About this mod

Balances, fixes, integrates, and expands on many popular weapon mods. Comes in a fully modular installer that adapts to your load order and allows personal tweaks.

Requirements
Permissions and credits
Translations
Changelogs
Donations


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 to 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.




<<< 22LR SILENCED PISTOL >>>

This iteration isn't identical to the one from Weapon Integration Project (WIP). There are several parts that got changed and some of them also improved. This one also no longer depends on Leveled Item Fixes (LIF) but I still recommend its use since it improves on aspects this mod makes use of.

< FIRST-TIME SETUP >

  • Download and install the original mod, linked above under Requirements. You can skip its Mister Sandman Perk Fix because that is already included in this mod.
  • Optionally install the Hi-Res Textures from the original mod page.
  • Download and install this mod and override the plugin from the original mod with the one from this mod.
  • Enable both plugins from this mod.
  • Start the game and have fun. If you're currently mid-playthrough you might have to wait a couple of days until you see the weapon spawning on NPCs.

Click to show mod specifics:
Spoiler:  
Show
< AMMUNITION >
  • The weapon spawns only with vanilla ammo (.38 and 10mm) but you can apply .22LR on any workbench.
  • .22LR was added to ECO's ammo conversion framework. That enables you to apply that ammo type to any weapon, either via workbench or ECO's Quick Mod system.
  • .22LR had its projectile changed to the suppressed .38 one. Originally it used the normal 10mm one which looked weird.
  • New crafting and scrapping recipes for .22 ammo added to ECO's Universal Workbench.
< ATTACHMENTS / MODS >
  • 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.
  • Multiple new receiver options got added to allow for a better progression.
  • A new ammo conversion slot got added. You can choose between .38, 10mm and the weapon's original .22LR.
  • Ammo conversion and magazine mods were added to ECO's weapon-specific Quick Mod system.
  • You can choose between two barrels. There's no visual difference between them.
  • There's now a third grip option, Sharpshooter's Grip.
  • Default mods don't cost materials anymore so that you can easily detach a mod by applying the most basic (default) one.
< LEVELED ITEM >
  • Leveled Item record overrides were removed from the original plugin to prevent conflicts with other mods that add their items via hard edits to those forms. This is the only change in the original plugin.
  • Instead, the LVLI injections are now done entirely via script and the variety in leveled item forms was increased.
  • The weapon will appear in the hands of BoS Scribes, Gunners, 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.
< WEAPON BASE FORM >
  • Changed the weapon name to "Silenced Pistol" because it no longer exclusively uses .22 ammunition.
  • Extended the entire Object Template section, this includes both the attachments referenced in a single template and the overall number of templates.
  • The object Templates now make use of Epic Chance that determines the chance of getting a weapon with better or randomised parts instead of just the most basic configuration. This chance can be modified if you have Leveled Item Fixes (LIF) installed.
  • Base damage got increased slightly.
  • Caps value got decreased significantly.
  • New crafting recipe for the weapon added to ECO's Universal Workbench.


<<< COMBINED ARMS >>>

This mod started and was initially released under the name of "Weapon Pack Integration Project". When I grew tired of it DeathByPewPew took over and made some of their own changes and maintained the package. Months later I revisited my old work-in-progress files for Combined Arms and its expansion. I saw a lot of potential for improvements and new/better systems. CA and its expansion are huge and I wanted to rework and improve on many of their aspects. I continued to work on it from time to time, in-between my other projects, as a filler when I got bored by tedious, boring and monotonous tasks. To be fair, this mod was one of my most tedious, boring and monotonous projects, so it was only doable in short bursts of work. Therefore it took quite a while but finally it got released. It is one of the most extensive weapon reworks, if not the most extensive one I've ever created, both released and unreleased. ENJOY!

< FIRST-TIME SETUP >

  • Download and install both Combined Arms and its expansion pack - linked above under the Requirements section.
  • Make sure you have the updates for both mods installed as well.
  • Install this mod afterwards
  • For the intended and best experience it is recommended to use this mod in playthroughs that haven't installed Combined Arms and its expansion pack already, or to start a new playthrough.
  • If you're installing this mod in an already running playthrough where the original mod has already been in use, the original leveled item injection has most likely already taken place. Therefore you shouldn't run this mod's injection as you'll end up with both injections being active and an overabundance of CA's weapons.
  • By installing this into a playthrough that already has been using CA you might also 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 currently using DeathByPewPew's Combined Arms Integration Project you shouldn't switch to this mod mid-playthrough. That switch would require uninstalling a mod and that is commonly considered bad practice and can corrupt your savegame data. If you want to switch you should start a new playthrough.

< STARTUP CONFIG >

You can tweak the behaviour of the startup message. There's a single global variable in the plugin that controls it, called "WOP_CA_StartupMode". Its default value is 0 which is equal to "show the message and let me choose on every start of a playthrough". If you set it to 1 the system will skip the message and inject all weapons right away. And setting it to 2 or a higher value will skip both the message and the injection.

