I've been thinking about making a mod for FO4 as I'm somewhat unhappy with the way weapons have been handled in the game, particularly in terms of abundance of customization options for Pipe weapons, plus some other minor details. For the most part it's a simple enough mod I can do myself, but I would like to gauge interest and get feedback on the idea. The basic principles of the mod can be seperated into two phases: Rebalancing existing guns, and adding/expanding Gun selection. The first phase will involve primarily reducing the amount of gun conversion possible, by removing the ability to swap between different calibers/ammo types, as well as the ability to interchange between bolt-action/revolver, semi-auto and automatic receivers. It will also include rejigging overall gun availability and balancing to something you'd expect more from a post-apocalypse society's capability, and also some other minor tweaks. These changes affect mostly Pipe weapons, and will involve creating several different non-interchangeable pipe weapons depending on caliber and receiver type, with more advanced receivers (semi-auto and full-auto) being much more rare compared to more basic types (bolt-action and revolver). The second phase will involve adding completely new weapons, based mainly on the Fallout universe, and filling some niches I feel are somewhat lacking in vanilla Fallout. Phase One - Rebalance A more detailed "changelog" for the first phase would be as follows (for our purposes the term 'pistol' will refer to semi-auto, magazine-fed pistols, differentiated from 'revolver'): - Remove ability of all weapons to swap between different caliber/ammo types; - Remove ability of most weapons to swap between single-shot, semi-auto and full-auto receiver types (exceptions being the Combat Rifle and possibly Assault Shotgun); - Remove the ability/distinction of Rifles using Pistol ammo and vice versa; - Add the following Pipe Pistol weapons to replace the current, single 'Pipe Pistol': .38 Pipe Revolver.38 Pipe Pistol10mm Pipe Revolver10mm Pipe Pistol.44 Pipe Revolver.44 Pipe Pistol.45 Pipe Revolver.45 Pile Pistol- Add the following Pipe Rifle weapons to replace the current, single 'Pipe Rifle': 5.56mm Bolt-Action Pipe Rifle (aka .22 Varmint Rifle)5.56mm Semi-Auto Pipe Rifle5.56mm Auto Pipe Rifle.308 Bolt-Action Pipe Rifle.308 Semi-Auto Pipe Rifle.50 Bolt-Action Pipe Rifle- Change Combat Rifle to use .308 Ammo by default and increase spawnrates/reduce cost of .308 ammo; - Remove semi-auto receivers from Assault Rifle to make it full-auto only; Phase Two - Additions Phase Two is much more ambitious undertaking and involves adding entirely new weapons, with new models and textures, to fill in some gaps and add more variety. Most, but not all, of these weapon ideas come from the Fallout universe, particularly Fallout New Vegas. These include: - Possibly adding a "Musket"-type, bottom-level tier for Pipe Rifles to populate extreme low tiers of levelled spawn lists. They would be single shot weapons that need to be reloaded after every shot. Realistically these should be the most common type of weapon in a world like Fallout, but I'm not sure how much this actually "adds" to the overall gaming experience. - 40mm Grenade Launchers in the form of a basic single-shot Pipe version as well as Pump-Action(a la FNV)/Revolver-style semi-auto version. These would fill a niche for medium-weight explosive weapons to bridge the gap between thrown grenades and the Missile Launcher. - The following weapons from FO1/FO2/FNV: .38 Police/Magnum Revolver.44 'Desert Eagle'-style Pistol.45 'Colt'-style Pistol.50 Anti-Material Rifle*14mm/.50 Pistol**10mm SMG***.45 Greasegun****Gauss Pistol*The .50 Cal Anti-Material Rifle will replace .50 conversions of the Hunting Rifle, which will no longer be possible. **In Fallout and Fallout 2, the SIG-Sauer was a popular pre-war 14mm pistol. For FNV they changed it to .50 as I guess they didn't want to have a whole ammo type for just one gun. I don't really want to do this either. ***The 10mm SMG will basically replace full-auto conversions of the 10mm Pistol. ****The .45 Greasegun will basically be identical in performance to the current Tommygun, but offer an aesthetic alternative. Phase 3 - The Future! And other potential ideas. All that said, there are some other ideas or alternatives to the above I'm considering. I'm thinking if I wanted to go "crazy realistic" then I could drastically "nerf" Pipe weapons by having only revolver and bolt-action receivers available for them. These are, afterall, much more primitive and easily manufactured. Modern semi-auto receivers and their spring-loaded magazines able to efficiently load cartridges into chambers at a rapid pace required quite advanced machining, something that drugged-out Raiders probably wouldn't be able to build. So it would be plausible to remove all semi-auto Pipe Rifles and Pistols, and have single-shot bolt-action and revolver weapons heavily dominate early levels of the game, with only the pre-war weapons being advanced enough for semi-auto and full-auto function. Levelled spawn lists would be changed to reflect this, with non-pipe weapons being much more rare. And as mentioned above, Musket-style Pipe weapons could be the very bottom level of this system. They would load only one bullet at a time and thus have the lowest sustained damage output of all weapons. Other ideas concern adding new ammo types into the world, such as 9mm, which would add some new options for Beretta and Luger-style pistols and H&K-style SMGs. One last idea I had was to remove the damage nerfs for full-auto weapons, and instead have full-auto receivers have much greater recoil/less accuracy. I get why Bethesda decided to do it their way, but I'd prefer full-auto weapons do the same damage as single-shot counterparts, and use recoil and accuracy as the main balancing factor instead. This probably wouldn't apply to energy weapons as they operate in a completely different way. So, thoughts? I mean, the first part is pretty easy to do, and involves only configuring GECK assets and attributes. The second part, involving new art assets and importing them into the game, are things I can probably do as I have 3d modelling and texturing experience (but the last time I tried to do such a thing was for Oblivion). There are also some details I need to iron out, like how far I should go in rebalancing Pipe weapons (ie whether or not semi and full-auto should be available), and whether I want to try and tackle a full-on weapon behavioural rebalance (full-auto damage amounts). So any feedback is appreciated.