Fallout 4:

==================
WARS - Lend-Lease

Version: 1.0.1
Date: 14-08-2023
Author: Antistar (Joseph Lollback)
E-mail: [email protected]
==================

1. Description
2. Requirements
3. Installation/Uninstallation
4. Detailed Information
5. Frequently Asked Questions (FAQ)
6. Save games
7. Conflicts/Known Issues
8. Credits
9. Modder's Resource Info
10. Contact Information
11. Legal Stuff/Disclaimer
12. Version History

===============
1. DESCRIPTION
===============

"WARS - Lend-Lease" (WARS-LL) is a patch that adds WARS support for a range of third-party weapon mods. It overhauls the weapons covered in the same way that WARS itself overhauls the vanilla weapons.

This support is consolidated into one patch to avoid some compatibility headaches, and also because I consider the weapons covered to be very complementary - or even essential - to the range of weapons included in WARS itself.

See the Detailed Information section below for more info on what WARS-LL does.

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2. REQUIREMENTS
===============

- Weapon Addition and Replacement Suite (WARS)

- FN FAL - SA58 (Plus Kukri)

- IMI Uzi - SMG
--- Do not install the "IMI Uzi - Leveled List Patch".

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3. INSTALLATION/UNINSTALLATION
========================

Installation:

- Install all the third-party weapon mods supported by WARS-LL. (See the Requirements section, above.)

- Install WARS-LL as usual using a mod manager like Mod Organiser or Vortex.
--- A manual install should be fine too, but I'll just assume you know what you're doing there.

- After installation, all files - including the readme (please read the readme) - will be found in your \Steam\SteamApps\common\Fallout 4\Data\ directory.

- Note that the WARS-LL plugin is *not* ESL-flagged, as I may update it to support more mods in the future, and judging by its current record count, it will easily outgrow the FormID limit of 2048 that ESL-flagged plugins have.
--- In the meantime though, if you'd like to enable the ESL flag yourself so that it will not take up a "slot" in your load order, you can use FO4Edit or Vortex to do this.


Load Order Info:

- Load all the plugins for the third-party weapons covered by this patch *before* WARS.


Uninstallation:

- Disable/delete as usual using your mod manager.
--- For manual uninstalls, you can work it out. You know what you're doing, remember?

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4. DETAILED INFORMATION
=====================

Here I'll list specific changes/additions/etc for each third-party weapon mod supported by WARS-LL.

These changes are in addition to the routine, assumed changes made as part of adding WARS support to a weapon. (E.g. giving all its parts as close to real-world weight values as I can manage.) I also fixed any bugs I noticed in the mods covered, if it was reasonable to do so.


***Misc***

- Some attachments from these third-party weapon mods were made to use the "Universal" weapon mod system in WARS, if they matched attachments that were already represented in this system.
--- (In other words, these attachments can be transferred between different types of weapons.)


***FN FAL - SA58 (Plus Kukri)***

- Consolidated all the FN FAL variant weapon records into the one record, to reduce my workload and the footprint of this patch.

- Normalised NPC HP/DR/ER values in line with WARS' changes to vanilla NPCs.

- "Regular" FN FALs carried by NPCs will be in a more standard configuration now. (E.g. L1A1s will be relatively common.) The occasional "Epic Roll" FALs will still have more random configurations, however.

- The Bone Zone was left alone, as per Wanaming0's request. Anything you find in there (including the unique FALs) is... not guaranteed to be immersion-friendly.

- Manufacturing the FN FAL in a factory machine from parts is unfortunately not quite as 1:1 as it is with other weapons in WARS, since the FAL is divided up into more pieces than a "regular" weapon. (E.g. a barrel and a handguard, instead of just a "barrel" that incorporates both.) This means that if you can source the parts without manufacturing them, a FAL can technically be manufactured using less components overall. Otherwise though, manufacturing the parts requires components as follows, in order to have a FAL require the appropriate total number of components if made entirely with factory machines:
--- Barrel: Requires components for Barrel and Handguard.
--- Receiver: Requires components for Receiver Type, Receiver COND and Carry Handle.
--- Stock: Requires components for Pistol Grip and Stock.

- Changed Mod Slot name formatting like "[Flashlight] - Off" to instead be like "Flashlight".
--- Listing the default state of this slot makes sense in the base game, but FallUI adds these Mod Slot names to a column in the modification menu that's always visible, regardless of the current OMOD.

- Flashlights now use shadow-casting spotlights.