That's the variable in question, shown within FO4Edit:


Click to show mod specifics:
Spoiler:  
Show
< GENERAL >

Ammunition
  • Several weapons got new magazine options that use vanilla cartridges so that they have more ammo conversion options available by default. This is especially true for weapons that haven't had any vanilla cartridge magazine variants, like the AS VAL which now also comes in 7.62mm.
  • By default all weapons only spawn in variants using vanilla cartridges. You can still craft/apply all the ammo conversions CA has to offer. This was done to reduce the (mostly aesthetic and non-functional) complexity CA adds to the game.
  • All custom calibre/cartridge types got integrated into and make use of ECO's ammo conversion framework. You can now easily apply those new types to any weapon, either from a workbench or ECO's Quick Mod system.
  • All ammunition types (Subsonic, Armor Piercing, Full Metal Jacket, etc.) can spawn on NPC weapons, including the highest tier ones but they have a high minimum spawn level to retain some balance.
Attachments
  • All weapons and their attachments got integrated into ECO's weapon-specific Quick Modification menu. Each weapon has various sub-categories to select from and modify a weapon's attachments, where applicable: Ammo, Bipod, Firing Mode, Magazine, Muzzle, Rail, Sight, etc.
  • All attachments got integrated into ECO's attachment point framework for a properly sorted workbench menu and to reduce redundancy.
  • Default/standard/"none" attachments have their cost removed and no longer add a loose mod to the player's inventory. This is to reduce clutter and be able to downgrade attachments or remove higher tier ones by replacing them with their most basic alternatives.
  • Attachments that had no cost associated with their recipes like most colour/material mods had their loose mods removed in order to reduce pointless inventory clutter.
  • Many mods (mostly receivers and magazines) had their damage and other modifier values tweaked to allow for a better and more sensible progression and overall power level.
  • When a weapon uses a firing mode switch its automatic variant now reduces the weapon damage slightly. CA's weapons that don't use a firing mode switch but a special automatic receiver already have their damage reduced in exchange for automatic fire and increased ROF. The logical consequence was to modify the outlier firing mode switch on some of the weapons to be in line with CA's other weapons and vanilla guns.
  • Certain lower-tier suppressors had their noise level modifier set to "quiet" (equal to most vanilla suppressors) instead of silent, the higher-tier ones keep their "silent" level in most cases.
  • Most reflex and holographic sights had their zoom level adjusted or it got added if a sight had it missing (this was quite often the case). Because of that they are now also more consistent between the same variants on other weapons.
  • Scopes now come with sway to be in line with vanilla scopes and to retain the hold breath functionality.
  • Some mod names and/or descriptions got changed if they contained errors or could use some more details/clarification.
Base Weapon Forms
  • Every instance of static/placed instances of the weapons and their ammo were disabled. You can no longer get your hands on them at early levels by just visiting certain fairly accessible areas.
  • All weapons use the game's default/vanilla On Hit Behaviour. That function controls how bodies/objects react to getting hit by a weapon. Vanilla weapons allow for dismemberment and "body explosion" in almost all cases. CA restricted that significantly. But CA's weapons are now in line with vanilla weapons in that regard.
  • Unused duplicate weapon forms that were disabled and therefore became inaccessible/redundant/obsolete were altered the same way as the new primary forms. This is to have them in a usable/functional state in case you already acquired some of them in your current playthrough or get access to them by other mods/plugins/patches.
  • Many weapons had their base stats tweaked to both make them consistent between each other and also bring them in line with vanilla alternatives. Due to the extensive modifications available in Combined Arms you can still make them way more powerful than any vanilla weapon. And if that still isn't enough for you you can always use ECO to tweak the stats to your liking, directly from within the game.
  • Significantly reduced most weapons' caps value to prevent players from getting access to an overabundance of caps by selling a couple of CA's weapons early on.
Configuration
  • When you start the game for the first time after installing this mod, at the latest directly after leaving Vault 111, you get presented with a message. There you can choose your initial setup when it comes to injecting the weapons into leveled item lists. More on that below.
  • You can tweak the behaviour of the startup message. There's a single global variable in the plugin that controls it, called "WOP_CA_StartupMode". Its default value is 0, that equals "show the message". If you set it to 1 the system will skip the message and inject all weapons right away. And setting it to 2 or a higher value will skip both the message and the injection.
