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[WIP] Weapon Addition and Replacement Suite (WARS)


antistar

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Weapon Addition and Replacement Suite (WARS)

 

Downloads

- WARS - Weapon Addition and Replacement Suite
- PEACE - Project Extend And Change Everything
- War and Peace - WARS-PEACE Compatibility Patch
- The War Room - WARS Compatibility Patches
- Peace In Our Time - PEACE Compatibility Patches

 

M1911 - WARS Standalone Weapon (M1911-WSW)
Download: M1911-WSW

Thompson SMG Replacer (TSR)
Download: Thompson SMG Replacer

TSR features the Thompson SMG as a replacer for the vanilla SMG, split off into a standalone mod. Similarly, M1911-WSW splits the M1911 pistol off into a standalone mod, but as a new weapon.

 

 

 

Note: Everything below this point in the post - and everything in the second post - is considered outdated legacy information now. Refer to the Nexus pages above for up-to-date info.

 

 

 

The world you knew has gone mad. Not the guns, though; they're just as you remember them.

Well... it would be nice to say that, but Fallout 4 features firearms that are mostly made-up; not based on real-world weapons. "Fantasy Firearms", I call them. I generally like the way they look aesthetically... but they don't make much sense as actual firearms. Many are comically over-sized. Some have lots of excess junk on them that doesn't do anything, while others lack the detail required to convince as weapons rather than toys. In short, I prefer the approach Obsidian took to firearms in Fallout New Vegas: they're mostly based on real-world weapons.

Weapon Addition and Replacement Suite (WARS) adds a range of new real-world weapons to Fallout 4. Some of them replace those vanilla fantasy firearms, while others are purely new additions and meant to complement the somewhat sparse arsenal of firearms in the base game. Not all vanilla firearms are replaced. Only some of the "Guns" - no Energy weapons are replaced.

However the lacklustre firearms are just the most obvious, most visible face on a deeper issue in Fallout 4. Its combat mechanics overall are somewhat simplistic; more "arcade-shooter video-game" than "immersive sim". It seems like Borderlands was a strong influence on combat design in Fallout 4 - and I like Borderlands too! However I prefer STALKER... and Fallout New Vegas.

So while WARS starts by replacing existing weapons and adding new ones, it doesn't end there. It also overhauls weapon behaviour and combat mechanics generally, aiming to create a more interesting, believable, consistent and immersive combat and survival experience in Fallout 4. See the Mod Features section below for more details on exactly what WARS does.

Just to be up-front, however; WARS is an overhaul, and I don't use that term lightly. It's designed to make far-reaching changes to weapons and combat in FO4. Existing mods that add new weapons will usually require a compatibility patch to play nicely with WARS.


Note that WARS has a sister mod in Project Extend And Change Everything (PEACE). WAR(S) and PEACE, you see? Where WARS is an overhaul targeting Fallout 4's weaponry and combat mechanics, PEACE is an overhaul targeting everything else that I think needed attention. The two mods can be used separately, but they are designed to be used together.


WARS is built on the hard work of a number of people (i.e. it uses several modder's resources), but with additional work on these assets to hopefully maintain a high level of quality and consistency across the mod. I'm also incorporating my own from-scratch assets into WARS as needed. Additionally, Hitman47101 is kindly contributing animations for the weapons in this mod, which I'm pretty excited about.

Here's the all-important list of weapons I'm aiming to include in WARS:


Rough Weapon List
(More detail in second post)

Replaced Weapons

10mm Pistol -> Glock 20 (Plus Glock 17, Glock 18, Glock 21, etc via conversion options.)
Assault Rifle -> AR-15 (Highly modular.)
Combat Rifle -> Mini-14 (Changing it from .45 ACP to 5.56x45mm.)
Combat Shotgun -> USAS-12


Altered Weapons

Deliverer -> Unique Walther PPK, with common counterpart added and found in the Commonwealth. (Changed to .32 ACP and .380 ACP.)
Handmade Rifle -> AKM (Mesh edits to flip the bolt to the correct side.)
Hunting Rifle -> Remington 700 (Mesh edits to flip the bolt to the correct side, remove .50 BMG option because it's ridiculous.)
Minigun -> Tentatively considering changing its fictional 5mm round to a low-power "bulk" .308 round.
Radium Rifle -> Volkssturmgewehr (Mesh edits to separate the sci-fi junk out to weapon mods. Changed from .45 ACP to 7.92x33mm Kurz and possibly 7.62x39mm.)
SMG -> Thompson Submachine Gun (new assets to make it more accurate to the real-world version/s, stick mags, vertical fore-grip.)


New Weapons (confirmed)

Barrett M107 (Since I'll be removing the .50 BMG mods for the Hunting Rifle and likely the Pipe Rifle, dedicated anti-materiel alternatives are needed.)
China Lake Grenade Launcher
M1911
M79 Grenade Launcher
Makeshift Anti-Materiel Rifle
Mossberg 590
SA80/L85
Skorpion vz. 61


New Weapons (unconfirmed)

.223 Pistol (Tentative... but with the Fallout history and the Blade Runner references in FO4... basically I'm very surprised Bethsoft didn't include this gun themselves. Sorry; "That Gun".)
Beretta M9
Colt Police (Or similar; think the "Police Pistol" in Dead Money.)
FN FAL
MAC-10


Possible Weapons
(Mainly a wish-list. Very subject to change.)

AK-74 (Modular - a generalised 5.45x39mm AK.)
AKM (Modular - a generalised 7.62x39mm AK.)
Browning Automatic Rifle
CETME/G3, HK21, HK33, MP5 (Since they're all very similar.)
M14
M60
Mosin Nagant
SKS
Sten Gun (Replacing the semi/auto Pipe Guns.)
SVD
SVT-40

Later note: At this stage, most of the unconfirmed and possible weapons there are most likely to be covered in the form of compatibility patches for existing weapon mods, rather than inclusions in WARS itself.




Screenshots and Videos

Screenshots

- Glock 01
- Glock 02
- Glock 03
- Glock 04
- Glock 05
- Glock 06
- Glock 07
- Glock 08
- Glock 09
- Glock 10
- Glock 11
- Glock 12
- Glock 13
- Glock 14
- Glock 15
- Glock 16

- Reflex 01
- Reflex 02

- Glock Stock 01
- Flared Magwell 01
- Compensator 01

- AR-15 01
- AR-15 02
- AR-15 03
- AR-15 04
- AR-15 05
- AR-15 06
- AR-15 07
- AR-15 08
- AR-15 09
- AR-15 10
- AR-15 11
- AR-15 12
- AR-15 13
- AR-15 14
- AR-15 15
- AR-15 16
- AR-15 17
- AR-15 18
- AR-15 19
- AR-15 20
- AR-15 21
- AR-15 22
- AR-15 23
- AR-15 24
- AR-15 25
- AR-15 26
- AR-15 27
- AR-15 28
- AR-15 29
- AR-15 30
- AR-15 31
- AR-15 32
- AR-15 33
- AR-15 34
- AR-15 35
- AR-15 36
- AR-15 37
- AR-15 38
- AR-15 39
- AR-15 40
- AR-15 41
- AR-15 42

- Barrett M107 01
- Barrett M107 02
- Barrett M107 03
- Barrett M107 04
- Barrett M107 05
- Barrett M107 06
- Barrett M107 07
- Barrett M107 08
- Barrett M107 09
- Barrett M107 10

- China Lake 01
- China Lake 02
- China Lake 03

- Junk Blade 01
- Junk Blade 02
- Junk Blade 03
- Junk Blade 04
- Junk Blade 05

- M1911 01
- M1911 02
- M1911 03
- M1911 04
- M1911 05
- M1911 06
- M1911 07
- M1911 08
- M1911 09
- M1911 10
- M1911 11
- M1911 12
- M1911 13
- M1911 14
- M1911 15
- M1911 16
- M1911 17
- M1911 18
- M1911 19
- M1911 20

- M79 Grenade Launcher 01
- M79 Grenade Launcher 02
- M79 Grenade Launcher 03
- M79 Grenade Launcher 04
- M79 Grenade Launcher 05

- Makeshift AMR 01
- Makeshift AMR 02
- Makeshift AMR 03
- Makeshift AMR 04
- Makeshift AMR 05

- Mini-14 01
- Mini-14 02
- Mini-14 03
- Mini-14 04
- Mini-14 05
- Mini-14 06
- Mini-14 07
- Mini-14 08
- Mini-14 09
- Mini-14 10
- Mini-14 11
- Mini-14 12
- Mini-14 13
- Mini-14 14
- Mini-14 15

- Minigun 01
- Minigun 02
- Minigun 03

- Mossberg 590 01
- Mossberg 590 02
- Mossberg 590 03
- Mossberg 590 04
- Mossberg 590 05
- Mossberg 590 06
- Mossberg 590 07
- Mossberg 590 08
- Mossberg 590 09
- Mossberg 590 10
- Mossberg 590 11
- Mossberg 590 12
- Mossberg 590 13
- Mossberg 590 14
- Mossberg 590 15
- Mossberg 590 16
- Mossberg 590 17

- S&W M29 01
- S&W M29 02
- S&W M29 03

- SA80 01
- SA80 02
- SA80 03
- SA80 04
- SA80 05
- SA80 06
- SA80 07
- SA80 08
- SA80 09
- SA80 10
- SA80 11
- SA80 12
- SA80 13
- SA80 14
- SA80 15
- SA80 16
- SA80 17
- SA80 18
- SA80 19
- SA80 20

- Skorpion vz. 61 01
- Skorpion vz. 61 02
- Skorpion vz. 61 03
- Skorpion vz. 61 04
- Skorpion vz. 61 05
- Skorpion vz. 61 06
- Skorpion vz. 61 07
- Skorpion vz. 61 08

- Thompson SMG 01
- Thompson SMG 02
- Thompson SMG 03
- Thompson SMG 04
- Thompson SMG 05
- Thompson SMG 06
- Thompson SMG 07
- Thompson SMG 08
- Thompson SMG 09
- Thompson SMG 10
- Thompson SMG 11
- Thompson SMG 12
- Thompson SMG 13

- USAS-12 01
- USAS-12 02
- USAS-12 03
- USAS-12 04
- USAS-12 05
- USAS-12 06
- USAS-12 07
- USAS-12 08
- USAS-12 09
- USAS-12 10
- USAS-12 11
- USAS-12 12
- USAS-12 13
- USAS-12 14
- USAS-12 15
- USAS-12 16
- USAS-12 17
- USAS-12 18
- USAS-12 19
- USAS-12 20

- AN PVS-4 01
- AN PVS-4 02

- AccuPoint Scope 01

- Beta C-Mag 01
- Beta C-Mag 02
- Beta C-Mag 03

- M7 Bayonet 01
- M7 Bayonet 02
- L3A1 Bayonet 01
- Nydar Gun Sight 01

- Volkssturmgewehr 01
- Volkssturmgewehr 02
- Volkssturmgewehr 03

- Manufacturing 01

- 12 Gauge 01
- 12 Gauge 02
- 12 Gauge 03

- 40x46mm Grenades 01
- 40x46mm Grenades 02
- 40x46mm Grenades 03
- 9x19mm 01
- .380 ACP and 7.92x33mm Kurz

- Bulk Ammo 01
- Bulk Ammo 02
- Bulk Ammo 03

- Cannonballs 01

- Loadscreen 01
- Physical Mags System 01


Videos

- 12 Gauge ammo type testing
- AR-15 ammo type testing
- AR-15 M203 under-barrel grenade launcher
- Barrett M107 animations
- Bullet Counted Reload System support 01
- Bullet Counted Reload System Support 02
- Cannonball ammo type testing
- Hitman47101's YouTube channel has a selection of videos showing his animations for WARS.
- M1911 animations
- M79 Grenade Launcher animations
- Physical Mags System
- SA80 L123A2 UGL animations
- Skorpion vz. 61 animations 01
- Skorpion vz. 61 animations 02
- Thompson SMG animations

 

Edited by antistar
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FAQ

 

 

Q) When will the mod be released?

A) I don't know yet. It's too difficult to predict how long the various bits of remaining work will take to complete. You can follow my progress in this WIP thread, however. (Incidentally - and at the risk of stating the obvious - mod authors hate being asked this question.)

 

Q) Could you release an alternate version of WARS that doesn't replace any vanilla weapons, or make any changes to vanilla stats or mechanics?

A) No, sorry. WARS is an overhaul, and "replacement" is right there in the mod's name, after all. Something like this would run contrary to what the mod's all about. Please see the Commentary section below for more info on this.

 

Q) What about alternate versions generally?

A) Not if I can possibly avoid it. "Hell is alternate versions" is something I've been known to say. It's rarely just a one-off bit of extra work. It multiplies your workload going forward into later updates; suddenly you're doing the same work over and over again for the sake of alternate versions that you don't like and don't use yourself. It's a good way to slow progress and damage the quality of a mod overall.

