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TheGamingdanish

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TheGamingdanish

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About this mod

This mod replacers virtually every weapon in Fallout 4 with a modern weapon that is compatible with Toounx's Quick Modification Weapon. It is completed with randomized and leveled attachment spawns. The Commonwealth has never been more tacticool.

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Disclamer: This mod is not a merge You need to Install the weapon mods from the list below;
General Idea:
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I decided to make this mod after experimenting with the Quick Modification Weapon mod by Toounx and wishing for a Fallout 4 game where every weapon that you could find was modifiable on-the-go. It was made entirely in xEdit, by overriding the leveled list entries of vanilla weapons with the records of the modded weapons. I also created mod collections for each and every weapon so that enemies will spawn with randomized and leveled attachments. Basically, the more you level up, the more variety of/advanced attachments your enemies will spawn with.

My general philosophy was to sort through the weapons and seperate them by tier/ammo classes (Pipe guns, Pipe bolt actions, combat guns, etc) and replace them with modded weapons. In many cases, I replaced the different variants of weapons with multiple different weapons (for example, semi and full auto pipe rifles, which are replaced by the AS VAL and the Vargo 52 respectively). Due to this, you will see a much wider variety of different weapons spawning on enemies. For some of the variants, like for combat rifle semi/auto, I used the FN FAL, but I made two different object templates within the weapon record, one for semi auto receivers and one for auto receivers, and added keywords to the object templates, more similar to how the vanilla game does it.

In this process, I tried to maintain the same ammo distribution throughout the game, so I would add weapons (for example, .45 caliber weapons) which used the same ammo calibers, so the pipe gun revolver replacement (the M9A1 Baretta) and the Combat Rifle replacement (the Fn FAL) use the same caliber (.45). I am not a gun person so this doesn't bother me, and it makes my life easier so vendors still sell a balanced distribution of (.38, .45, etc) ammo.

For energy weapons, there was not enough QMW compatible out-of-the-box energy weapons, so I decided to replace the majority of energy weapons with ballistic weapons, but I modified the damage values to remove ballistic damage and added energy damage to both the weapons and the receiver upgrades, as well as an energy impact effect to make them feel more like energy weapons (Similar process for the radium rifle replacer). I saved the special AER-15 for coursers, the supposed pinnacle of institute tech, so a true "energy weapon" is much rarer (and cooler).

Unfortunately, there are 4 guns which are not compatible with QMW, but I feel like they needed some love to be able to fit in to this mod, those being the Broadsider replacer, the Fatman replacer, the Gamma Gun Replacer, and the Flamer replacer.

I also added a selection of new melee weapons for the same reasons (of courser, they aren't qmw compatible).

Balance:
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I tried to balance the weapons as well as possible, but I often play with combat overhauls like Better Locational Damage and most recently True Damage, so the balancing isn't dialed in for vanilla combat.


You will have to install the weapons manually from the list below, but this mod will remove their LL injections and add them directly into the LL's themselves. I would like to make a merge for all these weapons for your convenience but that would require unanimous permission from all mod authors who's weapons I have used, which I think would be very hard to get.

I made a fomod so you can either choose to install all weapon replacements or choose manually.
Here's a list of all of the individual replacements:
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Pipe Wrench - Predator Knife
Pool Cue/Tire Iron - Outland Multi Mission Axe
Switchblade - Fairbairn-Sykes Knife 
Machete - Kukri (Part of FN FAL- SA58)
Lead Pipe - FastHawk Axe
Knuckles - Trench Knife
Chinese Officer Sword - Kabar Sword

Pipe Pistol Semi - M1911  (Combined Arms)
Pipe Pistol Auto - Stechkin APS (Russian Assault Pack) 
Pipe SMG - MAC-10 
Pipe Rifle Semi - AS VAL (Combined Arms)
Pipe Rifle Auto - Vargo 52 
Pipe Sniper - SVD (Russian Assault Pack) 

