Various changes to vanilla weapons and explosives to make them more interesting/useful while trying to remain true to vanilla style upgrades. Details in description.
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Changelogs
Version 1.11
Various tweaks and fixes for minor oversights.
Added armor piercing variants of ammo types. This includes previously neglected weapons such as the 10mm, 44, and Deliverer.
Adjusted crafting of ammo types so that they require different materials and should be easier to craft.
Changed automatic receivers to no longer remove damage, but they upgrade for less. Meaning their overall damage output with maximum upgrades should be the same or very slightly better. This mostly buffs the basic automatic receiver.
Buffed the submachine gun by 25% by removing the damage penalty from it's receivers.
All patches should be up to date.
Added a very minor patch for my Armor Overhaul, it only reorganizes naming in the weapons workbench.
Version 1.1
Removed the Cal. from the rechamber names so that it's shorter. I wanted it to be more descriptive, but this fits better with vanilla anyway.
Added Advanced Minigun receiver that also lowers weight. Also changed the Rapid Receiver to a lower weight variant.
Added AP cost to Minigun receivers and changed value slightly.
Raised AP cost for missile types.
Added a new Receiver to almost all heavy weapons that reduces weight. The Gatling Laser does not receive this change as it already has a bunch of buffs from the energy weapon overhaul portion of this mod.
Reduced damage bonus from better ammo types by 5%, increased damage of Handmade Rifle 5.56 by 5%. (Also increased Pipe Gun .22 by 5% for those that use the Munitions Patch)
Added Meshes for Heavy Weapons so that they may be properly highlighted in the weapon workbench. Some weapons already had the attach point set up so they were not necessary to include.
Weapons that have both Semi-Auto and Automatic Receivers are now separated within the receiver category similar to tracking missiles for the missile launcher. This means that you'll need to build the Automatic Receiver to unlock Automatic upgrades, or the Standard Receiver to unlock Semi-Auto upgrades. This is mainly to clean up the receivers section of weapons that have both, as I found it annoying perusing through all of them. Now everything is very straightforward.
Version 1.01
Removed Gatling Laser from weapons as nothing there was edited.
Fixed some modcols attached to weapons.
Added Weapon Stat Randomizer Support
This is a relatively lightweight weapon overhaul that skews close to vanilla to preserve the Fallout 4 feel. It adds ammo attachments, some buffs, and tweaks some base game weapons that were (in my opinion) uninspiring, uninteresting, or generally not damaging enough. Mostly I tried to add more variety, but there's a lot this mod does that's just personal preference on my part.
I'll probably add to and improve this as time goes on. If you have any ideas feel free to suggest them to me. Preferably Vanilla adjacent. Of course, I may or may not add them. We'll see.
Here are some of my mods that I've merged into this: Better Splitters and Simple Energy Weapon Overhaul - Adds Radiation damage to Beta/Gamma Receivers, changes splitters to be more accurate and damaging, fixes some bugs present in the base game. Go read the description of that mod if you'd like to know more. Vanilla Ammo Swap Tweaks - The changes made by this mod are overwritten by the new ammo type category. They do the same thing in different ways.
Alright, what does this do?
Miscellaneous Changes: - Halved Demolition Experts damage increase per level, up to a maximum of 50%. Explosives are already pretty strong and I added plenty of new ways to blow things up so a nerf seemed reasonable. - Tweaked the grenade previews slightly to look more consistent/better. - Unified grenades, mines, and traps from Far harbor under one category called "Explosives and Traps" (formerly Grenades) in the Chemistry station. - Cryo grenades can be retrieved after throwing as a scrap item. This replaces the sputtering cryo shell that usually spawns. (I thought it would be a fun change) - Moved various craftable ammo types to the Syringer category and renamed it to "Ammo" in the Chemistry station. - Changed aim models (to be more accurate) of Hunting Rifle and Gatling laser to differentiate them from the Bolt-Action Pipe and Minigun.
Explosives: - Molotov's no longer deal explosive damage, only damage over time. Overall, this is a nerf, but they slow enemies now just like the Flamer. (see Flamer entry below) - Frag grenades (and most if not all explosive weapons) have a chance to apply the bloody mess effect. Explosives tend to be very destructive, so this made sense to me. - Pulse grenades do extreme damage to robots, synths, and power armor. - Cryo grenades freeze everything in their blast radius. This includes you. Frozen enemies take more damage. The effect doesn't stack and there is a cooldown so you can't freeze enemies over and over again. - Plasma grenades are unchanged. - Standardized explosive force because the values seemed all over the place. - Changed "Nuka Grenade" to "Nuke Grenade" to match Nuke Mine. - Buffed Nuka Worlds Nuka Quantum Grenade to match it's Fatman counterpart, just like the base game Nuke Grenade and Fatman. - Renamed "Fragmentation Grenade Mirv" to "Cluster Grenade". - Various unique grenades that could only be found are now craftable.
