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Changelogs
Version 1.0
Initial release
It was always bugging me why I can't just buy mods for my guns. Whatever character I'm about to play, I am always obligated to learn the Gun Nut and Science perks in order to ensure my weapons won't be complete potato.
So I've made this mod to fix the problem. Now all vendors specializing in weaponry will also sell weapon mods based on your character's level. All levels are exactly the same at which mods are applied to enemies' weapons. In other words, when you can expect some level of mods to drop from NPCs, you can expect this mods to be available in the stores as well.
The affected vendors are: - Arturo, CL-E-0 and Cricket: most of the conventional, energy and heavy guns mods and a few melee; - Trudy and Deb: low level guns and melee mods; - Moe Cronin: most of the melee upgrades; - Proctor Teagan: BoS-related weapon mods; - Tinker Tom: Railroad-related weapon mods; - Doctors (like Doctor Sun, Doc Weathers, etc): Syringer mods; - Institute vendor: Institute laser gun mods. - Probably other vendors who is using the same leveled lists as vendors above.
Plugin file is an ESL, so it won't affect your load order limit. Should be compatible with just about anything as mod lists are injected the same scripted way the weapon mods (I mean mods here on Nexus) are injecting into the game.
Don't forget, if you're installing this on an existing save, you should wait for 72 ingame hours in order to refresh vendors' inventories. And if the vendor doesn't have some particular mod you're looking for, you can check again after another 72 ingame hours, he may now have it. Or check out another vendor of the same type (like CL-E-0 instead of Arturo).