 

Q) Will this mod be released on XB1?

A) I had planned to release WARS on XB1, but that's looking unlikely at this point, unfortunately. AmmoTweaks is a requirement for WARS, and AmmoTweaks itself cannot be made available on XB1 as it requires MCM and F4SE. In addition, WARS will be a fairly large mod - hundreds of MB, maybe even over a GB - and with the shockingly restrictive 2GB limit that XB1 users are saddled with, the full mod will likely be impractical for many XB1 users. It's possible that WARS could be altered into a lite version that doesn't require AmmoTweaks, and could also be divided up into modular parts (e.g. one weapon per download), but those would be alternate versions, and I don't have time for that myself, like I said above. Maybe someone else would, though. The permissions should be there for that to happen.

 

 

 

The Weapons

 

 

WARS adds a range of new weapons to FO4. Some replace existing weapons, and some are purely new additions. The mod also alters all remaining vanilla weapons - rebalancing them and changing how they behave - for consistency across the mod/game. More detail on those general changes can be found below in the Mod Features section.

 

This section focuses on the weapons; describing the new ones (including their weapon mods) and covering any significant changes to existing ones.

 

Also listed here are the ammo types available to each weapon; multiple types per weapon typically indicating that that weapon can be converted/rechambered to use different ammo types.

 

Some weapon mods can only be attached to weapon parts that support them - for example, under-barrel weapon attachments can typically only be attached to barrels that are physically long enough to support them. These barrels are said to have Under-Barrel "attach points" - in the same way that most barrels have Muzzle "attach points". Each relevant weapon entry below lists any attach points particular to certain weapon parts in brackets after their name. The common ones are listed as acronyms:

 

BAY - Bayonet

FG - Fore-Grip

LAM - Laser Aiming Module (Laser Sight)

TL - Tactical Light

UB - Under-Barrel

 

(Note that muzzle attachments are not covered here, as for any weapon that has muzzle devices, *all* its barrel options have muzzle attach points.)

 

 

***Replacer Weapons***

(New weapons that outright replace vanilla weapons.)

 

 

AR-15

(Replaces the Assault Rifle)

 

It was somewhat infamously revealed in the Fallout 4 Art Book that the vanilla "Assault Rifle" was originally intended to be the "Machine Gun" - and more than anything it does resemble huge, water-cooled World-War-1-era machine guns. (Weapons that were notably designed to be mounted on vehicles/tripods.) The Fallout 4 Art Book mentioned that they "mainly wanted something beefy that would look right in the power armor's oversized hands". Unfortunately this obviously means that it *doesn't* look right - or at all practical - when used by anyone *not* in power armour. Its visual design is inappropriate to its gameplay role (in my opinion), so a replacement was needed.

 

There was really no contest; an American assault rifle? It had to be the iconic and ubiquitous AR-15 platform. (Which incorporates the well-known M16 and M4 variants.) This change to an AR-15 also allowed for a very modular setup when it comes to weapon mods - including entirely new features like the M203 under-barrel grenade launcher, which can be switched to via a hotkey.

 

- Ammo Types

--- 5.56x45mm

--- 40x46mm Grenades (via under-barrel grenade launcher)

- Receivers

--- Awful, Poor, Average, Good, Perfect

- Barrels

--- CQB Barrel

--- CQB RIS Barrel (FG, LAM, TL)

--- Carbine Barrel (BAY)

--- Carbine RIS Barrel (BAY, FG, LAM, TL)

--- Carbine Barrel + M203

--- Carbine RIS Barrel + M203 (LAM, TL)

--- A1 Barrel (BAY)

--- A2 Barrel (BAY)

--- A4 Barrel (BAY, FG, LAM, TL)

--- A2 Barrel + M203

--- A4 Barrel + M203 (LAM, TL)

- Stocks

--- Buffer Tube (No Stock)

--- M4 CQB Stock

--- M4 Stock

--- A2 Stock

- Magazines

--- 20 Rd USGI Magazine

--- 20 Rd USGI Mag + Mag Pull Sleeve

--- 20 Rd USGI Mag + Mag Pull Floor Plate

--- 30 Rd USGI Magazine

--- 30 Rd USGI Mag + Mag Pull Sleeve

--- 30 Rd USGI Mag + Mag Pull Floor Plate

--- 30 Rd EMAG Magazine

--- 30 Rd EMAG + Mag Pull Sleeve

--- 30 Rd EMAG + Mag Pull Floor Plate

--- 60 Rd MAG5-60 Magazine

--- 100 Rd C-MAG Magazine

- Sights/Scopes

--- Carry Handle Sights

--- Flip-up Sights

--- Heads Up Reflex Sight

--- Railway Reflex Sight

--- M552 Holographic Sight

--- C79 Scope (3.4x)

--- AccuPoint Scope (9x)

--- PVS-4 Starlight Scope (3.6x)

--- PVS-4 Recon Scope (3.6x)

- Muzzles

--- Bare Muzzle

--- Flash Hider

--- Micro Compensator

--- Three Port Muzzle Brake

--- NT4 Suppressor

- Trigger Groups (Fire-mode availability)

--- Semi-Auto Trigger Group

--- Select Fire (Semi, Burst) Trigger Group

--- Select Fire (Semi, Auto) Trigger Group

- Bayonets

--- M2 Bayonet

--- M7 Bayonet

- Fore-grips (Reduce recoil, increase aim speed)

--- Vertical Foregrip

--- Grip Pod

- Laser Sights (Visible laser dot, increase hip-fire accuracy.)

--- DBAL-A2 Laser Sight

- Tactical Lights

--- G2 Tactical Light

 

 

 

Glock

(Replaces the 10mm Pistol)

 

The 10mm Pistol is possibly the epitome of comically over-sized weapons in vanilla FO4. (I expect this was a factor in Bethsoft's weapon designs due to the giant robot-hands given to power armour, as mentioned above.) The weapon is also covered in apparently purely decorative greebles, perhaps in an attempt to mask its over-sized nature.

 

I chose the Glock to replace the 10mm Pistol as the Glock 20 is a real-world 10mm pistol. Plus, the 10mm Pistol is treated as kind of the "default handgun" in the game, and Glocks are extremely common in (real-world) America, nicely fitting into that role. In addition, Glocks are (rarely) available as machine pistols in the form of the Glock 18 (plus less official modifications to other models), as a nice equivalent to the 10mm Pistol's automatic variants.

 

- Ammo Types

--- 9x19mm

--- .45 ACP

--- 10mm Auto

- Receivers

--- Awful, Poor, Average, Good, Perfect

- Barrels

--- Standard Barrel

--- Long Barrel

--- Standard Ported Barrel

--- Long Ported Barrel

- Grips

--- Standard Grip

--- Flared Magwell (Faster reload speed)

--- GLR-440 Tactical Stock

- Magazines

--- Standard Magazine

--- Extended Magazine

- Sights

--- Iron Sights

--- Glow Sights

--- Reflex Sight (Dot)

--- Reflex Sight (Circle)

- Muzzles

--- Bare Muzzle

--- Three Port Compensator

--- Osprey Suppressor

- Trigger Groups (Fire-mode availability)

--- Semi-Auto Trigger Group

--- Select Fire (Semi, Auto) Trigger Group

- Under-Barrel (Always available)

--- X2 Tactical Light

--- UB Laser Sight

--- X2 Tactical Light + Laser Sight

 

 

 

Mini-14

(Replaces the Combat Rifle)

 

The Combat Rifle is an indistinct mash-up, looking sort of - but not really - like parts of several different real-world guns. And despite being called a rifle, by default it uses .45 ACP - a pistol cartridge - though you can somehow transform it to use .308; a (much larger) rifle cartridge, without changing its appearance in the process. Overall it's akin to - when making a racing game - adding a generic, nondescript motorbike, naming it "motor car", and letting you swap out its motorbike tyres for truck tyres if you like.

 

When faced with such a weird chimera of a gun, it was hard to know exactly what to replace it with. I went with the Mini-14 because it has a similar wood-and-steel aesthetic to the vanilla Combat Rifle, it fits the American setting quite well, it's actually a rifle - perhaps even a "combat rifle" - and it would be another weapon using the 5.56x45mm cartridge; surprisingly under-utilised in FO4.

 

(Note that it can also be chambered in 7.62x39mm, as the Mini-30.)

 

- Ammo Types

--- 5.56x45mm

--- 7.62x39mm

- Receivers

--- Awful, Poor, Average, Good, Perfect

- Barrels

--- Short Barrel

--- Standard Barrel (UB)

- Stocks

--- Wood Stock (Sawn-off)

--- Wood Stock

--- Factory Folding Stock (Detached)

--- Factory Folding Stock

--- Polymer Folding Stock (Detached)

--- Polymer Folding Stock

- Magazines

--- 20 Rd Magazine

--- 20 Rd Mag + Mag Pull Sleeve

--- 20 Rd Mag + Mag Pull Floor Plate

--- 30 Rd Magazine

--- 30 Rd Mag + Mag Pull Sleeve

--- 30 Rd Mag + Mag Pull Floor Plate

--- 30 Rd EMAG Magazine

--- 30 Rd EMAG + Mag Pull Sleeve

--- 30 Rd EMAG + Mag Pull Floor Plate

--- 60 Rd MAG5-60 Magazine

--- 100 Rd C-MAG Magazine

- Sights/Scopes

--- Iron Sights

--- Glow Sights

--- Heads Up Reflex Sight

--- Railway Reflex Sight

--- M552 Holographic Sight

--- C79 Scope (3.4x)

--- 223 Scope (9x)

--- PVS-4 Starlight Scope (3.6x)

--- PVS-4 Recon Scope (3.6x)

- Muzzles

--- Bare Muzzle

--- Flash Hider

--- Micro Compensator

--- Three Port Muzzle Brake

--- NT4 Suppressor

- Trigger Groups (Fire-mode availability)

--- Semi-Auto Trigger Group

--- Select Fire (Semi, Burst, Auto) Trigger Group

- Under-Barrel

--- M2 Bayonet

--- M7 Bayonet

--- G2 Tactical Light

--- LPC Laser Sight

 

 

 

USAS-12

(Replaces the Combat Shotgun)

 

The Combat Shotgun's model is almost identical to the Combat Rifle, which is pretty damning all on its own. So now it's like a generic, nondescript motorbike named "motor car" that uses drag-racing tyres or something, I don't know.

 

Magazine-fed, semi/auto combat shotguns aren't particularly common, so as with the Combat Rifle, what to replace the Combat Shotgun with wasn't immediately obvious. The USAS-12 *is* a magazine-fed, semi/auto combat shotgun, and beat out the Saiga-12 for inclusion in WARS as the Saiga-12 closely resembles the (Russian) AK platform, while the USAS-12 somewhat resembles the (American) AR-15 platform. That made it a better fit for Fallout's very American setting, I thought.

 

The AA-12 was another consideration, but I included an AA-12 in optional add-ons for both Weapon Mod Kits (WMK, for FO3) and Weapon Mods Expanded (WMX, for FNV), so I felt like a change this time. Plus, the USAS-12 was easier to create multiple weapon mods for.

 

- Ammo Types

--- 12 Gauge

- Receivers

--- Awful, Poor, Average, Good, Perfect

- Barrels

--- Short Barrel

--- Standard Barrel (UB)

- Stocks

--- Buffer Tube (No Stock)

--- M4 CQB Stock

--- M4 Stock

--- Full Stock

- Magazines

--- 6 Rd Box Magazine

--- 10 Rd Box Magazine

--- 20 Rd Drum Magazine

- Sights/Scopes

--- Iron Sights

--- Glow Sights

--- Heads Up Reflex Sight

--- Railway Reflex Sight

--- M552 Holographic Sight

--- C79 Scope (3.4x)

--- AccuPoint Scope (9x)

--- PVS-4 Starlight Scope (3.6x)

--- PVS-4 Recon Scope (3.6x)

- Muzzles

--- Bare Muzzle

--- Micro Compensator

--- Three Port Muzzle Brake

--- Salvo 12 Suppressor

- Trigger Groups (Fire-mode availability)

--- Semi-Auto Trigger Group

--- Select Fire (Semi, Auto) Trigger Group

- Under-Barrel

--- M2 Bayonet

--- M7 Bayonet

--- G2 Tactical Light

--- LPC Laser Sight

 

 

 

***New Additions***

 

Bayonets

 

L3A1, M2 and M7 bayonets can be found as individual melee weapons. They can be attached to various firearms as bayonet weapon attachments, acting as the components to "craft" those attachments.

 

They have similar stats to the M2 Combat Knife, but cannot be modified, since those modifications would be lost if they were attached to a firearm. (Technical limitations.) Unfortunately this also means that the current condition (i.e. "COND" or Wear) of a bayonet won't be preserved when it's attached to a firearm. It will have a random condition once detached.