10mm Pistol - Glock 19x 

Deliverer - USP .45 With Knife 

Alien Blaster - Laugo Alien 

Pipe Revolver Pistol - M9A1 Barretta (Combined Arms)
Pipe Revolver Rifle - AUG (Combined Arms)

.44 Pistol - MP412 (Russian Assault Pack) 
 
Pipe Bolt Action Pistol - Desert Eagle (Combined Arms)
Pipe Bolt Action Rifle - Sig 550 (Combined Arms)
Pipe Bolt Action Sniper - SV-98 (Combined Arms)

Double Barrel Shotgun - Remington Model 11 

Hunting Rifle - Ruger Mini 14 
Hunting Rifle Sniper - Remington 700 

Laser Musket - M1A

Combat Rifle - FN FAL SA58 
Combat Rifle Sniper - MK14 EBR 
Combat Shotgun - Saiga 12 (Russian Assault Pack)

Laser Pistol Semi - FNX 45 
Laser Pistol Auto - MP7 
Laser Rifle - HK G3A3 
Laser Shotgun - Benelli M2 
Laser/Institute Laser Sniper - Desert Tech SRSA2 
 
Institute Laser Pistol Semi - PL-15 (Combined Arms)
Institute Laser Pistol Auto - MP9 
Institute Laser Rifle - HS Produkt VHS-2 
Institute Laser/Plasma Shotgun - Fostech Origin 12  

Courser Laser Weapons - AER 15

Submachine Gun - MP5 Complex
Silver Shroud SMG - Kriss Vector 

Mini Gun - M249 (Combined Arms) 
Gatling Laser - M91 
Missile Launcher - M203 Grenade Launcher 
Fatman - Cazador Missile Launcher 
Flamer - M2 Flame thrower 

Assault Rifle - BH SIG MCX SPEAR
Assault Rifle Sniper - M200 Intervention 

Plasma Pistol Semi - Walther Q5 
Plasma Pistol Auto - G36 (Combined Arms)
Plasma Rifle /Gauss Rifle - FACTOR Modular Rifle
Plasma Sniper - AX50 (Tooun's) 

Railway Rifle - XM2010 

Gamma Gun - Plasma Cycler 

Broadsider - Archimedes II

Far Harbor:
Radium Rifle - .22 American  
Lever Action Misc - Winchester Model 1873 

Nuka World:
Handmade Rifle - AKM (Combined Arms)
Disciple Knife - Ka-Bar Tanto



This mod is a work in progress;

I have been working on this mod for quite a while, and I have gotten it into a state where I feel like I can release it in a beta stage. In testing the original esp for this mod in a playthrough, it worked nearly flawlessly, but there were many things I hadn't gotten around to testing. I recently split up the different replacements for each weapon mod into esls so that this mod can work modularly without having to use all of the weapon mods if you don't want to. I have not tested this new esl split very much but it seems to be/should work in the exact same manner, from preliminary tests.
However, there are still some known issues, but they are (in my opinion) minor, and I should be able to fix them soon;

  • There are still some vanilla items that spawn (like the Fatman in some vendors)
  • More things that will hopefully come to light as people use this mod. If you find and issue, let me know in the forum or bugs section.


My future ambitions:
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  • Find a mod that limits QMW to only let you attach attachments in your inventory (as opposed to just spawning them out of thin air, this would make the game much more immersive and cool)
  • Replace/change around a few of the weapons (like the MCX spear, for maybe the RU556), replace all melee weapons.
  • Tweak/balance all weapons, but especially energy weapons.
  • Add perk requirements/standardized crafting requirements for all weapons
  • Make an overall armor replacer to match this mod.
  • Get better screenshots to make the mod page sexy
  • Built in compatibility for True Damage (Basically just change all the "laser" weapons weapontype keywords from ballistic to laser weapon, this one should be done soon) Done, Check optional files

I hope you enjoy
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