  • There's now a new holotape and an optional MCM which allow you tweak several aspects of the mod. The holotape can be found in the "Combined Arms" section of the Utility Station part of ECO's Universal Workbench, while the MCM becomes available as soon as you install the mod Mod configuration Menu.
  • Currently you can control the visibility of the cheat/free crafting recipes for weapons and ammo types. And if you haven't injected all weapons altogether already, you can also inject the weapons individually.
Crafting
  • Many crafting recipes got reworked to better reflect the associated item's or mod's power or utility level. The weapon's leveled list minimum spawn level also had an impact on those adjustments. Some perk requirements got removed or replaced with another one and/or the perk levels and material cost got adjusted.
  • All perk requirements unrelated to crafting/weapons were removed or replaced with ones related to crafting/weapons. I like the idea behind the original implementation, to facilitate build variety. But those additional perk requirements were implemented very inconsistently, often appeared seemingly arbitrary and they ultimately lead to certain parts of the mod being inaccessible to many players. And because of all of that, CA's weapons were an outlier among vanilla and even most mod-added weapons.
  • All custom calibre types got ammo scrapping recipes added. They were added to ECO's Universal Workbench, found under the "Ammo Station" menu mode.
  • All ammo and weapon crafting recipes got moved to ECO's Universal Workbench, more specifically the "Ammo Station" and "Weapon - Create" modes respectively. This was done to clean up the Chem Station without the need to run the ECO Patcher.
  • Free/cheat crafting recipes for ammo and weapons got disabled by default but can be toggled via the new holotape or optional MCM.
  • Craftable "preset" weapon recipes, e.g. like in case of the AKM where there's are alternative recipes for AKS74U and RPK variants, got new free/cheat recipes as well to complete the collection.
  • Free/cheat crafting recipes for weapons now use the same weapon forms as their default crafting counterparts to get rid of some unnecessary complexity/redundancy.
  • Default ammo recipes and the Convert ones now require Gun Nut level 1.
  • Default weapon recipes now require Gun Nut level 2.
Instance Naming Rules (INNR)
  • All weapons make use of vanilla INNR or ECO's improved one if you're using ECO's optional INNR plugin. Originally only some of CA's weapons made use of INNR and the ones that already had some form of INNR associated with them, covered barely any naming rules.
  • If you're using ECO's improved INNR plugin a weapon's calibre conversion, firing modes other than automatic (including semi-auto, burst, pump-action, etc.) and other weapon features are reflected in the weapons' names.
  • Most weapon attachment forms had the barely used CA-specific naming rule keywords replaced with vanilla ones. And attachments missing naming rule keywords - like most of CA's original forms - had proper keywords applied. That leads to additional and more detailed information about a weapon configuration in a weapon's name. Now it looks something like "AKM | Semi-Auto | 10mm | Marksman", whereas originally it was just "AKM".
Leveled Item Integration
  • Leveled item (LVLI) injections were completely reworked and they replace the original scripted injection with a way more extensive and modular system. You're now able to choose from different injection options: inject all weapons altogether, inject only some weapons on an individual basis or simply skip the injection so that the weapons are only craftable.
  • All weapons got a variety of Object Templates added, just like almost all vanilla weapons. This system makes weapons spawn in various setups depending on where and in whose hands they are found. It is controlled by keywords referenced by Leveled Item forms. In the original mod, there was only a single Object Template for each weapon, therefore it lacked tremendously in that department.
  • The mod collection system (basically a library of mods/attachments available for a piece of equipment) got a big expansion for all weapons. In combination with the aforementioned Object Templates this leads to way more variety in spawns.
  • Every weapon got multiple new LVLI forms that reference different weapon setups/configuration via the aforementioned keywords and their associated Object Templates.
  • All weapons or rather their new LVLI forms make use of the "Epic Chance" value that controls the chance to get a weapon variant that has a wider range of possible attachments instead of just the basic configuration, this chance can be controlled from within LIF's holotape or MCM.
Other
  • The original mod included many pointless keyword references, most likely leftovers from planned but unfinished features, or features that were reworked and made some of its previous parts obsolete. Those keyword references got cleaned up.
  • And last but not least, this mod fixes many, many, many (smaller) bugs and inconsistencies. They aren't listed individually because the description is already long enough.