 

 

 

China Lake Grenade Launcher

 

Missile Launchers (and their ammo) are big and heavy, so 40mm grenade launchers offer a lighter - albeit less powerful - alternative.

 

The China Lake is a pump-action 40mm grenade launcher, able to hold up to four rounds at a time. Only a very small number were ever made (in the real world), but it appears in Fallout New Vegas. Here - as in FNV - it acts as a natural progression from the M79 Grenade Launcher.

 

Thanks to the Bullet Counted Reload System (see the Requirements section, above), WARS features correct "round by round" reloads for the China Lake.

 

- Ammo Types

--- 40x46mm Grenades

- Receivers

--- Awful, Poor, Average, Good, Perfect

- Stocks

--- Sawn-off Stock

--- Full Stock

- Sights/Scopes

--- Iron Sights

--- Reflex Sight

 

 

 

Junk Blade

 

Junk Blades are painstakingly forged in post-war workshops from whatever scrap-steel of reasonable quality can be found, to somewhat resemble the single-edged swords of the far East. ("Junk" referring more to what they're made from, rather than how they look.)

 

With no guard and plain wood grips, these are simple, Wasteland approximations of Tantos, Katanas and Nodachis, depending on the blade length. The grips come in one or two-handed lengths, determining the Attack Modes available to the user. (See the Melee Changes section for more info on Attack Modes.)

 

Once I noticed that Fallout 4 had both one- and two-handed blunt and axe weapons - but only one-handed blade weapons - I added the Junk Blade to fill the gap where a two-handed blade weapon should be.

 

- Grips

--- One-Handed

--- Two-Handed

- Melee Mods

--- Short Blade

--- Medium Blade

--- Long Blade

 

 

 

M107 Anti-Materiel Rifle

 

In the base game you can re-chamber the Hunting Rifle and Bolt-Action Pipe Gun from .308 to .50 BMG without changing their appearance, which is pretty ridiculous. To continue the tyre analogy used above, that's like trying to swap your average hatchback's tyres for monster-truck tyres. WARS removes those re-chamber options for those weapons, so dedicated anti-materiel rifles were needed in their place; something to use the .50 BMG ammo type.

 

The Barrett M82 (or M107 to use its US Military designation) is a semi-automatic .50 BMG anti-materiel rifle. Despite its "Light Fifty" nickname, it is very heavy; really you're not intended to be running around with one and shooting it while standing. You're unlikely to find a more powerful conventional firearm in the Commonwealth Wasteland, however.

 

Don't get hit. If you're in power armour, don't get hit *again*.

 

- Ammo Types

--- .50 BMG

- Receivers

--- Awful, Poor, Average, Good, Perfect

- Barrels

--- Short Barrel

--- Standard Barrel

- Sights/Scopes

--- Iron Sights

--- Heads Up Reflex Sight

--- Railway Reflex Sight

--- M552 Holographic Sight

--- C79 Scope (3.4x)

--- Mk 4 Scope (14x)

--- PVS-4 Starlight Scope (3.6x)

--- PVS-4 Recon Scope (3.6x)

- Magazines

--- 10 Rd Magazine

- Muzzles

--- Bare Muzzle

--- M82 Muzzle Brake

--- M107A1 Muzzle Brake

--- QDL Suppressor

- Under-Barrel (Always available)

--- G2 Tactical Light

--- DBAL-A2 Laser Sight

 

 

M1911 Pistol

 

Possibly the most recognisable pistol in the world, the venerable M1911 was the United States Armed Forces' service pistol from 1911 to 1986, and appeared in both Fallout New Vegas: Honest Hearts and Fallout Tactics.

 

In WARS, the weapon is based on the M1911 rather than the M1911A1, and in its basic configuration acts as a slightly less accurate but more powerful alternative to the Glock 17.

 

Modification options allow for some distinctive configurations, including for example a stainless steel longslide with gigantic 1980s laser sight, as in The Terminator - or a full-auto machine pistol with Tommy Gun vertical foregrip and Cutts compensator, like the custom M1911s used by gangsters such as Baby Face Nelson and John Dillinger. Add a suppressor to a stainless variant and you have something akin to Agent 47's signature Hardballers/Silverballers from the Hitman games.

 

Also available are "bayonet" options - in other words off-hand combat knives with appropriate animations - referencing Naked Snake's preferred "pistol plus knife" setup in Metal Gear Solid 3.

 

Note that the "glow sights" are bundled into barrel options (as opposed to being on the Sights/Scopes slot as you might expect) due to some technical limitations associated with how the barrels had to be set up to allow for slides of different lengths. On the plus side this does allow for some more flexibility via mixing and matching iron-sights/glow-sights with the various options on the Sights/Scopes slot. This may be more useful than it sounds since the flashlight and laser sight options that lack backup iron-sights will use whichever sights are on the slide.

 

- Ammo Types

--- 9x19mm

--- .45 ACP

--- 10mm Auto

- Receivers

--- Awful, Poor, Average, Good, Perfect

- Barrels

--- Short Barrel

--- Short Barrel + Glow Sights

--- Standard Barrel

--- Standard Barrel + Glow Sights

--- Long Barrel

--- Long Barrel + Glow Sights

- Stocks

--- No Stock

--- Skeleton Stock

- Magazines

--- 7 Rd Magazine

--- 10 Rd Magazine

--- 25 Rd Magazine

- Sights/Scopes

--- Iron Sights

--- Vintage Flashlight

--- Vintage Flashlight + BUI

--- LPC Laser Sight

--- LPC Laser Sight + BUI

--- Reflex Sight (Dot)

--- Reflex Sight (Circle)

- Muzzles

--- Bare Muzzle

--- Cutts Compensator

--- Muzzle Brake

--- Can Suppressor

--- Osprey Suppressor

- Trigger Groups (Fire-mode availability)

--- Semi-Auto Trigger Group

--- Select Fire (Semi, Auto) Trigger Group

- Under-Barrel (Always available)

--- None

--- Off-Hand M2 Combat Knife

--- Off-Hand M7 Bayonet

--- Off-Hand L3A1 Bayonet

--- Vertical Foregrip

- Materials

--- Blued

--- Stainless

--- Stainless + Wood

--- Two-tone

--- Two-tone + Wood

 

 

 

M79 Grenade Launcher

 

Again, Missile Launchers (and their ammo) are big and heavy, so 40mm grenade launchers offer a lighter - albeit less powerful - alternative.

 

The M79 is a single-shot, break-action 40mm grenade launcher, first seeing use in the Vietnam War. Like the China Lake, it also appears in Fallout New Vegas. Here - as in FNV - it acts as an entry-level grenade launcher.

 

It can be fitted with a cut-down stock and/or cut-down barrel, enhancing its portability. With the addition of a reflex sight, this also makes possible the "Pirate Gun" configuration apparently used by SEAL Team 6.

 

- Ammo Types

--- 40x46mm Grenades

- Receivers

--- Awful, Poor, Average, Good, Perfect

- Barrels

--- Sawn-off Barrel

--- Standard Barrel

- Stocks

--- Sawn-off Stock

--- Full Stock

- Sights/Scopes

--- Iron Sights

--- Reflex Sight

 

 

 

Makeshift Anti-Materiel Rifle

 

This is a makeshift "pipe gun" .50 BMG anti-materiel rifle. It is fictional, though based on the Soviet PTRD-41 anti-tank rifle. Like that weapon, it only holds one round at a time. In the Commonwealth Wasteland it acts as the Raiders' answer to the M107 Anti-Materiel Rifle, and is similarly heavy and unwieldy.

 

- Ammo Types

--- .50 BMG

- Receivers

--- Awful, Poor, Average, Good, Perfect

- Barrels

--- Stub Barrel

--- Short Barrel (BAY)

--- Long Barrel (BAY)

- Stocks

--- No Stock

--- Full Stock

--- Padded Stock

- Sights/Scopes

--- Iron Sights

--- Glow Sights

--- Pipe Sight

--- Pipe Glow Sight

--- Scope (9x)

--- Night Vision Scope (4x)

--- Recon Scope (4x)

- Muzzles

--- Bare Muzzle

--- Flash Hider

--- Muzzle Brake

--- Suppressor

- Bayonets

--- Large Bayonet

 

 

 

Mossberg 590 Shotgun

 

In vanilla FO4, shotgun progression jumps from a crusty old double-barrel shotgun directly to a magazine-fed, semi- or full-auto combat shotgun. ...Where's the pump-action shotgun? Pump-action shotguns are *incredibly* common, and magazine-fed combat shotguns are not. This was a glaring omission back in FO3, and the same is still true in FO4.

 

It was a toss-up between the Remington M870 and the Mossberg 590 - both extremely common pump-action shotguns in the USA. I went with the Mossberg in the end largely due to the resources I had to work with during WARS' development.

 

Thanks to the Bullet Counted Reload System (see the Requirements section, above), WARS features correct "round by round" reloads for the Mossberg 590.

 

- Ammo Types

--- 12 Gauge

- Receivers

--- Awful, Poor, Average, Good, Perfect

- Barrels

--- Short Barrel

--- Standard Barrel

--- Standard Barrel + Ext. Tube (UB)

- Stocks

--- Sawn-off Stock, Wood

--- Full Stock, Wood

--- Pistol Grip, Polymer

--- Full Stock, Polymer

- Sights/Scopes

--- Bead Sight

--- Ghost Ring Sights

--- Heads Up Reflex Sight

--- Railway Reflex Sight

--- M552 Holographic Sight

--- C79 Scope (3.4x)

--- AccuPoint Scope (9x)

--- PVS-4 Starlight Scope (3.6x)

--- PVS-4 Recon Scope (3.6x)

- Muzzles

--- Bare Muzzle

--- Micro Compensator

--- Three Port Muzzle Brake

--- Salvo 12 Suppressor

- Heat Shield (Increased durability)

--- Heat Shield

- Under-Barrel

--- M2 Bayonet

--- M7 Bayonet

--- G2 Tactical Light

--- LPC Laser Sight

- Shell Holder (Faster reload speed)

--- Shell Holder

 

 

 

SA80

 

The SA80 ("Small Arms for the 1980s") platform incorporates the L85A1 (and later the L85A2), the service rifle of the British Armed Forces from the late 1980s onwards. It also includes the L22 carbine variant and the L86 Light Support Weapon - the latter notably appearing in Fallout 2. WARS additionally includes a couple of experimental versions of the L22 carbine; the 1989 and 1994 prototype variants - just to provide for more variety in barrel options. These are referred to in WARS as the XL22E1 and XL22E2 - terms that I made up, but based on names used for other SA80 prototypes.

 

Being a bullpup weapon that fires the same 5.56x45mm round as the AR-15, in WARS the SA80 performs similarly, but with faster aim speed and heavier recoil.

 

The L85A1 was notoriously unreliable, and later replaced by the much improved L85A2. To account for this - and in contrast to most other weapons in WARS - the SA80 has two tiers of receivers; five A1 receivers and five A2 receivers. The A1 receivers are easier to craft than the A2 receivers, but less durable and typically slower to reload.

 

In WARS the SA80 is also similar to the AR-15 in that it too has an option for an under-barrel grenade launcher which can be switched to via a hotkey; the L123A2 UGL.

 

- Ammo Types

--- 5.56x45mm

--- 40x46mm Grenades (via under-barrel grenade launcher)

- Receivers

--- A1 - Awful, Poor, Average, Good, Perfect

--- A2 - Awful, Poor, Average, Good, Perfect

- Barrels

--- XL22E1 Barrel (Integral vertical foregrip)

--- XL22E2 Barrel

--- L22A2 Barrel (Integral vertical foregrip) (LAM, TL)

--- A1 Barrel

--- A2 Barrel (FG, LAM, TL)

--- L123A2 UGL Barrel (LAM, TL)

--- L86 Barrel (LAM, TL)

- Stocks

--- Integral Stock

--- LSW Stock

- Magazines

--- 20 Rd USGI Magazine

--- 20 Rd USGI Mag + Mag Pull Sleeve

--- 20 Rd USGI Mag + Mag Pull Floor Plate

--- 30 Rd USGI Magazine

--- 30 Rd USGI Mag + Mag Pull Sleeve

--- 30 Rd USGI Mag + Mag Pull Floor Plate

--- 30 Rd EMAG Magazine

--- 30 Rd EMAG + Mag Pull Sleeve

--- 30 Rd EMAG + Mag Pull Floor Plate

--- 60 Rd MAG5-60 Magazine

--- 100 Rd C-MAG Magazine

- Sights/Scopes

--- Carry Handle Sights

--- Heads Up Reflex Sight

--- Railway Reflex Sight

--- M552 Holographic Sight

--- SUSAT Scope (4x)

--- AccuPoint Scope (9x)

--- PVS-4 Starlight Scope (3.6x)

--- PVS-4 Recon Scope (3.6x)

- Muzzles

--- Bare Muzzle

--- A1 Flash Hider

--- A2 Flash Hider

--- L3A1 Bayonet

--- Micro Compensator

--- Three Port Muzzle Brake

--- NT4 Suppressor

- Trigger Groups (Fire-mode availability)

--- Semi-Auto Trigger Group

--- Select Fire (Semi, Auto) Trigger Group

- Fore-grips (Reduce recoil, increase aim speed)

--- Vertical Foregrip

--- Grip Pod

- Laser Sights (Visible laser dot, increase hip-fire accuracy.)

