
About this mod
Restrict usage of certain weapons without Power Armor equipped.
- Permissions and credits
I am at least 90% sure that this mod does not work, and am 100% sure that it is a band-aid solution by someone who, until attempting to make this mod, did not have any Papyrus or CK modding experience. Sorry to disappoint you. I am keeping the mod page up for posterity's sake.
The problem: Power Armor-requiring weapons like the Minigun can simply be lugged about by the average Joe. Just unfrozen after 200 years and you can suddenly carry stuff that weighs 30+ pounds, fires at upwards of 5000 rpm, and/or launches heavy ordnance without ANY assistance? No more. Introducing my band-aid solution to this barely-recognized issue: the Power Armor Restriction mod!
It simply prevents equipping of certain weapons when outside of Power Armor (also unequipping a restricted weapon when you exit Power Armor). This doesn't do a lot on the grand scale, but I personally wanted it really badly and thought that someone else might want it as well. If you don't want to carry stupidly heavy guns without Power Armor, look no further!
Weapons restricted with the PAR and why:
- Minigun - Why can you carry this monster of a weapon without Power Armor in the base game? It is based off of a mounted weapon (the Microgun*) and it would make perfect sense for Power Armor troops to use it. They even specify that you need the Power Armor to use it (granted, they may have been referring more to the ripping it off of the mount...) in the mission with the Minutemen in Concord. It just makes no sense to me.
- Gatling Laser: Same thing as the Minigun. It is pretty much Minigun: Laser Edition™, so I put it in as a restricted weapon too.
- Fat Man: It looks like it was built for Power Armor, and it has a very heavy configuration. On top of that, the recoil would be very intense for something like this (not to get nerdy, but the forces of the huge catapult and the single-digit number of frames between trigger pull and launch would cause an immense "pushing" effect on the shooter if it's any kind of thick steel, which can be assumed because it's a military weapon).
- Flamer: The whole configuration is laughably ineffective as an actual flamethrower because Bethesda forgot how backpacks worked when Fallout 4 came around. They stuck all the fuel on the Flamer itself, making this a ridiculously unwieldy weapon. In reality, you could barely aim the thing, let alone prance about your enemies and turning them medium rare. For this reason, it's restricted.
- Assault Rifle: This one may seem weird, but it is based on a conglomerate of many guns, most of which are mounted or at least heavy machine guns. This made me want to put it here.
- Broadsider: It's a friggin' cannon. A ship cannon. Need I say more? Okay, I will. The amount of powder needed to launch the cannonball would at the least require you to brace it on a wall to fire without Power Armor. Even if I were to try to put this in the game, it would be ridiculously difficult to do and I don't have the patience. So it's restricted.
A weapon I also was on the fence about restricting was the Gauss Rifle. It looks really bulky and seems to have some hefty recoil, but I can't be bothered to look into how railguns work right now. Maybe later.
This mod will only work with vanilla and no-DLC weapons. If I at some point get a request for weapon x, y, or z to have a patch for it, I'll add it to the file list. Remeshes and replacers like Degenerate Dak's Assault Rifle remesh will not have the same restriction. I also understand that it unequips restricted weapons if you have one equipped when you load a save, but I must remind the reader that this is an extremely quick-and-dirty solution that I whipped up in less than a day. It isn't some grand and polished mod made by a team of talented Papyrus scripters.
By default, PAR only affects the player. I have added an addon which puts the same logic onto NPCs and the like, but use it with a touch of caution. I'm basically sticking a huge screwdriver into their brain, so don't be shocked if some big dude gets out of his Power Armor and wants a bout of fisticuffs.
*For those of you who know about the XM556 Microgun, I understand that you can handle a gun with a similar configuration to that of a Minigun. However, looking at the Fallout 4 Minigun, it is bigger than that by default. I don't know how keywords are supposed to be modified by weapon modifications, so until such time adding the short barrel to the Minigun won't undo the restriction.