< WEAPON-SPECIFIC >

AKM
  • Leveled Item Injection - Minimum Level: 25 (in its 10mm configuration)
  • Uses Nuka World's 7.62mm cartridge instead of CA's own 7.62x39mm.
  • Base damage was reduced and in its 7.62 configuration is now equal to the Handmade Rifle.
  • To somewhat compensate for the aforementioned change the negative damage modifiers on receivers were removed.
AS VAL
  • Leveled Item Injection - Minimum Level: 35
  • New separate firing mode selector where you can quickly switch between auto and semi-auto. Its "Improved Chamber" receiver no longer sets it to semi-auto only.
  • New set of 7.62mm magazines. It only spawns with those magazines, 9x39mm ones are still craftable.
  • Base damage in its 7.62mm configuration got reduced and is now equal to Handmade Rifle's value. They use the same ammo after all.
  • Attack delay (semi-auto) was slightly increased to be equal to Handmade Rifle and AKM.
  • Out of Range Multiplier was increased to default vanilla value.
Barrett M82A1
  • Leveled Item Injection - Minimum Level: 45
  • Magazines no longer use two different Ammo Type attach points, one for standard ammo and another for 25mm grenade ones. Instead all Ammo Type attachments were combined on a single attach point and the recipes get filtered by keyword on the magazine. This was done to have them properly sorted in workbench menus via ECO's attachment point framework and more importantly, allow for extended modularity (e.g. when it comes to Quick Mod integration).
  • Base damage reduced to be closer to the Hunting Rifle .50cal receiver's damage. It's still way more powerful than the vanilla alternative, especially considering that's just the base damage and there are many mods that increase its damage even further. The goal was to have it sit in the middle between the Hunting Rifle and Gauss Rifle, while having its higher tier mods make it come close to the latter.
  • Out of Range Multiplier was decreased to default vanilla value.
  • The action point cost was heavily reduced to be more in line with vanilla weapons.
Desert Eagle
  • Leveled Item Injection - Minimum Level: 30
  • Uses/spawns with .44 cal magazines (instead of .50AE) by default, just like its lore counterpart.
  • Base damage reduced to be equal to the Western Revolver.
  • The action point cost was slightly increased to be more in line with vanilla weapons.
  • Reduced base stagger level from Medium to Small, like it is the case for almost all vanilla weapons, even the high-cal ones.
FN P90
  • Leveled Item Injection - Minimum Level: 18
  • New 5mm magazine it spawns with by default. 5.7mm and .22 magazines are still craftable.
  • New separate firing mode selector where you can quickly switch between auto and semi-auto. Its "Civilian Standard" receiver no longer sets it to semi-auto fire.
  • Reduced base speed (rate of fire) because part of its bonus is now moved to the auto firing mode.
  • Set an attack delay value (semi-auto) because a value of 0 can cause trouble. When using an inventory UI mod like DEF_UI or FallUI, that add a DPS column, the DPS will now show properly.
  • Reduced base damage. It still has more damage than the vanilla Submachine Gun and combined with its high ROF it still shreds but it no longer has that ridiculous DPS it had previously.
  • Action point cost was increased significantly to be more in line with vanilla weapons.
G36
  • Leveled Item Injection - Minimum Level: 30
  • Set an attack delay value (semi-auto) because a value of 0 can cause trouble. When using an inventory UI mod like DEF_UI or FallUI, that add a DPS column, the DPS will now show properly.
M1911
  • Leveled Item Injection - Minimum Level: 15
  • Attack delay (semi-auto) was slightly increased to be in line with vanilla pistols.
  • Action point cost was slightly increased to be more in line with vanilla weapons.
M249 SAW
  • Leveled Item Injection - Minimum Level: 30
  • Base damage got reduced significantly and is now equal to the vanilla Assault Rifle.
  • Out of Range Multiplier was decreased to default vanilla value.
M9A1
  • Leveled Item Injection - Minimum Level: 12
  • Uses/spawns only with 10mm magazines (instead of 9x19mm) by default. And a second extended 10mm mag was added. 9x19mm ones are still craftable.
  • 10mm base damage got reduced but it is still slightly more powerful than the 10mm Pistol.
  • Attack delay (semi-auto) was slightly increased to be in line with vanilla pistols.
Makarov PM
  • Leveled Item Injection - Minimum Level: 12
  • New set of 10mm magazines. It only spawns with those magazines, 9x18mm and 9x19mm ones are still craftable.
  • 10mm base damage got reduced but it is still slightly more powerful than the 10mm Pistol.
  • Set an attack delay value (semi-auto) equal to the vanilla pistols because a value of 0 can cause trouble. When using an inventory UI mod like DEF_UI or FallUI, that add a DPS column, the DPS will now show properly.
  • Reduced automatic receiver's rate of fire to be closer to vanilla values.
Mk 12 SPR
  • Leveled Item Injection - Minimum Level: 30
  • New separate firing mode selector where you can quickly switch between auto and semi-auto. Its "Modified Trigger Group" receiver no longer sets it to automatic fire but increases rate of fire instead.
  • Base damage got reduced significantly and is now equal to the vanilla Assault Rifle.
  • Action point cost was slightly increased to be more in line with vanilla weapons.
PL-15 "Lebedev"
  • Leveled Item Injection - Minimum Level: 12
  • Uses/spawns only with 10mm magazines (instead of 9x19mm) by default. And a second extended 10mm mag was added. 9x19mm ones are still craftable.
  • Base damage got reduced significantly but it is still slightly more powerful than the 10mm Pistol.
  • Attack delay (semi-auto) was slightly increased to be in line with vanilla pistols.
SG550
  • Leveled Item Injection - Minimum Level: 30
  • Base damage got reduced slightly and is now equal to the vanilla Assault Rifle.
  • Action point cost was slightly reduced to be in line with vanilla weapons.
  • Out of Range Multiplier was reduced to default vanilla value.
  • New .300 Blackout magazine option.
SPAS-12
  • Leveled Item Injection - Minimum Level: 20
  • Slightly reduced base damage to be closer to the Combat Shotgun.
  • Out of Range Multiplier was reduced to vanilla shotgun value.
  • Action point cost was increased to be more in line with vanilla weapons.
Steyr AUG
  • Leveled Item Injection - Minimum Level: 25 (in its 10mm configuration)
  • Attack delay (semi-auto) was slightly increased to be equal to the vanilla Assault Rifle and CA's other assault rifles.
  • Base damage got reduced and in its 5.56mm configuration is now equal to the vanilla Assault Rifle.
  • Action point cost was slightly increased to be more in line with vanilla weapons.
  • Reduced the .300 Blackout magazine's damage bonus. It was way too high, both relative to the weapon's damage and compared to .300 mags on other weapons.
SV-98
  • Leveled Item Injection - Minimum Level: 15
  • Significantly reduced the base damage to be closer to the Hunting Rifle but still be more powerful.
  • Out of Range Multiplier was reduced to default vanilla value.
  • Unused gold skin got restored and is usable.
TT-33 Tokarev
  • Leveled Item Injection - Minimum Level: 9
  • New set of .38 magazines. It only spawns with those magazines. 7.62x25mm and 9x19mm ones are still craftable.
  • Significantly reduced base damage (.38 magazines) to sit in-between pipe weapons and the 10mm Pistol.
  • Attack delay (semi-auto) was slightly increased to be in line with vanilla pistols.