--- DBAL-A2 Laser Sight

- Tactical Lights

--- G2 Tactical Light

 

 

 

Skorpion vz. 64/68

 

This is a large-ish machine pistol (or smallish submachine gun, perhaps), with the vz. 64 using the same .380 ACP ammo as the Walther PPK. (The standard version of the unique "Deliverer" - see below.) The vz. 68 uses 9x19mm. The vz. 61 is probably more well-known - and is what this weapon's art assets are based on - but is technically not represented here since it uses .32 ACP, which is currently not included in WARS. (Ultimately I decided that having both .32 ACP and .380 ACP was a little redundant.)

 

The Skorpion acts as an early-game SMG; more accurate and reliable than a Pipe Gun.

 

- Ammo Types

--- .380 ACP

--- 9x19mm

- Receivers

--- Awful, Poor, Average, Good, Perfect

- Barrels

--- Standard Barrel

--- Long Barrel

- Stocks

--- No Stock

--- Wire Stock

--- Wood Stock

- Magazines

--- 10 Rd Magazine

--- 20 Rd Magazine

--- 40 Rd Drum Magazine

- Sights/Scopes

--- Iron Sights

--- Reflex Sight (Dot)

--- Reflex Sight (Circle)

- Muzzles

--- Bare Muzzle

--- Suppressor

- Trigger Groups (Fire-mode availability)

--- Semi-Auto Trigger Group

--- Select Fire (Semi, Auto) Trigger Group

- Under-Barrel (Always available)

--- X2 Tactical Light

--- UB Laser Sight

--- X2 Tactical Light + Laser Sight

 

 

 

***Altered Vanilla Weapons***

 

AEG10 Gatling Laser

 

Here I derived the model name from the AEP/AER naming convention in Fallout lore, as the Gatling Laser's design incorporates parts that are very similar to AER9 Laser Rifle parts.

 

 

 

AER9 Laser Gun

 

AER is a lore-based name for Laser Rifles in Fallout - previously used for rifles only. (AEP being used for pistols.) Here all "Laser Gun" weapons are considered AER9 variants as that's what they look like. AEP7 Laser Pistols (from FO3/FNV) actually look relatively different and used Small Energy Cells rather than Microfusion Cells, while all "Laser Guns" in FO4 use the latter.

 

 

 

Alien Blaster

 

Several vanilla weapons had no receiver options at the weapon modification workbench, but WARS gives them some, for the sake of consistency. This is *not* the case with the Alien Blaster, as it's an alien weapon; you have no idea how it really works! It's a powerful weapon, but you get what you get; it can't be modified as heavily as most other weapons.

 

Having said that, the ability to "rechamber" the Alien Blaster to take Micro Fusion Cells remains, and in WARS, this now results in it visibly being loaded with (kind of mini) MFCs.

 

 

 

Cryolator

 

Though the weapon ostensibly uses "Cryo Cells" as ammo, in the base game the weapon model visibly has a Microfusion Cell... which is plugged in backwards. I don't think it will Just Work like that... so these things are fixed in WARS. The Cryolator now visibly uses Cryo Cells, and they're even plugged in the right way around.

 

 

 

CZ53 Minigun

 

The CZ53 model name comes from Fallout lore.

 

The vanilla Minigun is a huge, intimidating-looking, multi-barrel... pea-shooter. It has a high rate of fire, but unfortunately BGS chose the simplest/laziest method of balancing against that; giving the weapon *very* low per-shot damage. It's a well known tactic at this point and not well liked. I've never seen anyone argue that the vanilla Minigun's stats were well chosen - quite the opposite; I've seen many mods that change those stats. WARS does this too, of course. WARS drastically increases the Minigun's damage, but also does the same with its weight and recoil.

 

Its fictional 5mm ammo has been changed into a relatively low-power 7.62x51mm Surplus cartridge (7.62x51mm is .308, basically), as the vanilla Minigun is simply far too large to be using such a small cartridge, and 7.62x51mm is what real-world miniguns of this size generally use. The vanilla "5mm" ammo pickup even has "7.62x51mm" written on the side of it, tellingly.

 

I specified that it now uses a "low-power" 7.62x51mm Surplus cartridge mainly so that while the Minigun is doing far more damage than before, it's still less damage per-shot than (say) the R700 Rifle. However, if you really want to, you can swap the more powerful .308/7.62x51mm ammo sub-types usually found/used with the R700 into the Minigun to really super-charge it... at the cost of burning through more valuable ammo at an incredible rate. Likewise you can use that weaker, more plentiful Surplus ammo in the R700 if you want.

 

 

 

Fishing Gaff

(Pole Hook)

 

"Fishing Gaff" is a more specific and descriptive term than the vague "Pole Hook", so I changed its name.

 

 

 

FT13 Flamethrower

(Flamer)

 

"FT13" is stamped on the side of the Flamer, so I'm considering that its model name.

 

The vanilla Flamer is very short range. In WARS its projectiles have been altered to have greater range and act as more of a stream of flames, affected by gravity. Surfaces hit by the flames are now also set on fire for a short while.

 

Note that the Flamethrower's flame effects may not look very good unless you go to your \Documents\My Games\Fallout4\ directory, open Fallout4Prefs.ini and, under [Particles], increase iMaxDesired to at least 5000. (This shouldn't have much - if any - of an impact on performance.)

 

 

 

Gamma Gun

 

Using the Gamma Gun now also irradiates the user by a small amount with each shot. The worse condition it's in, the more RAD damage it does to the user.

 

 

 

Greener Harpoon Gun

(Harpoon Gun)

 

The Harpoon Gun added by Far Harbor is based on the Greener Whaling Harpoon Gun, which dates back to 1837 and is considered the first successful harpoon gun.

 

 

 

Handmade AKM

(Handmade Rifle)

 

The Handmade Rifle added by Nuka-World is obviously based on the iconic, real-world AKM/AK-47. A cobbled-together and largely handmade variant of it, though; hence "Handmade AKM".

 

In vanilla FO4, this is one of several improbably left-handed weapons that all characters used right-handed anyway. When you see game developers do this, it's because they believe it will show more detail on a weapon without requiring as much work on animations. (Since the convention is for weapons to be on the right side of the screen, left-handed weapons will then typically have their action visible on the left side of the weapon.) In WARS it has been flipped horizontally into a right-handed weapon and given new animations to match.

 

 

 

IEW Laser Gun

(Institute Laser Gun)

 

"IEW" is an acronym for "Institute Energy Weapon" and was made up for WARS. The IEW model name also features dynamic suffixes based on how the weapon is configured, ending up with names like "IEW-APS7 Auto-Laser Pistol Scattergun" and "IEW-SR9 Laser Sniper Rifle".

 

 

 

Jian Sword

(Chinese officer sword)

 

"Jian" is the real-world name for this type of double-edged Chinese straight-sword.

 

 

 

Laser Musket

 

In WARS the Laser Musket requires no ammo (reminiscent of the Recharger weapons in Fallout: New Vegas), and is instead charged by cranking its handle. Cranking the handle multiple times still charges the weapon further, providing for a more powerful single shot. The trade-off for the incredible no-ammo-required benefit is that the Laser Musket does much less damage than (say) an AER Laser weapon - at least with a single crank.

 

The automatic variant of the Laser Musket works the same, requiring no ammo; only several cranks after every 20 shots (i.e. a reload). Additionally, automatic Laser Muskets can now be modified. Along with the usual Laser Musket modifications, the Automatic Capacitor itself can be swapped out and installed into other Laser Muskets, though it can't be crafted from components like most weapon mods; it is semi-unique.

 

 

 

M42 Fat Man

 

The M42 model name comes from Fallout lore, the weapon's full official name being the "M42 Tactical Nuclear Catapult".

 

 

 

Makeshift Knife/Machete/Cutlass

(Disciples Blade)

 

WARS adds this weapon to the greater Commonwealth Wasteland, so its name was changed to reflect that it is no longer associated solely with the Disciples.

 

 

 

Marlin 1895G

(Lever Action Rifle)

 

This weapon is based (mostly) on the real-world Marlin 1895G lever rifle. It will be named a "Mare's Leg" or "Guide Gun" depending on its configuration.

 

Like the Handmade AKM, this was another improbably left-handed weapon that all characters used right-handed anyway. It has also been flipped horizontally and given new animations in WARS. Beyond that, it now has a Shell Holder weapon mod that increases reload speed, and can only be attached to the full buttstock.

 

Thanks to the Bullet Counted Reload System (see the Requirements section, above), WARS features correct "round by round" reloads for the Marlin 1895G. (Though for this weapon this does come at the cost of a minor animation blending glitch when the reload animation is interrupted. This can't really be helped without making an entirely new - and probably much less interesting - reload animation for it.)

 

 

 

MPL Plasma Gun

 

"MPL" stands for "Military Plasma [weapon]", and is derived from the MPLX Novasurge from FO3 - Mothership Zeta. The MPL model name also features dynamic suffixes based on how the weapon is configured, for example "MPL-PS3 Plasma Pistol Scattergun".

 

 

 

Pipe Bolt-Action

 

This weapon now comes in both .308/7.62x51mm and .45-70 Govt.

 

 

 

Pipe Rifle

 

The (semi/auto) Pipe Gun was split into two weapons; the "Pipe Pistol" that uses pistol calibres (.380 ACP and 9x19mm), and the "Pipe Rifle" that uses rifle calibres (5.56x45mm, 7.92x33mmK and 7.62x39mm). They share the same weapon mods, however.

 

The Pipe Rifle was added largely for the benefit of super mutants, to replace "Assault Rifles" in their arsenal, since those were replaced with the AR-15, which lacks super mutant animations.

 

 

 

R700 Rifle

(Hunting Rifle)

 

This is based on the real-world Remington Model 700 bolt-action rifle.

 

Another improbably left-handed weapon that all characters used right-handed anyway. It has also been flipped horizontally and given new animations in WARS. On a more minor note, the bayonet's missing handle in first-person has been restored, too.

 

 

 

S&W M29 Revolver

(.44 Pistol)

 

This is based on the real-world Smith & Wesson Model 29 .44 Magnum revolver.

 

In the base game there are actually three separate variants of this weapon: the standard .44 Pistol, a basically identical clone found in certain areas added by Nuka-World, and the "Western Revolver" also added by Nuka-World. WARS condenses these into one weapon (built on the standard .44 Pistol) and makes all weapon mods that were previously restricted to one variant or another all available on this one weapon.

 

WARS also gives the M29 a new weapon mod on the sights/scopes slot: an LPC Laser Sight with incorporated iron-sights. (This is a fairly direct reference to certain 1980s action movies, yes.)

 

 

 

Spadroon Sword

(Revolutionary sword)

 

"Spadroon" is the real-world name for this kind of light, single-edged sword.

 

 

 

Swivel Gun

(Broadsider)

 

"Broadsider" still exists as a unique weapon - and now has a Legendary effect - but non-unique Swivel Guns can now be (rarely) found in the Wasteland too. Most likely wherever you might find Harpoon Guns.

 

 

 

Thompson Submachine Gun

(Submachine Gun)

 

This weapon is based on the iconic real-world Tommy Gun. WARS gives this weapon all-new models, textures and animations, as the vanilla Submachine Gun is somewhat misshapen and inaccurate to the real-world Thompson. The weapon was given several new weapon mods as well; notably the choice between a standard horizontal fore-grip and the iconic Thompson vertical fore-grip, plus four magazine options; 20 and 30 round stick magazines along with 50 and 100 round drum magazines.

 

The Thompson now also has semi-auto and select-fire trigger group options, and the very odd "Short Stock" was changed to simply "No Stock" - far more likely than someone sawing a full buttstock in half and then going to the trouble of fashioning an all-new buttplate to fit the now smaller butt end of the stock. Additionally, a recoil pad can be attached to the full stock. Finally, the vanilla reflex sight was replaced with a new addition; the Nydar Gun Sight - a commercial reflex sight dating back to the 1940s; marketed for use on hunting shotguns.

 

The unique "Silver Shroud Gun" also benefits from new models and textures, was given a Legendary effect, and is now called the "Silver Submachine Gun".

 

Note that this weapon is based mostly on the Thompson M1A1, but unlike the real-world M1A1, it has the horizontal grooves in the receiver that allow it to accept drum magazines - like the earlier Thompson models. Consider it a Wasteland modification or just a difference in the Fallout timeline, I guess.

