About this mod

WFO is a lightweight ballistic and explosive weapons overhaul that primarily adds a new "ammo" mod slot to various weapons (while removing ammo conversion receivers), adds a couple new weapons and some explosives, add a Legendary attach point to BuzzBlades, and adds a vendor with 5 new legendary weapons who also sells rare and DLC weapons and ammo.

Requirements
Permissions and credits
Mirrors
Changelogs
Willow's Firearm Overhaul is a lightweight mod that tries to add more variety and customization to Fallout 4 while still keeping everything vanilla. It's designed with Playstation restrictions in mind, since I originally started making it for that platform, but I'm releasing it here too for anyone who wants it. A full list of changes, adjustments, and new weapons will be listed below, but here are the highlights:

-Most ballistic guns have an "ammo" mod slot now that allows you to change what type of ammo they're chambered in.

-Certain weapons have been renamed, for example the 10mm Pistol is now the Military Pistol, and will appear as either a 10mm Military Pistol or .45 Military Pistol depending on what ammo it's chambered in.

-Shotgun Shells have been changed into three separate categories: .410 Bore, 12 Gauge, and 10 Gauge. The original Shells have been renamed to 12 Gauge Shells, so this should be compatible with any modded shotguns that use the standard Shells.

-There are now 5 (technically six) shotguns in game as opposed to the original 2 in the base game. The added ones are the Pipe Revolver Shotgun (.410), Lever-Action Shotgun (.410), Railway Shotgun (10G), and the technically sixth one, the Flare Mini-Shotgun (.410). All of these weapons can be converted between their standard ammunition and shotgun ammunition using the ammo mod slot.

-Adjusted explosives recipes to make a little more sense. Frag Grenades require ceramic now, and Cryo/Plasma Grenades require Cryo Cells or Plasma Cartridges to craft.

-Added a few new explosive types, including a Tin Can Grenade, Microfusion Grenade, and Impact Frag Grenade.

-Manually created level lists for any new ammo, weapons, or explosives and added them to appropriate levelled lists. Ex: The Covert Pistol LLs were added to most LLs that included the 10mm Pistol LLs, and the Fusion Grenade was added to LLs that included that Nuka Grenade.

-Added a new vendor named Shady Mike, who lives in the alley near Diamond City. He stays east, just past the wild mongrel pack, set up in that small makeshift home that's behind a red door. He doesn't talk much (he's an ex-raider who had his throat cut when he was kicked out), but he still has plenty to sell. He has five unique Legendary weapons and some rarer ammo types, along with DLC weapons and ammo. He also sells a few other goodies, check him out when you get the chance.

-Cleaned with FO4Edit.

~~Update 1.3~~

-Added Pipe Bombs, both craftable and in leveled lists

-Added radiation damage to Plasma Guns, Grenades, and Mines

-Removed radiation from Fusion Grenades

-Added rad damage to Nuka-Cherry/Quantum Grenades and increased the explosion size to be half of a Nuka Grenade

-Fixed Lever Action Rifle's .357 ammo mod using the same loose mod item as the .410 Bore ammo mod

-Changed Lever Action's .357 ammo mod to a .44 ammo mod, as it's closer to the other ammo types the LAR uses

-Added a recipe for Paddle Ball String that appears after finishing the starting quest of Nuka-World. It's under Utilities in the Chem Station and costs 1 Rubber and 1 Cloth for 10 String, might readjust in the future.

-Gave companion weapons some upgrades. I wanted to change some of their weapons to new ones but couldn't (maybe in a future mod), so instead I customized them to be a little more powerful and unique.

-Removed Shady Mike, the npc vendor. I haven't been able to make custom NPCs for a PS mod (I think I've figured out the reason and might be able to in the future, but for now I'm unable to), and using Derek as a placeholder (for the PS mod) was meant to be temporary since some other mods use him as well (mainly cut content mods). Also, another mod I've started using (shout out to the New Factions in the City mods by Lycl23) spawns raiders in the same area as his place, and as cool as it is to see him fighting a group of them it does kinda just stop the encounter since he takes care of most of them before you get to them. Also because of the PS restrictions I've had two versions of this mod, and it's been a pain to edit both, so with removing the NPC I'll be able to use the same mod for both PS and PC. It was also my original intention to add the legendaries to various vendors, so that's what I've done (albeit they will respawn with the shop's inventory because of how I've implemented them).

~~~Legendary Weapons~~~

2111-
-Covert Pistol with the Two-Shot Legendary effect
-Reference to the 2011, a double barrel 1911
-Sold by Trashcan Carla

Courier's Special-
-.50 cal Sniper Rifle with the Explosive Legendary effect
-Reference to the Anti-Material Rifle in FNV which is often used as an end-game weapon along with explosive .50 cal rounds
-Sold by Opal (she's near the Custom House Tower)

Sergeant Handy's Vengeance-
-Mr. Handy Buzz Blade with the Assassin's Legendary effect
-Reference to General Chao's Revenge that Trudy sells
-Sold by Supervisor Greene

Thump Thump-
-25mm Grenade Launcher with the Rapid Legendary effect
-Reference to the Grenade Rifle of the same name from Fallout New Vegas
-Sold by Daisy

Varmint Rifle-
-5.56mm Hunting Rifle with the Hunter's Legendary effect
-Reference to the gun of the same name from Fallout New Vegas
-Sold by Connie Abernathy

~~~Full List of Changes Below~~~

~~~Melee Weapons~~~

Assaultron Blade-
-Added to Legendary pool, starts spawning at level 17 (was surprised to find it has a Legendary attach point but wasn't added to the pool for Legendary weapons. I've never gotten one so I figured this was why and added it.)

Mr. Handy Buzz Blade-
-Added Legendary attach point
-Some testing I've done indicates that damage boosting Legendary effects only affect the physical damage of the weapon (base: 5)
-Added to Legendary pool, starts spawning at level 19