<<< M1 GARAND >>>

Another great weapon from the early FO4 modding days. It felt a bit lacking when compared to more recent weapon mod releases. Therefore I decided to change that. This iteration isn't identical to the one from WIP, there are several parts that got changed, extended and improved.

< FIRST-TIME SETUP >

  • Upon installing the original mod you can choose either Leveled List option.
  • Optionally install the M1's 4k textures.
  • Then apply this mod right after and before starting the game as described below.
  • You should be able to apply this mod onto an existing/running playthrough that is already using the original M1 Garand mod without any problem.
  • If you already have the M1 Garand (scripted LL injection) installed and using it in game then the leveled item injection has already taken place. In that instance this mod's overhauled leveled item injection won't do anything to prevent and overabundance of M1's spawning. But if you switch from the non-injection variant to the scripted injection one, and install/enable this mod before starting the game, it'll use this mod's injection instead.

Click to show mod specifics:
Spoiler:  
Show
< GENERAL >
  • You can now select the equip/draw animation used on all rifle variants via a new slot called "Animation".
  • A couple of mods had Instance Naming keyword references applied so that they make better use of vanilla INNR (or ECO's improved one if you have it installed).
  • All weapons (incl. the Bayonet) have ECO's entry point applied by default.
  • Fixed many smaller bugs and inconsistencies. They aren't listed individually because the description is already long enough.
< ATTACHMENTS / MODS >
  • The three sights from West-Tek Optics Pack were tweaked and implemented as standalone attachments.
  • New slot for ammo conversions, including custom stats unique to each ammo type. You can choose from four ammo types: .38, .308, .45-70 and .50. Yes, I know, some of them don't make sense to be fired from an M1 but so do many other parts of vanilla weapons, and I simply don't care.
  • Several new receiver options got implemented, and existing ones tweaked, so that the M1 has the same variety as vanilla weapons.
  • 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.
  • 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.
  • Ammo options, muzzles, bayonets and sights were added to ECO's weapon-specific Quick Mod system. The Bayonet menu will only show as long as you don't have a suppressor installed.
  • 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.
  • Default mods don't cost materials anymore so that you can easily detach a mod by applying the most basic (default) one. Their loose mods were removed, they are no longer required, to reduce inventory clutter.
  • A couple recipes had their perk requirements changed to provide a better progression based on power levels.
  • Crafting the pristine material costs some components now.
  • Removed the damage penalty from the suppressor.
  • The entire sight/scope section got reworked, fixed and had their modifiers tweaked/balanced.
  • The Experimental Sight is now called Experimental Scope and comes with a x4 zoom. This applies to both variants, the default vanilla scoped one and the see-through version.
< LEVELED ITEM >
  • The rifle will now start spawning at level 10 with the lowest power attachments and in a .38 configuration. The other calibers 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 Scribes, Gunners, Minutemen, Raiders (incl. Nuka World, Far Harbor and Automatron variants), Railroad agents, 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 (melee weapon) starts to spawn at level 10 as well. It is most commonly used by Raiders and Gunners but other melee NCPs 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 Fixes (LIF) installed, the rifle and bayonet are also added to Commonwealth citizens' and Diamond City security's possible spawns.
  • Vastly extended Leveled Item system that differentiates between several new gun configurations. This leads to way more variety in spawns depending on where the weapons appear and in whose hands.
< DEFAULT RIFLE >
  • 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 Fixes' (LIF) holotape and MCM.
  • The weapons no longer spawn with tape by default but you can still apply all tape variants on any workbench.
  • New crafting recipe for the default M1 Garand added to ECO's Universal Workbench.
  • The weapon got renamed to "M1 Garand", from just "Garand".
< UNIQUE RIFLES >
  • Reduced the base damage to be equal to that of the default variant.
  • Increased Blue Betty's base VATS cost to be equal to that of the other two variants.
  • Replaced Blue Betty's custom legendary effect with a vanilla Staggering legendary mod. The speed modifier from the original effect could cause problems.
  • Replaced This Machine's custom legendary effect with a vanilla Kneecapper legendary mod.