- Crafting Banana ammo now requires the Banana Split to be equipped, rather than simply being in your inventory.

- FN FAL now uses the power armour animations included in the base mod.
--- This fixes some animation issues when using the FN FAL in power armour, like walking/running causing the charging handle to float away from the gun, and a grip mismatch with the idle.
--- This is a compromise though; it does also cause the walking/running animation in power armour to be a bit too fast.


***IMI Uzi - SMG***

- Uzi can no longer be crafted at Chemistry Stations. (But can be manufactured in a factory machine, as with other weapons in WARS.)

- Adjusted scopes to work without See Through Scopes (STS).
--- WARS doesn't use STS. As with WARS itself, support for STS could be added via a patch, but that isn't something I'll be making myself.
--- PK-AS Sight was disabled, as its model isn't really set up to work without STS.

- "AN-PEQ-15 (Flashlight)" attachments were disabled, and replaced with the "X2 Tactical Light + Laser Sight" attachment.
--- (Now the Uzi has one Tactical Light, one Laser Sight and one combination Tactical Light + Laser Sight, instead of three Tactical Lights and one Laser Sight.)

- "Worn" material is no longer craftable, but instead used if the Uzi is in "Awful" condition.

- Changed Mod Slot name formatting like "[Barrel] Standard" to instead be like "[Barrel]".
--- Listing the default state of this slot makes sense in the base game, but FallUI adds these Mod Slot names to a column in the modification menu that's always visible, regardless of the current OMOD.

===============
5. FREQUENTLY ASKED QUESTIONS (FAQ)
===============

None so far.

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6. SAVE GAMES
===============

- None of the weapon mods covered by WARS-LL should be present in your save-game when installing WARS-LL.
--- Installing WARS-LL with any of those mods already present in your save game is unsupported; please don't bother reporting any problems you experience.
--- To make a "clean" save, you can uninstall the mods in question, load your save, save again (making a new save, ideally), then re-install those mods plus WARS-LL at the same time - but keep in mind that uninstalling mods used by an ongoing save can *potentially* cause problems.

============================
7. CONFLICTS / KNOWN ISSUES
============================

***Conflicts***

- Use FO4Edit to identify records edited by this patch that may conflict with other mods.


***Known Issues***

- I noticed an FN FAL spawn with two carry handles attached at the same time, somehow. Not sure what's causing that yet.

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8. CREDITS
================================

- General design, implementation, etc is by Antistar. Basically if it's not explicitly mentioned somewhere in these credits, you can assume that it's something I did myself.

- FN FAL models from FN FAL - SA58 (Plus Kukri), by Wanaming0.
--- Magazine meshes and collision geometry tweaked to work better with WARS' Physical Mags system.
----- Added electrical tape so it can be colour-coded via the ammo-swapping system.
----- Some mesh fixes and optimisations.
--- G-series receiver nif files had their carry handles removed so they wouldn't clash with the carry handle OMODs.
--- Fixed muzzle device attach point position in nif file for Long Barrel.

- Uzi magazine models from IMI Uzi - SMG, by Subleader100
--- Meshes and collision geometry tweaked to work better with WARS' Physical Mags system.
--- Added electrical tape so it can be colour-coded via the ammo-swapping system.

==========================
9. MODDER'S RESOURCE INFO
==========================

Please see the Modder's Resource Info section of the main WARS readme.

Please also refer to any permissions info provided with the mods covered by this patch, or on their mod pages.

==========================
10. CONTACT INFORMATION
==========================

My e-mail address is [email protected]

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11. LEGAL STUFF/ DISCLAIMER
=========================

By downloading and using this modification, you agree that the author of the modification cannot be held responsible for any damage to software or hardware directly or indirectly caused by the aforementioned modification. Use at your own risk, basically.

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12. VERSION HISTORY
=================

Version 1.0.1 (14-08-23)
- Fixed stuttering when NPCs spawn with an FN Fal or Uzi equipped.

Version 1.0 (02-08-23)
- Initial public release.

Article information

Added on

Edited on

Written by

antistar

1 comment

  1. zdalafave
    zdalafave
    • member
    • 0 kudos
    please add the lar grizzly win mag

    its a 1911 that is heavily modifyed to shoot more power full round such as 50ae /45 winchester magnum / 44 magnum 9mm winchester magnum / 357 magnum and all the round that you all ready have the 1911 use

    the model of the 1911 with the barrel extended does look like a lar grizzly all ready so it should just be a matter of adding more ammo types
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