 

 

 

Volkssturmgewehr

(Radium Rifle)

 

This weapon is based on the real-world Volkssturmgewehr ("People's Assault Rifle"... or "Folk's Storm Gun" as a better/worse translation), a Nazi last-ditch weapon from near the end of World War II. The real Volkssturmgewehr is not encrusted with sci-fi junk and does not use .45 ACP - and WARS makes this true in FO4 also. In WARS the sci-fi junk has been split off into several "Gamma Infuser" weapon mods, and the weapon has been given its true-to-life 7.92x33mm Kurz ammo.

 

The standard Volkssturmgewehr may be found in the Commonwealth Wasteland - usually in the hands of raiders as it's not a very high-quality weapon - while Children of Atom may carry variants modified with "Gamma Infusers" - restoring them to something more like the vanilla "Radium Rifle". Note that while these Gamma Infuser modifications add Radiation Damage to each shot, each shot also irradiates the user by a small amount.

 

Also, for clarity: the Volkssturmgewehr uses StG-44 magazines. (The StG-44 itself doesn't appear in WARS, but that is the name WARS uses for the magazines.)

 

 

 

VMLS Missile Launcher

(Missile Launcher)

 

The "VMLS" model name stands for "Variable Missile Launch System" and was made up for WARS. "Variable" is in reference to the different capacity options available for the weapon, and the VMLS designation will dynamically update in reference to this too. E.g. VMLS-4M for the "Quad barrel" variant.

 

The Targeting Computer is now on its own slot - rather than being considered a "scope" - so it can be used at the same time as a scope. Also, with the Targeting Computer attached, seeking mode can now be toggled on and off using the Fire Mode hotkey.

 

 

 

Walther PPK

(Deliverer)

 

"Deliverer" still exists as a unique weapon, but regular Walther PPKs (as that is the real-world weapon Deliverer is based on) can now be found in the Wasteland too. They now use .380 ACP ammo rather than 10mm Auto. (The latter is far too big for such a small handgun, and the former is used by the real thing.) This means that both the standard and unique variants of the weapon are much less powerful than the Glock (10mm Pistol) - the Walther PPK is a small pistol using a small cartridge, after all.

 

 

 

XM76 Gauss Rifle

 

The XM76 model name was made up for WARS, though it was based on the M72 Gauss Rifle from FO2 and Fallout Tactics, since both weapons use the same 2mm EC ammo. "XM" for "experimental model" since that better suits the somewhat jury-rigged appearance it has.

 

Note that the suppressor option has been removed as gauss weapons use electromagnets to propel their projectiles (rather than a contained explosion), so they can't be suppressed the same way that conventional firearms can. Instead, to approximate its unique function, the Gauss Rifle is now quite loud when in bad condition and becomes quieter the better condition it's in. Its projectile however is supersonic (hypersonic, even) and therefore Very Loud regardless.

 

 

 

 

Mod Features (Exhaustive)

(List of already implemented changes and additions, copied from draft readme for WARS. Updated occasionally.)

 

 

***Ammo - General***

 

- Ammo types have more descriptive, real-world names. E.g. "5.56" becomes "5.56x45mm".

 

- Ammo types have real-world weight values, where possible. Compared to vanilla, most rounds are heavier - but some are lighter.

 

- Ammo type changes:

--- .38 is considered to be .380 ACP FMJ in WARS.

--- 10mm was changed to be 9x19mm FMJ so that all instances of 10mm in the base game are automatically "replaced" with 9x19mm FMJ.

--- 5mm was changed to be 7.62x51mm Surplus. (See the info on the CZ53 Minigun in the Weapons section for details.)

 

- New ammo types:

--- .38 Special (.38 Spc)

--- 10mm Auto. Technically a new ammo type since vanilla 10mm was replaced by 9x19mm FMJ. (See above.)

--- 7.92x33mm Kurz (7.92x33mmK). Used by the Volkssturmgewehr (Radium Rifle) and the Pipe Rifle.

--- 40x46mm Grenade

 

- Bulk ammo items added:

--- As in Fallout New Vegas, certain surplus ammo types can now bought in bulk. E.g. in "battle packs" or "spam cans".

--- These are found in the Aid section of the Pip-Boy. Using them will unpack the ammo.

--- Available at vendors and (rarely) in loot, or can be manufactured in the Bulk Ammo factory builder. (See the Factory Crafting section.)

--- These are based on real-world bulk ammo cans/packs, with new art assets.

--- Bulk ammo items:

----- Ammo - Can - .38 Spc Surplus x600

----- Ammo - Can - 9x19mm Surplus x800

----- Ammo - Can - .45 ACP Surplus x600

----- Ammo - Can - 12 Ga 00 Shot x120

----- Ammo - Can - 7.62x39mm Surplus x700

----- Ammo - Battle Pack - 5.56x45mm Surplus x300

----- Ammo - Battle Pack - 7.62x51mm Surplus x140

 

- Misc changes:

--- Cannonball and Harpoon ammo models now actually incorporate propellant. (They're not going anywhere without that.)

----- The Swivel Gun/Broadsider reload animation was edited slightly to resolve some clipping that this introduced.

--- Harpoons can no longer be recovered after firing.

----- As far as I can tell, recovering a projectile that has stuck into something will return an ammo item that is ready to fire again, which doesn't make sense here since WARS changes harpoons to actually require propellant to fire.

----- (This is distinct from the solid cannonball, which in WARS *can* be recovered after firing, since it's technically a Misc Item spawned on impact, rather than a projectile that has stuck in something.)

 

 

 

***Ammo Types***

 

Here's a list of ammo types used in WARS, plus their sub-types. For information on ammo "types" vs "sub-types" - and how the various sub-types differ - see the "Ammo Sub-Types" section below.

 

- .380 ACP

--- FMJ

--- FMJ +P

--- FMJ +P+

--- JHP

--- JHP +P

--- JHP +P+

--- Surplus (SURP)

 

- .38 Special (.38 Spc)

--- FMJ

--- FMJ +P

--- JHP

--- JHP +P

--- JSP

--- Surplus (SURP)

 

- 9x19mm

--- AP

--- FMJ

--- FMJ +P

--- FMJ +P+

--- JHP

--- JHP +P

--- JHP +P+

--- Surplus (SURP)

 

- .45 ACP

--- FMJ

--- FMJ +P

--- FMJ +P+

--- JHP

--- JHP +P

--- JHP +P+

--- Surplus (SURP)

 

- 10mm Auto

--- FMJ

--- Hardcast (HC)

--- JHP

 

- .44 Magnum (.44 Mag)

--- FMJ

--- JHP

--- Spc

--- SWC

 

- 12 Gauge (12 Ga)

--- 00 Buckshot (00 Shot)

--- Dragon's Breath (DRAG)

--- Flechette (FLCH)

--- FRAG-12

--- Magnum 00 Buckshot (Mag 00 Shot)

--- Pulse Slug (PLSE)

--- Radshot (RAD)

--- Slug

 

- 5.56x45mm

--- AP

--- FMJ

--- JHP

--- Match

--- Surplus (SURP)

--- Tracer

 

- 7.92x33mm Kurz (7.92x33mmK)

--- FMJ

--- Surplus (SURP)

--- Tracer

 

- 7.62x39mm

--- AP

--- FMJ

--- JHP

--- SP

--- Surplus (SURP)

--- Tracer

 

- .308 Winchester (.308 Win) / 7.62x51mm

- (.308 and 7.62x51mm are similar enough that - in WARS if not in reality - any firearm that can use one can also use the other.)

--- .308 Win FMJ

--- .308 Win JHP

--- .308 Win JSP

--- 7.62x51mm AP

--- 7.62x51mm Match

--- 7.62x51mm Surplus (SURP)

--- 7.62x51mm Tracer

 

- .45-70 Government (.45-70 Govt)

--- FMJ

--- JHP

--- JSP

--- Surplus (SURP)

--- SWC

 

- .50 BMG

--- AP

--- API

--- FMJ

--- HEIAP

--- Match

--- Surplus (SURP)

--- Tracer

 

- Microfusion Cell (MFC)

--- Bulk

--- Max Charge (MC)

--- Over Charge (OC)

--- Optimized (OPT)

--- Standard (STND)

 

- Cryo Cell (Cryo)

--- +P Overpressure (+P)

--- +P+ Overpressure (+P+)

--- Standard (STND)

--- Underpressure (-P)

 

- Gamma Cell (Gamma)

--- Bulk

--- Max Charge (MC)

--- Over Charge (OC)

--- Optimized (OPT)

--- Standard (STND)

 

- Plasma Cartridge (Plasma)

--- Bulk

--- Over Charge (OC)

--- Standard (STND)

--- Unstable (US)

 

- 2mm Electromagnetic Cartridge (2mm EC)

- Note: 2mm EC uses MFCs as a power source, so they have the same sub-types as MFC:

--- Bulk

--- Max Charge (MC)

--- Over Charge (OC)

--- Optimized (OPT)

--- Standard (STND)

 

- Fusion Core

--- (Standard only. No variants.)

 

- Flamer Fuel (Fuel)

--- Homemade (HM)

--- Optimized (OPT)

--- Standard (STND)

 

- 40x46mm Grenade (40x46mm)

--- Buckshot (00 Shot)

--- Cryo

--- High Explosive (HE)

--- High Explosive Dual Purpose (HEDP)

--- Incendiary (INC)

--- Nuka

--- Plasma (PLAS)

--- Practice (PRAC)

--- Pulse (PLSE)

 

- Missile

--- Cryo

--- High Explosive (HE)

--- High Explosive Anti-Tank (HEAT)

--- Hive

--- High Velocity (HV)

--- Incendiary (INC)

--- Plasma (PLAS)

--- Pulse (PLSE)

 

- Cannonball

--- Canister (CAN)

--- Carcass (CARC)

--- Explosive (EXP)

--- Shrapnel (SHRP)

--- Solid (SLD)

 

- Harpoon

--- Barbed (BARB)

--- Explosive (EXP)

--- Flechette (FLCH)

--- Poisoned (POIS)

--- Sharpened (AP)

--- Standard (STND)

 

- Railway Spike (Spike)

--- Barbed (BARB)

--- Explosive (EXP)

--- Flechette (FLCH)

--- Poisoned (POIS)

--- Sharpened (AP)

--- Standard (STND)

 

- Mini Nuke

--- Big Kid (BK)

--- Low Yield (LY)

--- MIRV

--- Nuka-Nuke (NN)

--- Practice (PRAC)

--- Standard (STND)

--- Timed (TIME)

--- Tiny Tots (TT)

 

 

 

***Ammo Sub-Types***

 

As in Fallout New Vegas, each broad "ammo type" (9x19mm, 12 Gauge, Microfusion Cell, etc) now has a range of "ammo sub-types" (AP, FMJ, JHP, etc). A weapon that can fire the 9x19mm ammo type, for example, can switch between being loaded with any of the 9x19mm ammo sub-types, via hot-key. The various ammo sub-types have different effects, strengths and weaknesses. One sub-type may be good against un-armoured opponents, while another may be better against heavily armoured opponents. Yet another may be kind of crappy all-round, but relatively cheap and plentiful.

 

These ammo sub-types replace the ridiculous "armour-piercing receivers" and similar from vanilla Fallout 4. Being able to swap between ammo sub-types at any time both makes more sense and offers greater tactical versatility.

 

Here's a summary of the various ammo sub-types and what they do.

 

 

Conventional Ammo Sub-Types:

 

- Armor-Piercing (AP)

--- -10% DAM

--- -75% Target DR

--- AP rounds typically have a penetrating core made of a hard metal, like steel. They do less damage by virtue of a greater tendency to hold their shape on impact (i.e. they make smaller holes), but they pierce armour; bypassing some of the target's Damage Resistance (DR). Best used on armoured targets, unsurprisingly.

 

- Full Metal Jacket (FMJ)

--- A soft-cored bullet - often of lead - fully coated ("jacketed") in a harder metal/alloy, like copper. Considered the standard against which the other sub-types here are compared.

 

- Hardcast (HC)

--- +20% DAM

--- -20% Target DR

--- +10% Wear Rate

--- A solid bullet cast of a single metal, alloyed to increase its hardness and penetration. Often with a flat nose to increase its damage on impact.

 

- High Explosive Incendiary Armor Piercing (HEIAP)

---

--- Sometimes it's not enough to just shoot something. Sometimes you want to also pierce its armour, blow it up AND set it on fire.

 

- Jacketed Hollow Point (JHP)

--- +65% DAM

--- +600% Target DR

--- 25% Chance of 6 Bleed DAM/s vs DR for 5s

--- Bullets with an exposed hollow tip that deforms/expands on impact, making a bigger hole but lacking penetration - drastically increasing the target's DR vs. this round. Best used against soft targets with little or no armour.

 

- Jacketed Soft Point (JSP)

--- +30% DAM

--- +300% Target DR

--- 25% Chance of 4 Bleed DAM/s vs DR for 5s.