<<< POINT LOOKOUT >>>

Point Lookout contains some mighty fine lore-friendly weaponry but it is lacking in some departments. This mod tries to rectify that circumstance by extending and improving the original weapons. This also includes the option to make the DLC weapons available in the base game.

< FIRST-TIME SETUP >

  • You have to install both Point Lookout's main file and the update to v1.14. Otherwise this mod might break.
  • 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.

< AMMO CONVERSION INFO >

You can run multiple mods that add their ammo types to ECO's ammo conversion framework, even if they happen to have same/similar/overlapping ammo types. If they happen to contain overlapping ammo, the system will simply use the ammo from the mod with the highest priority (placed below the others in question) in your load order. This is both to combat unnecessary bloat and make it work without requiring fundamental changes to the system itself.
Here's an example: You're running two mods that both add .32 calibre ammunition to the game while both of them also add that .32 type to ECO's .32 ammo conversion. In this instance you can control which of the two .32 ammo types will apply to ECO by changing the order of the two plugins in your load order relative to each other.

< STARTUP CONFIG >

In case you're running the Scripted Injection variant you can tweak the behaviour of the startup message. There's a single global variable in the plugin that controls it, called "WOP_PL_StartupMode". Its default value is 0 which is equal to "show the message and let me choose on every start of a playthrough". If you set it to 1 the system will skip the message and inject all weapons right away. And setting it to 2 or a higher value will skip both the message and the injection.

This is the variable with the exact same function from Combined Arms WOP - just the EditorID differs slightly, shown within FO4Edit:


Click to show mod specifics:
Spoiler:  
Show
< GENERAL >

Ammunition
  • Point Lookout's .32 and BB ammo types got integrated into and make use of ECO's ammo conversion framework. You can now easily apply those new types to any weapon, either from a workbench or ECO's Quick Mod system.
  • New crafting and scrapping recipes for .32 and BB ammo available on ECO's Universal Workbench in the "Ammo Station" mode.
Attachments
  • 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 extended Object Templates and new leveled item systems (see below) this allows for way more variety in spawns and even entirely new gun setups/configurations.
  • All weapons and their attachments got integrated into ECO's weapon-specific Quick Modification menu. Each weapon has various sub-categories to select from and modify a weapon's attachments, where applicable: Ammo, Magazine, Muzzle, and Sight.
  • 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.
  • 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.
  • Attachments that had no cost associated with their recipes like most colour/material mods had their loose mods removed in order to reduce pointless inventory clutter.
  • Attachments that had no attach point associated with them ("NULL Reference") got allocated to an attach point in order to make those attachments function the same way as all the other attachments in the game and also prevent other mods from accidentally removing those attachments from a weapon without being able to reapply it.
  • All unique weapons' legendary effects got a loose mod reference so that the effects aren't lost if you apply another effect with a legendary crafting mod.
Base Weapon Forms
  • The aforementioned new Mod Collections were integrated into the weapon's Object Templates so that these weapons can spawn with a variety of attachments instead of just the most basic ones.
  • ECO's entry point was directly applied to the weapons so you don't have to do that in game on individual instances of them items or via the ECO/RobCo Patcher.
  • New crafting recipes for all non-unique weapons got added to the "Weapon - Create" mode of ECO's Universal Workbench.
  • All weapons make use of Instance Naming Rules (INNR).
Leveled Item Integration
  • The FOMOD installer of this mod comes with three options: Disabled, Scripted Injection, and RobCo Patcher
  • Option "Disabled": Point Lookouts items will never appear in the base game. The weapons can only be found throughout the Point Lookout DLC area, crafted, or spawned in via console.
  • Option "Scripted Injection": It contains a startup message that allows to inject all items altogether. If you skip that startup injection you can customise the injections from within the game via holotape and MCM, but once injected you can't undo them.
  • Option "RobCo Patcher": This makes use of RobCo Patcher (required) to distribute the weapons. It can be modified (and removed) anytime by changing/deleting the file's content but you won't be able to customise it from within the game.
  • If you want to learn when and where to find the distributed items in the base game please refer to the item-specific section below.
Miscellaneous
  • Fixed a couple of smaller bugs and inconsistencies. They aren't listed individually because the description is already long enough.

