Randomizes vanilla weapon stats by applying invisible mods to a weapon whenever it spawns. This allows the player to search for better variants as they progress through the game.
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Changelogs
Version 2.0
Removed all unique weapons because they're...unique. You can't find better versions over time (Tesla rifle, Assaultron Head, Deliverer, etc.)
Added the Syringer because you can still find them if you know where to look. Receives every stat except damage.
Redid the radiation randomization to use object effects. They are in increments of 5 which works perfectly for the gamma gun, but will make the radium rifle or mod added weapons a bit stronger.
Nerfed the object effects of the gamma gun and radium rifle to offset the previous change. Unlike other randomized damage, radiation scales with the nuclear physicist perk. Might change this later if it's too strong, but I thought it was a fun change seeing as there are so few weapons that use radiation damage.
Redid the caps value of the randomizer attachments to try and emphasize damage as being more valuable.
Redid range so that there's more variability, but the overall amount was halved. (+/-400% to +/-200%)
Added the Fat Mans range to its barrel mod instead of the weapon itself. This fixes the possibility of negative range values. But it will need patching with anything that adds fat man barrels. (Dak's Attachment Pack)
Accuracy now also affects recoil by a maximum of +/-10%. Nerfed the aim down sights accuracy that was added previously to a maximum of +/-25%.
Aim down sights speed from weight is reduced to a maximum of +/-10%.
Range now also very slightly affects aim down sights accuracy to a maximum of +/-10%. Seemed fitting.
Fire rate is now in increments of +/-2% up to +/-20%. This was mainly to put to rest the possibility of certain mod combinations causing extremely slow or fast fire rate. These values seem more balanced overall.
Big Change: I redid the Modcols of every stat to prioritize a +/-10% range (not the range stat). This means many weapons might roll +/-10% of vanilla stats. This continues up the stack so that each new +/-10% increment is less likely to appear than the last. Hopefully, this will have the effect of limiting extremely low or high damage weapons. That being said, damage/energy (not radiation because I nerfed the base damage of the weapon themselves) have a couple extra Modcols that spawn low tier weapons to try and skew it even lower.
Thank you to Bwones for the original mod that inspired all this, and for giving their permission for me to upload my own version.
I uploaded an armor version already, find it here. Unlike that mod, this one does not add any new mods or tweaks to any weapon. This only randomizes.
On to the details,
-Damage (Physical or Energy): +/-50% in increments of 5%. Pretty straightforward. -Range: +/-200% in increments of 20%. -Accuracy: +/-50% in increments of 5%. Some weapons are barely affected, like the plasma gun. -Fire rate: +/-20% in increments of 2%. -Weight: +/-50% in increments of 5%. While this seems pretty straightforward, and it is, there are some hidden bonuses associated with weight. The lighter the weapon, the faster it aims and reloads. The heavier the slower. The reload bonus is very slight, the aiming one is a bit more noticeable. The idea being a lighter weapon is more easy to handle. I got this idea from the vanilla game where aiming down sights is quicker with lighter weapons. Otherwise I wouldn't have been able to add in reload and sighted aiming without it being impossible to tell. Now, if the weapon is lighter, it most likely reloads and aims quicker. -Value: Is tied to the rest of the stats. The higher they go, the better the value. The lower they go, the less they are worth. This was very difficult to balance however due to the percentages. You might stumble upon a weapon with negative value. I did my best to reduce this possibility, to the point where it is exceedingly rare. I believe it can only occur with weapons with multiple damage types. This is just due to the way I did the value stats.
This only affects vanilla weapons, but is very easy to apply to weapon mods. All you need is basic knowledge of xedit and you can apply the modcols to other weapons. Also, anything touching vanilla weapons will need to be patched.
I use this with a mod that removes damage scaling from perks, so this acts as a replacement of sorts. You might wish to do the same, but you can do as you like. It's your game.
Requirements: Only requires the Unofficial Fallout 4 Patch and the DLC's.
It's a pretty simple mod, but a fun one I think. Make sure to tell me of any bugs that might occur, although I can't imagine there being many. Thanks for taking an interest in this mod.