--- Bullets with the soft core exposed at the tip. Similar to JHP, but with less expansion and more penetration, relatively. Still not great against armour, increasing the target's DR vs. this round.

--- (Considered in WARS to be the same as SP; a slightly different naming convention for the same thing.)

 

- Match

--- +15% Accuracy

--- +15% DAM

--- -15% Wear Rate

--- Match Grade ammo manufactured to more exacting requirements. Generally assumed to be FMJ in WARS - just better made than regular FMJ.

 

- Overpressure (+P)

--- +10% DAM

--- +5% Recoil

--- +X% Velocity (Varies depending on calibre.)

--- +20% Wear Rate

--- Rounds that have been loaded to produce higher pressure when fired, increasing damage and velocity (but also recoil and wear on the firearm). Typically seen in pistol cartridges.

--- In WARS, these are usually seen in FMJ and JHP varieties, combining the effects of those varieties with the +P effects listed here.

 

- Overpressure (+P+)

--- +20% DAM

--- +10% Recoil

--- +Y% Velocity (Varies depending on calibre.)

--- +50% Wear Rate

--- Basically the same thing as +P, but more-so. Even higher pressure, damage and velocity. (And recoil and wear.)

 

- Semiwadcutter (SWC)

--- +20% DAM

--- -20% Target DR

--- +10% Wear Rate

--- Similar to Hardcast rounds, above: a flat nosed bullet - cast of a single metal, often lead. Semiwadcutter bullets often incorporate lubricant in a groove around their perimeter, to help prevent lead being deposited in the barrel rifling.

 

- Soft Point (SP)

--- +30% DAM

--- +300% Target DR

--- 25% Chance of 4 Bleed DAM/s vs DR for 5s.

--- Bullets with the soft core exposed at the tip. Similar to JHP, but with less expansion and more penetration, relatively. Still not great against armour, increasing the target's DR vs. this round.

--- (Considered in WARS to be the same as JSP; a slightly different naming convention for the same thing.)

 

- Special (Spc)

--- -25% DAM

--- -30% Wear Rate

--- Here referring to .44 Special, a shorter and less powerful cartridge than .44 Magnum, but otherwise similar enough that it can be fired from revolvers that can fire .44 Magnum.

 

- Surplus (SURP)

--- -15% Accuracy

--- -15% DAM

--- +25% Target DR

--- +25% Wear Rate

--- Cheap and plentiful, but generally inferior to other sub-types. Poor quality powder gunks up the weapon faster. Surplus rounds for some calibres have different performance, as below:

 

- Surplus, .45-70 Government

--- -15% Accuracy

--- -33% DAM

--- +25% Target DR

--- -33% Velocity

--- +50% Wear Rate

 

- Surplus, 7.62x39mm

--- -15% Accuracy

--- -15% DAM

--- -40% Target DR

--- +25% Wear Rate

 

- Surplus, 7.62x51mm

--- -15% Accuracy

--- -33% DAM

--- +25% Target DR

--- +25% Wear Rate

 

- Tracer

--- -10% DAM

--- 10 Fire DAM/s vs ER for 3s

--- 25% Chance target will flee for 3s (Does not affect huge enemies, feral ghouls, robots, Legendary enemies or people in power armour.)

--- Bullets with a pyrotechnic charge in their base that burns during flight, making the bullet's trajectory visible. Tracer rounds for some calibres have different performance, as below:

 

- Tracer, 7.62x39mm

--- -10% DAM

--- -40% Target DR

--- 10 Fire DAM/s vs ER for 3s

--- 25% Chance target will flee for 3s (Does not affect huge enemies, feral ghouls, robots, Legendary enemies or people in power armour.)

 

 

Conventional Ammo (Shotgun Shell) Sub-Types:

 

- 00 Buckshot (00 Shot)

--- Nine pellets of 00 buckshot. Considered the standard against which the other shotgun rounds here are compared, broadly speaking.

 

- Dragon's Breath (DRAG)

--- -80% DAM

--- +72 Energy DAM

--- 15 Fire DAM/s vs ER for 5s

--- 25% Chance target will flee for 5s (Does not affect huge enemies, feral ghouls, robots, Legendary enemies or people in power armour.)

--- Nine incendiary pellets.

 

- Flechette (FLCH)

--- -75% Target DR

--- Twenty tiny steel flechettes that offer improved armour penetration, but do spread the damage out considerably, given the high number of individual projectiles.

 

- FRAG-12

--- 100 EXP DAM

--- 200 EXP Radius

--- 60x 25 DAM Shrapnel

--- A finned explosive projectile, turning a shotgun into a miniature grenade launcher.

 

- Magnum 00 Buckshot (Mag 00 Shot)

--- +30% DAM

--- +15% Recoil

--- +15% Velocity

--- +40% Wear Rate

--- Nine pellets of 00 buckshot, with a higher powder load, increasing damage, velocity, recoil and wear on the weapon.

 

- Pulse Slug (PLSE)

--- -50% Impact DAM

--- 250 Energy DAM vs Robots, Synths, Turrets and Vertibirds

--- Disables Power Armor for 3s

--- 200 EXP Radius

--- A finned projectile that produces an electromagnetic pulse on impact, like a miniature pulse grenade. Devastating against robotic targets, but harmless to biological targets. Temporarily disables power armour. (Generally causing the user to fall over as the unit's joints freeze up.)

 

- Radshot (RAD)

--- -50% DAM

--- +100 RAD Damage

--- Nine radioactive pellets.

 

- Slug

--- +10% DAM

--- +15% Recoil

--- A single large slug projectile. All that energy focussed in one spot can help to overcome armour through raw power.

 

 

Energy Ammo Sub-Types:

 

- Bulk

--- -15% DAM

--- +10% Wear

--- Bulk ammo. Cheap and plentiful, but generally inferior to other sub-types.

 

- Max Charge (MC)

--- +50% DAM

--- +150% Wear Rate

--- Energy cells that have been charged far beyond recommended safe levels. Places considerable stress on the weapon.

 

- Optimized (OPT)

--- +25% DAM

--- +10% Wear Rate

--- Optimised energy cells. As powerful as Over Charge rounds, with only moderately increased stress on the weapon - but they are more difficult to produce.

 

- Over Charge (OC)

--- +25% DAM

--- +50% Wear Rate

--- Energy cells that have been charged beyond recommended safe levels. Places increased stress on the weapon.

 

- Overpressure (+P)

--- +10% DAM

--- **************************************** How much increased Wear? ****************************************

--- Similar to conventional overpressure rounds, these Cryo Cells store their liquid nitrogen at a higher pressure, increasing both damage and weapon degradation.

 

- Overpressure (+P+)

--- +20% DAM

--- **************************************** How much increased Wear? ****************************************

--- Like +P, but more-so in all respects.

 

- Standard (STND)

--- The factory-standard round against which the other sub-types here are compared.

 

- Underpressure (-P)

--- -10% DAM

--- **************************************** How much decreased Wear? ****************************************

--- The opposite of overpressure Cryo Cells. Less damage and weapon degradation than standard rounds.

 

 

Heavy Weapon (40x46mm Grenade) Ammo Sub-Types:

 

- Buckshot (00 Shot)

--- Fires 20 pellets of 00 Buckshot in a spread.

--- The 40x46mm M576 round is essentially a large shotgun shell loaded with buckshot.

 

- Cryo

--- 100 EXP Damage

--- 500 EXP Radius

--- Slows targets for 10s.

--- 40x46mm Cryo rounds explode on impact, but otherwise produce an identical effect to Cryo mines and hand grenades.

 

- High Explosive (HE)

--- 150 EXP DAM

--- 500 EXP Radius

--- 180x 35 DAM Shrapnel

--- The "standard" 40x46mm round, with an explosive grenade that detonates on impact, also producing fragments that allows for secondary damage beyond the explosive radius.

 

- High Explosive Dual Purpose (HEDP)

--- +500% Impact DAM

--- -75% Target DR

--- 150 EXP DAM

--- 250 EXP Radius

--- 150x 30 DAM Shrapnel.

--- "Dual Purpose" means this round both produces fragments in an area like the HE round (though with a smaller explosion, and less fragments), AND utilises a shaped charge to do very high, armour-piercing impact damage to targets it hits directly.

 

- Incendiary (INC)

--- 150 Energy DAM over 15s

--- 500 EXP Radius

--- Sets the target/s and the ground on fire. Biological creatures on fire are inclined to flee in panic.

 

- Nuka

--- 300 EXP DAM

--- 100 RAD DAM

--- 700 EXP Radius

--- 40x46mm Nuka rounds explode on impact, but otherwise produce an identical effect to Nuke Mines and Nuka Grenades.

 

- Plasma (PLAS)

--- 150 EXP DAM

--- 150 Energy DAM

--- 300 EXP Radius

--- 40x46mm Plasma rounds explode on impact, but otherwise produce an identical effect to plasma hand grenades and mines.

 

- Practice (PRAC)

--- Impact DAM only

--- 0 EXP DAM

--- An M781 practice round for sighting or attracting attention. Produces an orange puff of smoke on impact.

 

- Pulse (PLSE)

--- 1000 Energy DAM vs Robots, Synths, Turrets and Vertibirds

--- Disables Power Armor for 10s

--- 500 EXP Radius

--- Produces an electromagnetic pulse on impact that is devastating against robotic targets, but harmless to biological targets. Temporarily disables power armour. (Generally causing the user to fall over as the unit's joints freeze up.)

 

 

Heavy Weapon (Cannonball) Ammo Sub-Types:

 

- Canister (CAN)

--- +60% DAM (Impact Damage)

--- A large can (or "canister", as it were) containing thirty lead balls that spread out when fired. (Similar to "grapeshot".) Essentially a giant buckshot shell.

 

- Carcass (CARC)

--- A primitive chemical weapon. Explodes (a couple of seconds after impact - as with the Explosive round, below) in a cloud of noxious fumes that do Poison damage over time.

 

- Explosive (EXP)

--- AKA "Shell". A hollow steel shell - hence the name - packed with explosives and sporting a fuze. Will explode a couple of seconds after impact. (The impact itself doing a lot of damage too.)

 

- Shrapnel (SHRP)

--- Similar to explosive shells, but also packed with lead balls that explode outwards upon detonation - allowing for secondary damage beyond the explosive radius.

 

- Solid (SLD)

--- +60% DAM (Impact Damage)

--- A solid steel cannonball. Packs a hell of a wallop if you can hit something with it. Can be recovered after firing (though it will, of course, lack propellant at that stage).

 

 

Heavy Weapon (Flamethrower) Ammo Sub-Types:

 

- Homemade (HM)

--- -10% DAM

--- +100% Wear Rate

--- Biodiesel. Much more renewable than standard Flamer Fuel, but (at least in WARS) places increased stress on the weapon, since it wasn't designed for it.

 

- Optimized (OPT)

--- +30% DAM

--- +10% Wear Rate

--- Optimised Flamer Fuel. Makes the weapon run a bit hotter, but does more damage.

 

- Standard (STND)

--- The standard Flamer Fuel against which the other Fuel sub-types here are compared. Considered in WARS to be diesel, basically.

 

 

Heavy Weapon (Harpoon/Rail Spike) Ammo Sub-Types:

 

- Barbed (BARB)

--- +50% DAM

--- +500% Target DR

--- +50 Bleed Damage over 5 seconds for harpoons. +20 Bleed Damage over 5 seconds for rail spikes. (Should be reduced by DR, however.)

--- A nasty barbed projectile for increased damage and bleeding. Not great against armour, however.

 

- Explosive (EXP)

--- An explosive projectile, turning this weapon into a grenade launcher.

 

- Flechette (FLCH)

--- -75% Target DR

--- Seven smaller flechettes that offer improved armour penetration, but do spread the damage out somewhat.

 

- Poisoned (POIS)

--- +30 Poison Damage over 10 seconds for harpoons. +20 Poison Damage over 10 seconds for rail spikes.

--- Like the standard variant, but coated with a deadly poison.

 

- Sharpened (AP)

--- -10% DAM

--- -75% Target DR

--- The armour-piercing equivalent; sharpened to a fine tip. Goes through armour and internals more cleanly - for better and for worse.

 

- Standard (STND)

--- The standard against which the other harpoons/rail spikes here are compared.

 

 

Heavy Weapon (Mini Nuke) Ammo Sub-Types:

 

- Big Kid (BK)

--- +33% DAM

--- A heavier, higher yield warhead for increased damage.

 

- Low Yield (LY)

--- -33% DAM

--- A lighter, lower yield warhead for decreased damage.

 

- MIRV

--- "Multiple Independent Reentry Vehicle" round. Splits into 6 smaller "mini-mini nukes" mid-air that rain down on the ground below.

 

- Nuka-Nuke (NN)

--- +50% DAM

--- Especially high-yield mini-nuke, thanks to the addition of Nuka-Cola Quantum.