< ITEM-SPECIFIC >

.32 Pistol
  • if distributed it starts to spawn at level 5
  • has a chance to appear instead of the vanilla Pipe Revolver
.32 Ammo
  • if distributed it starts to spawn at level 1
  • can appear at vendors, also in containers when the Scrounger perk is learned
Hunting Rifle
  • if distributed it starts to spawn at level 7
  • has a chance to appear instead of the vanilla Hunting Rifle
Lever-Action Rifle
  • if distributed it starts to spawn at level 13
  • has a chance to appear instead of the vanilla Lever-Action Rifle, benefits from LIF's DLC item injection
Double-Barrel Shotgun
  • if distributed it starts to spawn at level 1
  • has a chance to appear instead of the vanilla Double-Barrel Shotgun
Sniper Rifle
  • if distributed it starts to spawn at level 25
  • found on all sorts of boss- and sniper-type NPCs, as Nuka-Cade reward, on some BoS soldiers, Railroad agents or weapon vendors
  • the paints no longer lack a proper attach point but use the vanilla Material one
  • the Circle of Steel Paint got restored, you can craft it, it is found within the Material slot just like the other two paint options
Minigun
  • CZ57 Avenger's and Eugene's legendary effects now properly apply to the legendary attach point. They also got a loose mod reference so that the effects aren't lost if you apply another effect with a legendary crafting mod.


<<< SERVICE RIFLE >>>

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.

< FIRST-TIME SETUP >

  • Don't install the "12.7mm Pistol Patch" as it'll break this mod.
  • 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.

Click to show mod specifics:
Spoiler:  
Show
< GENERAL >
  • 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 >
  • 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 >
  • 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 Fixes (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 >
  • 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 Fixes' (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 >
  • 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 >
  • Instigating legendary effect was removed from the paint mod and instead the weapon got the vanilla standalone Instigating effect mod.
< UNIQUE - ATOM'S GLORY >
  • "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 >
  • 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 >
  • 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 >
  • "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.


<<< WATTZ LASER GUN >>>

It is finally done! It took me half a year to finish this mod. I almost quit when the work on it was about 80% done. Then it remained untouched in my mod archive for months.
This iteration isn't identical to the one from WIP, there are several parts that got changed, extended and improved.

< FIRST-TIME SETUP >

  • For the intended and best experience it is recommended to use this mod in a playthrough that hasn't installed the original Wattz mod already, or to start a new playthrough.
  • By installing this into a playthrough that already has been using the Wattz, 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 Wattz Lasers spawning. Also don't use the RobCo Patcher variant in this instance because that would result in an overabundance of Wattz guns.

