own separate slot and can be detached freely, including the unique ones.
  • Default mods don't cost materials any more so that you can easily detach a mod by applying the most basic (default) one. Their loose mods were removed/disabled, they are no longer required, to reduce inventory clutter.
  • Many recipes had their perk requirements changed to provide a better progression based on power levels.
  • Weapon perks (Rifleman, Commando, etc.) were removed. To compensate, either Gun Nut was added if it wasn't present already, or the existing perk requirements were increased.
  • Several mod/attachment names and their descriptions got changed (or fixed) to better reflect their mechanics.
  • All lower receivers were reworked. The goal was to retain a clear distinction between the different calibres available but to also cut down on some of the extreme values at the end of their modifier spectrum. This is also to compensate for the general increase in base damage (see below).
  • All magazine options were rebalanced.
  • The Combat Scope (available on Marksman models) had its zoom reduced to 2.5x (down from 4x) in order to have it differ from the otherwise functionally identical Short Scope which also comes with 4x zoom.
  • Marksman side-charged upper receivers no longer increase critical damage but reduce action point cost like their non-Marksman equivalents.
  • Damage bonuses and action point cost reduction on all upper receivers were rebalanced and made more consistent among their alternatives.

< LEVELED ITEM >
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  • The guns will now start spawning at level 20 with the lowest power attachments (mostly makeshift) and in a .38 configuration. The other calibres and attachments will appear at higher levels and depending on the type of NPC it is used by.
  • The rifles will appear in the hands of BoS Soldiers, Gunners, Raiders (incl. Nuka World, Far Harbor and Automatron variants), Railroad agents, Triggermen, and any type of boss/unique NPC. There's also a small chance to find it in containers. And it can also be obtained as legendary loot, quest reward, and from gun vendors.
  • The Bayonet Knife (melee weapon) starts to spawn at level 10. It is most commonly used by Raiders and Gunners but other melee NPCs have a small chance to use it as well. It is also added to the legendary loot pool and can be bought from vendors.
  • If you have Leveled Item Framework (LIF) installed, the rifle and bayonet are also added to high-level Commonwealth citizens', Vault 81 security's, and Diamond City security's possible spawns.
  • Vastly extended Leveled Item system that differentiates between several new gun configurations, both in default and Marksman setups. This leads to way more variety in spawns depending on where the weapons appear and in what "role" (e.g. sniper, assault, MG, SMG, etc.).
  • Brotherhood of Steel, Gunners, Minutemen, Vault security, and Railroad members all got their own distinct variants of the Service Rifle (and Marksman Rifle), including their own faction stickers.
  • If there's no faction-specific paint and/or sticker available or the existing ones don't apply to the location/NPC it spawns in, the guns instead have a small chance to spawn with a random paint and/or sticker.

< DEFAULT AND MARKSMAN VARIANT >
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  • Extended the entire Object Template section, this includes both the attachments referenced in a single template and the overall number of templates.
  • Object Templates now make proper use of Epic Chance that determines the chance of getting a weapon with better or randomised parts. Previously, it was often the case that Epic Chance wasn't utilised at all and the weapons just having a basic config, or parts were randomised right away and Epic Chance wasn't utilised either. The Epic Chance value can be modified via Leveled Item Framework's (LIF) holotape and MCM.
  • New crafting recipes for both weapon variants (default Service Rifle and Marksman Rifle) added to ECO's Universal Workbench.

< UNIQUE - ACCELERATOR >
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  • You can now apply a bayonet to the weapon. I had to modify the gauss barrel model to make this work. There's still some clipping left but "it just works".
  • "Beowulf" effect (stagger and knockdown) was removed from lower receiver and instead the weapon comes with the vanilla "Staggering" legendary effect.
  • The Gauss Lower Receiver was reworked and now makes the weapon use 2mm EC ammo.

< UNIQUE - ALL AMERICAN >
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  • Instigating legendary effect was removed from the paint mod and instead the weapon got the vanilla standalone Instigating effect mod.

< UNIQUE - ATOM'S GLORY >
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  • "Irradiated" effect was removed from lower receiver and instead the weapon comes with the vanilla standalone "Irradiated" legendary effect.
  • Radium Lower Receiver bundles all static/fixed radiation damage bonuses that were previously scattered across multiple attachments (muzzle and barrel). That results in you being able to freely swap between muzzle attachments and barrels without losing the radiation damage bonus now.
  • The barrel slot is now modifiable.

< UNIQUE - LOVEMAKER >
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  • Junkie's legendary effect was removed from the paint mod and instead the weapon got the vanilla standalone Junkie's effect mod.
  • The rifle spawns with a .38 Lower Receiver by default to have some variety among the unique rifles and to bring its default damage down a bit to adjust for its easy and early access.

< UNIQUE - PATRIOT >
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  • Lucky Weapon legendary effect was removed from the paint mod and instead the weapon got the vanilla standalone Lucky Weapon effect mod.
  • The unique now comes with a 5mm Lower Receiver and a large magazine to have some variety among the unique rifles.

< UNIQUE - SURVIVALIST'S RIFLE >
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  • "Beowulf" effect (stagger and knockdown) was removed from lower receiver and instead the weapon comes with the vanilla "Staggering" legendary effect.
  • Survivalist's Lower Receiver got reworked. Reduced rate of fire, slightly increased range and increased recoil.


<<< USAGE NOTES >>>

This mod contains an ESL-flagged ESP plugin that contains all the changes and improvements. All custom assets are packed into an BA2 archive.

< INSTALL >

For starters, refer to the Requirements section above and make sure you meet the two 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 a playthrough that hasn't installed the Service Rifle mod already, or to start a new playthrough.
  • By installing this into a playthrough that already has been using the Service Rifle, you might 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 installing this mod in a playthrough where the original mod has already been in use, the original leveled item injection has already taken place. This mod's injection won't do anything then, to prevent a second injection from happening and way too many Service Rifles spawning.

< 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 >

Incompatible with mods that replace the original plugin or modify things within it via overrides. The following record categories are most affected by potential conflicts:
  • Constructible Object or COBJ (basically all the recipes)
  • Object Modification or OMOD (mod/attachments)
  • Weapon or WEAP (weapon base forms)
Simple texture, material, model, animation and sound changes are fine.

< 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.


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