 

- Practice (PRAC)

--- Impact DAM only

--- 0 EXP DAM

--- A practice round for sighting or attracting attention. Produces an orange puff of smoke on impact.

 

- Standard (STND)

--- The standard against which the other mini nukes here are compared.

 

- Timed (TIME)

--- 5 second timer, does not explode on impact; may bounce. Otherwise identical to standard mini nukes.

 

- Tiny Tots (TT)

--- Fire 6 smaller "mini-mini nukes" in a spread pattern, like a shotgun.

 

 

Heavy Weapon (Missile) Ammo Sub-Types:

 

- Cryo

--- Missile with a cryo warhead; like a more powerful cryo grenade.

 

- High Explosive (HE)

--- The "standard" missile with an explosive warhead.

 

- High Explosive Anti-Tank (HEAT)

--- **************************************** Need to work out direct-hit damage, and apply via omod or to embedded weapon record directly. ****************************************

--- With its shaped charge warhead, the HEAT missile has a smaller explosive radius, but punches through armour with high direct-hit damage.

 

- Hive

--- **************************************** Currently firing 9x SentryHandProjectileMissle PROJ, which each trigger ExplosionMissileShellSmallSentry EXPL. May need tweaking. ****************************************

--- **************************************** Maybe change it to fire single missile projectile which bursts into micro-missiles. Ref DLC04SentryShoulderClusterExplosionChild EXPL. ****************************************

--- Fires a swarm of nine micro-missiles.

 

- High Velocity (HV)

--- A smaller, less powerful warhead results in increased velocity for this missile - making more mobile or more distant targets easier to hit.

 

- Incendiary (INC)

--- An incendiary warhead sets fire to anything in range of its explosion.

 

- Plasma (PLAS)

--- Plasma warheads trigger a smaller but more intense explosion that does both Physical and Energy damage.

 

- Pulse (PLSE)

--- A warhead that produces an electromagnetic pulse on impact, like a more powerful pulse grenade.

 

 

 

***AmmoTweaks v1 Integration***

 

WARS is currently using the AmmoTweaks v1 framework to handle things like weapon condition and ammo switching. The potential is there to switch to TweaksFramework (AmmoTweaks v2) for these things once it becomes available, but for now, WARS makes substantial changes and additions to the way AmmoTweaks v1 works in order to have it do what WARS needs. (Like adding fire-mode cycling and launcher mode toggling.)

 

There are also some WARS features that are heavily intertwined with AmmoTweaks (like the Physical Mags system), and those are covered in this section too.

 

Here are some notes on AmmoTweaks v1 related features:

 

 

- Features operated via custom hotkeys (hotkeys defined in the AmmoTweaks-WARS MCM menu):

 

- Ammo Swapping:

--- As in Fallout New Vegas (and the STALKER games), but with a quality-of-life tweak in the form of the Ammo Swap menu.

--- Pressing the Ammo Swap button will either:

----- Open the Ammo Swap menu if you have at least 2 different ammo sub-types for your equipped weapon that you could swap to, letting you select the ammo sub-type you want, or:

----- Cycle through those ammo sub-types without the menu, if you have only one you could swap to (or you've disabled the Ammo Swap menu).

--- Ammo swapping will prompt a weapon reload, and the Ammo Swap function will be locked until that reload is complete. (So you'll probably want to leave the Ammo Swap menu enabled.)

--- NPCs are also able to swap ammo sub-types if they run out of the one they're currently using, or have another they think will do more damage.

----- NPCs seem to favour Damage Per Second over Damage Per Attack when evaluating which weapon/ammo type to use; something to keep in mind.

----- NPCs carrying multiple weapons (that they have ammo for) are more likely to switch weapons first, then swap ammo sub-types later, if they need to.

----- For an NPC to be able to swap ammo sub-types for a weapon, they need to equip that weapon at least once - so when giving an NPC (e.g. a follower or settler) a weapon, tell them to equip it, too.

--- Some weapons have different coloured electrical tape on their mags according to which ammo sub-type is currently loaded. Useful to see which ammo your allies (and potentially enemies) are currently using.

 

- Fire/Attack Mode switching:

--- As in the STALKER games.

--- Pressing the Fire/Attack Mode button will cycle through the available fire modes (typically semi-auto and full-auto) for your currently equipped ranged weapon.

--- This function also cycles melee weapons through their attack modes.

----- (Typically cycling through any two or three of "Swing", "Sweep" and "Thrust" - depending on the weapon.)

----- See the Melee Changes section for more info.

 

- Launcher Mode switching:

--- As in the STALKER games.

--- Pressing the Launcher Mode button will toggle between using the under-barrel attachment on your equipped weapon and firing the weapon normally.

--- Once in Launcher Mode, pressing the Ammo Swap button will cycle through the ammo sub-types for the launcher. (Again, as long as you have some of that ammo sub-type in your inventory.)

 

- Extra Weapon Info:

--- Pressing the Show Extra Weapon Info button shows a message-box with info on the equipped weapon:

----- Current Strength and STR REQ for the weapon.

----- Weapon COND: current and max. (As literal values, not a percentage. Useful for comparing the reliability of different weapons.)

----- Wear Rate, in COND loss per shot/hit.

----- COND Thresholds: The COND values at which the weapon enters different condition levels. (See below.)

----- Penalties for not meeting the STR REQ for this weapon.

 

 

- The AmmoTweaks HUD element shows the current ammo type and sub-type (e.g. 5.56x45mm JHP) loaded in the equipped weapon.

--- This HUD element also shows the current Fire Mode of the weapon; listed after the ammo type, in brackets. E.g. 5.56x45mm JHP (A)

--- Key:

----- (S) = Semi-auto

----- (A) = Auto

----- (B) = Burst

----- (L) = Launcher (i.e. an under-barrel launcher like the M203 on the AR-15)

----- (DF) = Dumb Fire (i.e. a missile that flies straight, not homing in on a target)

----- (HM) = Homing Missile

 

- For melee weapons, the AmmoTweaks HUD element shows the current Attack Mode.

--- Typically this will be Swing, Sweep or Thrust.

--- Additional key:

----- 1H = One-handed attack

----- 2H = Two-handed attack

 

 

Weapons have a "condition" stat ("COND" on the HUD) that decreases as the weapons are used. Ranged weapons get dirty, and melee weapons get damaged. These condition levels are as follows:

 

- Ranged:

--- Filthy (Inoperable)

--- Very Dirty (Damage Risk)

--- Dirty

--- Clean

--- Pristine

 

-Melee:

--- Broken

--- Weathered

--- Worn

--- Good

--- Reinforced

 

 

- Weapons in increasingly poor condition will suffer increasing stat penalties.

--- "Filthy" Ranged weapons can't be used until they are cleaned.

--- Broken Melee weapons will do virtually no damage until they are repaired.

 

- Ranged weapons in "Very Dirty" condition have a chance (that increases as the weapon gets dirtier) to suffer permanent damage when they are reloaded.

--- When damaged, the weapon's receiver quality level (Awful, Poor, Average, Good, Perfect) is stepped down one level. E.g. from Good to Average.

--- Weapons with an "Awful" receiver will still function, and can't receive any further permanent damage. (The weapon will still stop working if it becomes "Filthy", however.)

--- The only way to repair this damage is to swap in a better quality receiver at a workbench.

--- The check for permanent damage occurs on reload (as opposed to when the weapon is fired) in order to avoid a few technical issues, and also just to be less harsh.

----- Note that swapping ammo prompts a reload, however.

 

- Weapons can be cleaned/repaired one level at a time:

--- At a workbench.

----- Weapons require less materials to clean/repair at a workbench when at higher COND levels, so keeping weapons in good condition (if you have access to a workbench) is more efficient.

--- Using a Weapon Cleaning Kit or Repair Kit, as appropriate.

----- Using one of these kits advances in-game time. Configurable in MCM menu; see below.

 

- Weapon mods can impact the rate at which weapons lose COND - described as "Wear Rate" in weapon mod descriptions.

--- Suppressors increase Wear Rate on semi/auto weapons by 50%, to represent them getting dirty faster due to more gas being vented into the action. Bolt/lever/pump-action guns do not suffer from this problem since the gas is vented before the action is cycled.

--- There are many other weapon mods that increase or decrease Wear Rate. It will be noted in their descriptions.

 

 

- Recoil Control System:

--- Weapon skill perks (E.g. Gunslinger, Commando) now reduce recoil for those weapons. See the Perk Changes section for more info.

--- Not meeting the STR REQ for a weapon will increase its recoil by 100%.

 

 

Physical Mags System:

 

- Reloading a magazine-fed weapon will now drop a physical magazine into the game-world.

--- If the magazine wasn't empty when the reload happened, whatever ammo was still in the mag will be dropped along with it.

--- If you can find the magazine, you can recover the ammo.

----- Dropped mags are technically containers, so you can see their contents and use quick-loot on them.

----- Emptying a dropped mag "container" will remove the container and add a spare mag of that type to your inventory. You're picking the mag up, in other words.

----- Dropped mags are cleaned up and removed upon being emptied, or when you leave the area. (To avoid save bloat.)

--- A random number of spent casings - up to the number of shots fired from the mag - will also be found in the mag. (As an abstracted representation of gathering them up after firing the weapon.)

 

- Reloading a magazine-fed weapon now requires having spare mags in reserve.

--- No more attaching a single magazine "mod" to a weapon and magically having infinite spare mags!

--- The player (or NPCs) will automatically switch to a larger mag on reload, if they have one - or to a smaller mag, if out of the current type.

--- If completely out of spare mags, reloading will switch to "no mag", which gives the weapon a capacity of only one round.

--- Mags are now carried by NPCs, found in loot, available from vendors, craftable using factory machines, etc.

----- Mags can be crafted at both the Weapons Workbench (as usual) and in factory builders, but the latter usually has lower perk requirements, and makes it easier to craft mags in bulk.

--- Spare mags are simply the "loose mod" items gained when detaching a weapon mod from a weapon - changed to appear as magazines, rather than a generic crate.

--- Known issue: Reloading with "no mag" attached will usually look janky, as creating specific "no mag" reload animations for all the weapons this system applies to would be an *enormous* amount of work.

 

- NPCs can drop magazines on reload too.

--- Mags dropped by NPCs will only "contain" spent casings. Ammo they haven't fired yet will be in their inventory.

 

- Whenever a reload happens that doesn't involve a dropped mag - either due to MCM settings or due to the weapon type - the appropriate number of spent casings are instead automatically added to the player (or NPC's) inventory.

--- Note that empty casings are added to inventory silently, to avoid message spam. Most of them are extremely light, but that weight may still add up over time...

 

- Ammo Recovery Post can now be built at settlements:

--- This is a container with an alternate activation option that allows you to pay a fee to have any unrecovered dropped mags - and the ammo/casings in them - added to the container.

--- The fee is based on the value of the recovered items, multiplied by a configurable multiplier. (See the MCM Menu Options below.)

--- Note that only ammo/mags/casings that were specifically cleaned up by the Physical Mags system will be recovered. I.e. any mags dropped while reloading that were unrecovered when you left the area.

--- This does cover mags dropped by NPCs too.

--- Requires Local Leader rank 1 to build.

 

 

MCM Menu Options:

 

- Weapon Condition System

--- On or Off. (On is the default, and very strongly recommended.)

 

- Swap Ammo Menu

--- Off = Always cycle ammo type. On = Show menu if you have more than 1 ammo type that could be swapped to.

 

- Time Cost - Using Cleaning/Repair Kit

--- Time cost in minutes. Range: 0-240. Default: 15. Set to 0 to disable.

 

- Time Passed Message - Using Cleaning/Repair Kit

--- Show "time passed" message when you perform this action?

 

- Physical Mags - Player

--- Never drop mags. (Or switch to larger mags. Vanilla behaviour, basically.)

--- Always drop mags.

--- Only drop mags in combat. (The default. This setting still results in switching to larger mags on reload when out of combat as a quality of life feature, however.)

 

- Physical Mags - NPCs

--- Should NPC reloads drop mags containing casings? ("Off" will have casings added to their inventory directly.)

 

- Physical Mags - NPCs Reserve Last Mag?

--- Off = NPCs can run out of mags, like the player. On = NPCs will keep using their last attached mag if out of extra mags.

 

- Physical Mags - Hide Loss/Gain Notifications?

--- Hide notifications for ammo/mags being dropped/picked up? Off = Show. On = Hide.

 

- Physical Mags - Spawn Chance

--- Toggles spawning of spare mags on NPCs/in loot/at vendors. 0 = Enabled (Default). 100 = Disabled.

--- This uses "ChanceNone", which is the percentage chance that something will NOT spawn. It's just how the game works. I'm sure it made sense to some coder at BGS at some point.

--- This should be left at 0 (enabled) unless you are disabling the Physical Mags system for both the player and NPCs.