Click to show mod specifics:
Spoiler:  
Show
< GENERAL >
  • Everything related to the Wattz was set up in vanilla fashion, using the vanilla Laser Gun and Institute Laser as template. This results in the mod providing an almost seamless and balanced experience.
  • Base damage on all variants (including unique ones) got reduced to be in line with vanilla lasers. The Wattz is still more powerful then vanilla offerings, though.
  • The whole "Hold Input To Power" mechanic was disabled. The Gauss Rifle charging indicator (display) on the back of the receiver model got removed.
  • The firing mode is no longer determined by a separate switch but got incorporated into the barrel category, just like it is the case with vanilla laser weaponry.
  • The base attack delay (delay between shots in single shot mode) was reduced to make it equal to the vanilla Laser.
  • The blue laser "projectile" is no longer applied by Institute Paint option but native to the Institute weapon variant base form. This also applies to the WTZ-i06.
  • All weapons come with ECO's entry point applied by default.
  • Fixed many smaller bugs and inconsistencies. They aren't listed individually because the description is already long enough.
< ATTACHMENTS / MODS >
  • 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 couple 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.
  • Both Shotgun Barrels were renamed to Splitter Barrell and had their mechanics overhauled. They mimic the vanilla Laser's Splitter Muzzle now.
  • Both Combat Barrels were renamed to Automatic Barrel and had their mechanics overhauled. They mimic the vanilla Laser's Automatic Barrel now.
  • Both Sniper Barrels had their range modifier slightly reduced to be closer to vanilla.
  • Many recipes had their perk requirements changed to provide a better progression based on power levels.
  • 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.
  • Non-unique paint options can be crafted for free and no longer have loose mods associated with them.
  • The loose mods for the unique variants' paints had their caps value reduced significantly.
  • Institute paint now properly covers the sight models.
  • Barrels and sights were added to ECO's weapon-specific Quick Mod system so that you can control and swap attachments on the fly.
  • 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.
< LEVELED ITEM >
  • New custom leveled item distribution. You can now choose from Scripted Injection, RobCo Patcher Distribution, or none at all (then the weapon will be only craftable).
  • The gun starts spawning at level 18 (or 17 if you count Jack Cabot's exclusive implementation) with the lowest power attachments. The other more powerful attachments will appear at higher levels and depending on the type of NPC it is used by.
  • The Wattz has a 5 level offset on average relative to vanilla laser weaponry, which is fair considering that it is also slightly more powerful than vanilla offerings.
  • The gun has a chance to appear everywhere the vanilla Laser Gun has a chance to appear. The Institute version has a chance to appear instead of Institute Lasers.
  • If you're running a mod that distributes vanilla Laser Guns and/or Institute Lasers via their associated vanilla LVLI forms then those distributions will retain and carry forward the chance to have a Wattz spawn instead.
  • The gun will randomly spawn with some of the included paints instead of just the basic (military) one.
  • If you have Leveled Item Fixes (LIF) installed it'll also have a chance to appear in the hands of Vault 81 security.
  • The plugin contains a bunch of new custom LVLI forms, fully decked out with all the relevant data, that mimics vanilla LVLI implementation. Both the default and Institute variants are covered by this. It's currently unused but you could use it as a resource for your own mods to distribute the Wattz in specific setups and configurations.
< DEFAULT VARIANT >
  • 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 Fixes' holotape and MCM.
  • The default variant can be crafted on ECO's Universal Workbench, found within the "Weapon - Create" mode.
< UNIQUE VARIANTS >
  • All unique variants no longer have most of their unique effects applied to their custom paint attachment. Instead those effects were separated and applied to a new custom attachment that can't be accessed, removed, transferred, or meddled with by other means. It is only available on a given single instance/variant of the Wattz.
  • Unique variants of the weapon no longer respawn under certain conditions.
  • Unique weapons can spawn with any receiver instead of having it always spawn with a "More Damage" one.
  • The Liberator spawns with the Automatic Barrel instead of the Sniper Barrel in order to have some more variety in the unique variant department.
  • Ad Victoriam spawns with the Splitter Barrel instead of the Sniper Barrel in order to have some more variety in the unique variant department.
  • The Disintegrator no longer spawns with a random barrel but instead always comes with the Sniper Barrel.
  • The caps values of all unique variants got reduced significantly.
< ORIGINAL PLUGIN REPLACER >
  • This plugin replaces the original mod's plugin in its entirety and has the purpose of removing detrimental forms to prevent them from causing problems.
  • Undeleted a vanilla item reference and set it to "Initially Disabled" instead. Also moved it under the map.
  • Removed the Power Armor animation ITM.
  • Removed the override of the vanilla Gauss Rifle charging sound form.




Don't try to combine this mod with other mods that overhaul some or all aspects of the included weapons, unless you know what you're doing, because it is quite likely that those mods will interfere with each other and make things break. You have to create patches in those instances.

Incompatible with most things that modify the following categories of the original weapon mods:
  • Constructible Object or COBJ (Crafting Recipes)
  • Object Modification or OMOD (Mods/Attachments)
  • Quest (Leveled Item Injection)
  • Weapon or WEAP (the actual base weapon forms)
Plain texture, material, model and animation changes are compatible.




< GENERAL >

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.

Something isn't working as described above or doesn't work at all. What's the deal?
Most likely this is a result of a mod conflict in your load order.

Is it safe to uninstall the mod mid-playthrough?
The following part is entirely about mods that come with an engine plugin (ESM/ESP/ESL) and/or Papyrus scripts. You can safely uninstall mods that solely consist of textures, models, animations and the like.
Yes, it is safe if you revert back to a save file that existed before you installed this mod. The only other 100% safe method is to start a new playthrough. Other than that the engine doesn't support uninstalling mods mid-playthrough. That is why the game will show a warning when you try to load a save with a mod plugin missing that got baked into your save. Bethesda devs also made clear statements in that regard, that it is never safe to uninstall a mod mid-playthrough. Doing so regardless is considered bad practice. Installing a mod almost always modifies some things in your save and you can't revert that without going back to a state (save) before installing the mod in question. And there's nobody who can predict what will result from doing it anyway.
That's all I have to say in that regard. I won't provide a simple Yes or NO for that method. Make your decision based on the information provided or do your own research. It is your responsibility to deal with problems that may arise from uninstalling mods. I don't want to see any comments with users crying that something broke in their game and they lost hours of progress.

< SERVICE RIFLE >

With certain lower receivers I have only one cartridge in the magazine. Why is that?
Some of my Service Rifles are missing a magazine. Why is that?

This is because of a mod conflict in your load order.

< WATTZ LASER GUN >

Why do Super Mutants spawn with Wattz Lasers they can't use?
Because you haven't checked the Requirements section above and didn't read the descriptions in the FOMOD installer.




  • Leveled Item Fixes (LIF): If you have LIF installed this mod will enable additional leveled item injections. Without LIF those injections will be skipped.
  • Munitions - ECO (part of ECO's Extensions installer): Apply all of Munitions' new ammo types dynamically to any weapon, including the ones from this mod.
  • Tactical Reload - ECO (part of ECO's Extensions installer) 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.


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