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WhiskyTangoFox

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WhiskyTangoFawks

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About this mod

A weapons expansion patching framework for Lunar Fallout Overhaul

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This is an integration framework and Weapons Patch Pack for Lunar Fallout Overhaul, designed to expand the vanilla weapons options. Built on top of Lunar Fallout Overhaul, See Through Scopes, and Faction Distribution Framework, with the goal of expanding the possibilities for weapons in a Lunar based load order, and simplifying  the patching for these three mods.

One of the things that Lunar really gets right is the weapon balance, with the vanilla weapon set it makes sure each weapon has it's own unique niche. However, this means that if you want to add weapons, it's typically going to end up being redundant with something already in the game. This mod creates more niches by splitting Pre-war and Post-war weapons, further defining weapon classes, adding a few new ammo types, and integrating these into the base game. It's designed as a framework for adding a selection of lore-friendly weapons.

Features

Weapon Classes

Pistols (including automatics) and Revolvers
  •  10mm, 45, 44
  •  Energy Cells (6 shots)

Rifles and shotguns (manual action)
  • 308, 44-70, 50
  • 12 gauge shell
  • Microfusion Cells (8 shots)
  • Plasma Cartridges (5 shots)

Rifles and shotguns (Auto/semi-auto)
  • 223, 556, 762
  • 20 Gauge shell
  • Electron Charge Pack (20 shots)

Energy Weapons Overhaul
All energy weapons have been put into distinct classes, and are no longer infinitely configurable.
  • Vanilla Laser Gun is now a slow-firing rifle configuration only
  • Institute Laser is automatic only, and uses ECPs.
  • Plasma Guns are now only available in shotgun configurations
  • Energy Cells are used by Laser Pistols (requires adding the FNV Laser Pistol mod and it's patch)


Pre-War vs Post-War
Post war weapons (pipe guns, handmade weapons, etc) have a 20% damage penalty compared to a pre-war weapon that uses the same ammo type. This builds on top of Lunar's existing weapons balance.

New Ammo Types
New ammo types have been added, to create new niches, and allow further seperation of the weapon classes
  • 20 Gauge Shotgun shells - used by the Combat Shotgun, and other automatic shotguns
  • .223 - Used by the Combat rifle, replaces .45 usage in rifle weapons
  • Energy Cell (replaces Gamma Cell) used by Laser Pistols
  • Electron Charge Packs (replaces Cryo Cells), used by institute lasers

Injection Points
This includes a lot of levelled list changes, to facilitate the seemless addition of new weapons into the world. While it might seem old fashioned given everyone is using scripted injection these days, it allows me to not just add, but also replace and remove when making patches.

Installation
Download and install the requirements (yes, there are a lot of them, that's the whole point- this is an integration framework for making mods work together), then download and install this mod. Download and install any arsenal patches for weapons you want to add.

There are two types of patches available- Optional And Miscellanous. Patches in the optional download section are general distribution patches, designed to introduce a weapon into general distribution. Patches in the Miscellanous section, on the other hand, do not alter the parent mod's levelled list injection, becuase they're designed to be used with Unique Replacers. This isn't required, but it is the intended experience.

Compatibility
This is an integration framework, on it's own it makes some light changes to the levelled lists, but it's really designed to work with a selection of patched weapon mods. Adding additional unpatched weapons is possible, however they won't take advantage of the framework.

Check out my other Lunar Fallout Overhaul patches
Whisky's Lunar Fallout Arsenal
Whisky's Lunar Fallout Melee Boutique

Whisky's Lunar Fallout Gun Patch Emporoium
Whisky's Lunar Fallout Armor Bazaar
Whisky's Lunar Fallout Content Carnival

Less Loot - Assorted Locations and Quest Mod Patches - Doesn't require Lunar, but works great with it

How to Get In Touch
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