~~~Ballistic Guns~~~


.44 Pistol-
-Renamed to "Revolver"
-Can be chambered in either 9mm or .44 cal
-Increased base damage

10mm Pistol-
-Renamed to "Military Pistol"
-Can be chambered in either 10mm or .45 cal

Assault Rifle-
-Renamed to "Machine Gun"
-Chambered in .50 cal
-Increased base damage
-Semi-auto receivers removed
-Weapon scales with Heavy Gunner perk instead of Rifleman/Commando

Combat Rifle-
-Removed ammo conversion receivers
-Can be chambered in 5.56mm, 7.62mm, or .308 cal
-December's Child 5.56mm effect and description removed

Combat Shotgun-
-Ammo type changed to 12 Gauge Shells
-Can be converted into a 25mm Grenade Launcher
-Decreased base damage

Covert Pistol (New Weapon)-
-Model: Deliverer
-Can be chambered in .32 cal, .38 cal, or 9mm
-Weapon mods are copied from the Deliverer, with the addition of automatic receivers
-Deliverer remains untouched

Double-Barrel Shotgun-
-Ammo type changed to 10 Gauge Shells
-Can be converted to Double Barrel 25mm Grenade Rifle
-Increased base damage

Flare Gun-
-Can be chambered in either Flares or .410 bore

Handmade Rifle-
-Renamed to "Assault Rifle"
-Can be chambered in 5.56mm, 7.62mm, or .308 cal

Hunting Rifle/Pipe Bolt-Action-
-Removed ammo conversion receivers
-Can be chambered in 5.56mm, 7.62mm, .308 cal, or .50 cal

Lever-Action Rifle-
-Can be chambered in .357 magnum, .45-70, .410 bore
-Added the Recoil Compensating Stock that was left in the files but not implemented

Pipe Gun-
-Can be chambered in .32 cal, .38 cal, or 9mm
-Slightly decreased base damage

Pipe Revolver-
-Removed ammo conversion receivers
-Can be chambered in .45 cal, .45-70, or .410 bore
-Increased base damage (.45 ammo should have the same damage, but .45-70 is now the "standard" ammo and .45 cal decreases damage)

Radium Rifle-
-Can be chambered in 5.56mm, 7.62mm, or .308 cal

Railway Rifle-
-Can be chambered in either Railway Spikes or 10 gauge

Submachine Gun/Pipe Gun-
-Can be chambered in 9mm, 10mm, or .45 cal
-Slightly increased base damage

Western Revolver-
-Can be chambered in either .38 cal or .357 magnum
-Decreased base damage

~~~Explosives~~~


Baseball Grenade-
-Changed recipe to require 2 Cork and 1 Leather instead of a Baseball

Bottlecap Mine-
-Changed recipe to include bottlecaps

Cryo Grenade/Mine-
-Changed and adjusted recipes to include Cryo Cells

Frag Grenade/Mine-
-Changed recipes to include ceramic

Fusion Grenade (New Weapon)-
-Model: Fusion Core
-Projectile: Fusion Core Ejection
-Same stats at the Nuka Grenade
-Requires rank 4 of Demo Exp and rank 3 of Nuclear Phys to craft

Impact Grenade (New Weapon)-
-Model & Projectile: Smart Frag Grenade
-Same stats as a normal Frag Grenade, but explodes on impact instead of on a timer
-Same recipe as Frag Grenade, but with added circuitry
-Requires rank 2 of Demo Exp and rank 1 of Science to craft

Microfusion Grenade/Mine (New Weapons)-
-Models & Projectiles: Cryo Grenade/Mine
-Less powerful versions of the Plasma Grenade/Mine that requires Fusion Cells to craft
-Requires rank 2 of both Demo Exp and Science to craft

Molotov Cocktail-
-Changed and adjusted recipe to include Flamer Fuel

Nuka Cherry Grenade-
-Originally cut but fully functional, added a recipe based on the Nuka Quantum Grenade

Plasma Grenade/Mine-
-Changed and adjusted recipes to include Plasma Cartridges

Pulse Grenade/Mine-
-Changed and adjusted recipes to include 2mm EC ammo

Tin Can Grenade/Makeshift Mine (New Weapons)-
-Models: Tin Can/Bottlecap Mine
-Projectiles: Plasma Grenade/Bottlecap Mine
-Homemade explosives, both deal half the damage of a Frag Grenade/Mine and use .38 rounds in their recipes
-Requires no perks to craft

~~~Ammo~~~

.32 Cal (New Ammo)-
-Model: .38 (ammo)/Wildcat (ammo box, unused ammo box texture in game files)
-Projectile: .38 (.32 projectile seems to not have an actual model in game)

.357 Magnum (New Ammo)
-Model: .44 (ammo)/ .38 (ammo box)
-Projectile: .38

.38 Cal-
-Model: .38 (ammo)/Wildcat (ammo box)
-Projectile: .38

.410 Bore Shells (New Ammo)-
-Model: Shotgun Shells
-Number of Projectiles: 8

10 Gauge Shells (New Ammo)-
-Model: Shotgun Shells
-Number of Projectiles: 12

25mm Grenades (New Ammo)-
-Model: Wildcat Ammo Box
-Projectile: Paintball (Modified to glow)

9mm-
-Model: .38 (ammo)/.38 (ammo box)
-Projectile: .38

Shotgun Shells-
-Changed to 12 Gauge Shells
-Number of Projectiles changed to 10