Missile launcher: - Added various missile types based on vanilla grenades, along with two special ones you can unlock by doing certain quests. - The tracking ability is now attached to missile type instead of sight used. Tracking missiles are available for each type of missile and are unlocked by using the non tracking variant. This means you may now use the tracking computer model alongside scopes, which looks pretty cool! (Now the missile launcher loading screen is actually possible.) - Changed the scope's zoom to be the shortest variant instead of the longest, you're most likely not sniping with this thing. - Missile's are now 50% faster. - Missile launchers have a small chance to spawn with new ammo types as you level up (excluding the stronger and/or unique variants).
Broadsider: - Damage is now roughly half impact and half explosive to incentivize actually hitting your target. Overall damage is the same. - Added incendiary and high explosive ammo types. - Projectiles are 50% faster.
Minigun: - Added receiver upgrades based on Submachine Gun. - Added 5.56mm and 7.62mm ammo types. - Minigun's have a chance to spawn with new ammo types as you level up.
Flamer: - Bugfix: Removed projectiles and range changes from muzzles. Range is now entirely controlled by the barrel. This prevents the longer ranged projectile being overwritten by a shorter one when changing muzzles. No idea why the barrel and muzzle both had projectiles that could overwrite each other depending on which was built first. -Standard projectile is now the medium one rather than the short, so it has slightly better range. This effectively removes the short one, but it sucked anyway. - Tank no longer improves damage. Moved burn damage from the weapon to the tank attachment. Burn damage was improved. The Napalm tank further improves burn damage and duration. - Muzzles now offer damage as their primary benefit and have low level perks to unlock crafting. - While the target burns they move slightly slower. - Added correct muzzle flash to long projectile.
Fatman: - Added radiation damage to blast similar to, but more powerful than, the Nuke Grenade. - Added radiation hazard at place of the explosion, once again similar to the Nuke Grenade. Double-Barrel Shotgun: - Damage increased from 45 to 60. - Value increased from 30 to 40. - Slight accuracy bonus when crouching, same as Combat Shotgun. - Added basic new variants of double barrel that may spawn. Previously only short versions were set to spawn. The keywords were present in game to spawn other versions but were not implemented.
Shotguns: - Available to both the Combat Shotgun and Double-Barrel. - Access to specialized ammo types that add damage and/or change the projectile amount. Mostly slugs with different effects. - Shotgun's have a small chance to spawn with these new ammo types as you level up.
Handmade Rifle: - Added new aim model that's a blend of the combat rifle and assault rifle. It used the Assault Rifles before. - Added 5.56mm ammo type.
.44 Pistol: - Renamed to .44 Cal. Revolver to match names used by weapons with ammo types. - Changed aim model (to be more accurate) so that it's slightly more accurate than the Pipe Revolver.
Pipe Revolver: - Changed name from "Pipe Revolver pistol/rifle" to "Revolving Pipe pistol/rifle". - Added .38, .45, and .308 ammo types.
Pipe Bolt-action: - Changed name from "Pipe Bolt-action pistol/rifle" to "Bolt-action Pipe pistol/rifle". - Added .38, .308, and .50 ammo types.
General Ammo Type Notes: - Added ammo types are in a new attachment category. If the weapon has any ammo converting receiver's they are either removed or replaced with an Advanced one. - Most ballistic weapons (this includes weapons not listed above!) benefit from ammo types and will occasionally spawn with different ones pre-attached. Most weapons only have 3, a weaker version, a standard version, and an upgraded version. There are exceptions to this, such as the Minigun which has two stronger ammo types. - The 10mm and .44 Revolver do not benefit from new ammo types as these weapons are iconic and swapping their ammo would feel odd in my opinion. The Deliverer is also excluded. - Ammo type changes the name of the weapon in such a way that it will always be readily apparent which ammo it utilizes. - I tried to do a little research and figure out what would be realistic for some of these weapons to use as ammo. However, in order to keep things interesting I did stretch what is believable somewhat. It's a videogame after all.
Munitions Patch: - There is a Munitions patch in the downloads section that expands upon some of the ammo swaps as follows: - Combat Rifle/Hunting Rifle/Radium Rifle/Bolt-Action Pipe: Added .223 in place of .38. .30-06 in place of .50. Standard ammo type is now .308 for Combat and Radium Rifles. - Pipe Pistol: Added .22 and 9mm in addition to base game ammo swaps. I wanted pipe guns to feel like they were really homemade, meaning they use any ammo type that's readily available. - Pipe Revolver: Rechambered in .357 in place of .45. Adds 44-40. Same story as Pipe Pistol. - Injects ammo automatically so there's no need to do it yourself, it's plug and play.