 

- Ammo Recovery Cost Multiplier

--- Cost multiplier for using the Ammo Recovery Post. Default = 0.5x, or 50% base value of the items recovered.

 

 

 

***Weapon Mechanics Changes***

 

- General weapon behaviour overhaul in aid of making weapons feel more believable and genuine.

--- I.e. changes to damage, rate of fire, recoil, accuracy, etc.

--- Reach values for melee weapons now differ based on the length of the weapon - rather than all melee weapons having the same reach, as in vanilla.

 

- Projectiles now have real-world velocities and are affected by gravity. (As opposed to bullets, for example, being hitscan in vanilla FO4.)

--- (This is assuming the scale used by BGS is accurate.)

 

- Weapons are given their real-world names where possible - including variant names based on what weapon mods are attached.

--- E.g. M4A1 Carbine, M16A4 DMR, Glock 17 Pistol, Glock 18C Machine Pistol, etc.

--- Fictional weapons are given more explicit names from Fallout lore where possible. E.g. AER9 Laser Rifle.

 

- Weapons - and even individual weapon parts - are given weight values as close to their real-world counterparts as I could manage. This mostly results in them being much lighter than in vanilla.

--- Fictional weapons are given estimated weight values based on their appearance and function.

 

- A weapon in your hands is not taking up space in your pack. Equipped weapons now boost your max. carry weight by an amount roughly equal to their weight plus a full load of ammo.

--- Technical limitations prevent simply reducing their weight while equipped, but this amounts to the same thing.

--- This is designed to complement the encumbrance overhaul in PEACE but should also make heavy weapons more viable in vanilla Survival Mode if using WARS without PEACE.

 

- Strength Requirement (STR REQ) system:

--- Using a weapon you don't meet the STR REQ for incurs penalties, such as:

----- Reduced movement speed, increased recoil, slower reload speed, reduced AGI, less scope steadiness, and reduced DAM (for melee weapons).

--- The Extra Weapon Info function (see the AmmoTweaks v1 Integration section for more info) lists the specific penalties for not meeting the STR REQ for the equipped weapon.

--- In general, bulkier weapons have more severe penalties for not meeting their STR REQ:

----- Low severity: Pistols, One-Handed Melee, Fist Weapons.

----- Medium severity: Rifles, Two-Handed Melee.

----- High severity: Heavy Weapons, Heavy Two-Handed Melee.

--- The STR REQ for a weapon is listed in its weapon mod list (for ranged weapons, as part of its current ammo sub-type). Examine a weapon as usual to see it.

--- Rechambering a ranged weapon - or modifying a melee weapon in certain ways - may change its STR REQ.

--- Minor technical limitation: you'll need to re-equip a weapon after (say) taking chems that increase STR to ensure that certain penalties (recoil and scope steadiness) are cleared.

 

- Thanks to the Bullet Counted Reload System (see the Requirements section, above), WARS features correct "round by round" reloads for the pump/lever-action weapons.

--- In the vanilla game, reload animations for weapons like this always showed the same number of rounds being inserted, regardless of how many actually needed to be reloaded.

--- For those who *cannot* use BCR for whatever reason, I have included non-BCR versions of the affected reload animations in Clockwork's BA2 file.

----- These anims are found in [NonBCR] sub-directories with the other animation files.

----- For anyone porting the affected weapons to XB1, it's recommended to use these non-BCR anims instead of the anims edited to support BCR.

 

- Weapon damage is no longer reduced when a weapon is changed to full-auto.

 

- Recoil recovery is no longer automatic. You need to re-acquire your target in between shots/bursts yourself.

 

- Sneak attack damage multiplier reduced from 2.0 to 1.0 for ranged weapons. Use your stealth advantage to line up headshots instead.

 

- Laser weapons have no recoil.

 

- More believable fatal/critical damage to extremities, based on weapon calibre. A tiny pistol bullet should not cut someone's arm off or make a super-mutant's head explode.

--- Laser weapons will now only dismember.

--- Plasma weapons will now only explode extremities.

 

- Fire weapon changes

--- NPCs set on fire by Molotovs and Flamethrowers will now take fire damage over time and flee in panic.

----- Some characters are immune to the fear effect. E.g. huge enemies, feral ghouls, robots, synths, Legendary enemies and people in power armour.

--- Molotovs behave more realistically now, rather than like a weaker version of a frag grenade.

----- They now have a smaller explosion radius, create pools of flame that NPCs will avoid, and light up the environment.

 

- Scopes

--- The fade-out time when entering aim-through-scope mode was reduced to 0.15s. (Down from 0.75s.)

 

- Unarmed weapons can now be used in power armour.

 

 

 

***Melee Changes***

 

Melee weapons now have several Attack Modes that can be cycled through via hotkey. (See the AmmoTweaks v1 Integration section for more info.) Below is a list of the Attack Modes available to each melee weapon type, and the effects those modes have. The default Attack Mode is at the top for each melee weapon type:

 

- 1H Small Blade - Thrust Attack

--- 25% Chance of 10 Bleed DAM/s vs DR for 5s. -40% Target DR. +25% Wear Rate.

 

- 1H Small Blade - Swing Attack

--- 25% Chance of 8 Bleed DAM/s vs DR for 5s. +20% AP Cost. +20% Limb Damage. -8% Reach. +150% Target DR.

 

 

- 1H Blade - Swing Attack

--- 25% Chance of 8 Bleed DAM/s vs DR for 5s. +20% Limb Damage. +150% Target DR.

 

- 1H Blade - Thrust Attack

--- 25% Chance of 10 Bleed DAM/s vs DR for 5s. -15% AP Cost. +12.5% Reach. -40% Target DR. +25% Wear Rate.

 

 

- 2H Blade - 2H Swing Attack

--- 25% Chance of 8 Bleed DAM/s vs DR for 5s. +20% Limb Damage. +150% Target DR.

 

- 2H Blade - 2H Sweep Attack

--- Hits all targets in front of you. 25% Chance of 8 Bleed DAM/s vs DR for 5s. 5% Chance to stagger. +15% Reach. -25% Damage. +25% AP Cost. +150% Target DR. +25% Wear Rate.

 

- 2H Blade - 1H Thrust Attack

--- 25% Chance of 10 Bleed DAM/s vs DR for 5s. +25% AP Cost. +15% Reach. -40% Target DR. +20% Wear Rate.

 

 

- 1H Blunt - Swing Attack

--- -25% Target DR.

 

- 1H Blunt - Thrust Attack

--- 25% Chance to stagger. -75% Damage. +25% AP Cost. +25% Target DR. +20% Wear Rate.

 

 

- 2H Small Blunt - 2H Swing Attack

--- -25% Target DR.

 

- 2H Small Blunt - 1H Sweep Attack

--- Hits all targets in front of you. -25% Damage. +50% AP Cost. +25% Wear Rate.

 

- 2H Small Blunt - 1H Thrust Attack

--- 25% Chance to stagger. -75% Damage. +25% AP Cost. +25% Target DR. +20% Wear Rate.

 

 

- 2H Large Blunt - 2H Swing Attack

--- -25% Target DR.

 

- 2H Large Blunt - 2H Sweep Attack

--- Hits all targets in front of you. 5% Chance to stagger. +15% Reach. -25% Damage. +25% AP Cost. +25% Wear Rate.

 

 

- 1H Axe - Swing Attack

--- 25% Chance of 8 Bleed DAM/s vs DR for 5s. +20% Limb Damage. -25% Target DR.

 

- 1H Axe - Thrust Attack

--- 25% Chance to stagger. -75% Damage. +25% AP Cost. +25% Target DR. +20% Wear Rate.

 

 

- 2H Axe - 2H Swing Attack

--- 25% Chance of 8 Bleed DAM/s vs DR for 5s. +20% Limb Damage. -25% Target DR.

 

- 2H Axe - 2H Sweep Attack

--- Hits all targets in front of you. 25% Chance of 8 Bleed DAM/s vs DR for 5s. 5% Chance to stagger. +15% Reach. -25% Damage. +25% AP Cost. +25% Wear Rate.

 

- 2H Axe - 1H Thrust Attack

--- 25% Chance to stagger. -75% Damage. +25% AP Cost. +25% Target DR. +20% Wear Rate.

 

 

 

 

***Explosives Changes***

 

- Many explosions now also produce shrapnel that flies out in all directions.

--- Shrapnel is not hit-scan: it flies in a ballistic arc and is affected by gravity.

 

- Pulse explosions are now devastating to robots, synths, turrets and vehicles, and no longer harm biological creatures. They also temporarily stun people in power armour.

 

 

 

***Weapon Mods***

 

- Several new mod types - including but not limited to:

--- Laser Sight: Visible laser dot. Increases hip-fire accuracy.

--- Magazine Sleeves/Flared Magwell/etc: Increases reload speed.

--- Tactical Light: Can be toggled on and off just like the power armour head-lamps.

--- Trigger Group: Defines whether the weapon is semi-auto/full-auto/select-fire, etc. Select-fire weapons can be switched between (usually) semi and auto via hotkey.

--- Under-barrel Grenade Launcher: Can switch to grenade-launcher mode (via hotkey) without swapping weapons.

--- Vertical Fore-Grip: Increases aim speed and decreases recoil.

 

- Mod descriptions explicitly list what effects they have - with numerical values - unlike the vague descriptions in vanilla.

--- E.g. "-20% Recoil" rather than "Exceptional recoil".

 

- Receiver mods have been simplified; now each weapon has five receiver options representing different condition levels: Awful (-20% DAM), Poor (-10% DAM), Average (No effect), Good (+10% DAM), Perfect (+20% DAM).

--- Semi vs full-auto options have been moved to the Trigger Group mod slot.

--- Re-chamber options have been moved to the Re-chamber mod slot.

--- "Ammo effect" options like armour-piercing have been moved to ammo types.

 

- Many bayonets now become discrete melee weapons when detached from a weapon.

--- Likewise, these bayonet attachments are no longer crafted from components, but instead found as individual melee weapons and then attached to a firearm.

 

- Some weapon mods cannot be attached unless the weapon has certain prerequisite mods already attached.

--- Most commonly this is in the form of some barrels being too short to accept under-barrel attachments.

--- Weapon mod descriptions will tell you if a particular weapon mod supports additional attachments.

 

- "Quick Eject" magazine mods were removed or replaced by more plausible reload-speed-increase mods. (See above.)

 

- Scope mods that were duplicates but for their zoom level were removed. (E.g. scopes with short, medium and long zoom levels that all looked the same.)

--- Aiming for a more believable and distinct range of scope options here.

--- This typically leaves weapons with short and/or long zoom-level scopes, plus short zoom-level night-vision and recon scopes. (On top of their various iron-sight and reflex sight options.)

--- If you miss the versatility of multiple zoom levels, you may want to try a mod like Fine Zoom that adds variable zoom levels.

 

- Weapon mods that are not currently attached to weapons (i.e. "loose mods") now have the same weight as when they are attached. (Unlike all of them weighing 0.5 pounds unattached, as in vanilla.)

 

- New item: Weapon Modification Kit.

--- The Weapon Modification Kit (or WMK) is a light, portable tool-kit that allows you to modify your currently equipped weapon out in the field, away from Weapons Workbenches.

--- Only previously built weapon mods (often called "loose mods") can be attached or detached. The WMK cannot be used to craft new weapon mods from scratch, or to scrap weapons.

--- Most weapon mods can be swapped out using the WMK, but not all. Receivers and other more complicated or integral parts (e.g. most barrels and stocks) can still only be swapped out at a full Weapons Workbench.

--- The WMK is crafted at the Chemistry Workbench, under the Utility category.

--- Use it from the Aid section of the Pip-Boy (exit the Pip-Boy afterwards) or hot-key it.

--- While in activation range of a full Weapons Workbench, using the WMK will open a container menu.

----- Adding loose mods to this container will make the WMK consider those mods as compatible, making them available for modification in the field.

----- Exiting the container menu will return any loose mods to your inventory.

--- (The WMK is based on the "T.A.S - Tactical Attachment System" mod by Kaelle.)

--- (And yes, the name "Weapon Modification Kit" is a reference to my earlier mod "Weapon Mod Kits" for FO3.)

 

- Miscellaneous changes:

--- Long barrels no longer have hip-fire accuracy penalties.

--- Longer barrels now have damage bonuses.

--- Weapons without a butt-stock will tend to jump around a lot when fired. (I.e. butt-stocks reduce horizontal recoil.)

--- Muzzle devices (e.g. compensators, muzzle brakes and suppressors) no longer have range penalties.

 

 

 

***Universal Weapon Mod System***

 

- Where appropriate, weapon mods can now be removed from one weapon type (e.g. an AR-15) and attached to a different weapon type (e.g. a Mini-14).

--- Note that in certain circumstances, the game may not allow you to attach a universal mod when it should. Exiting and re-entering the workbench should fix this.

 

- Below is a list of weapons and the "universal" weapon mods that can be shared between them. There's the occasional exception, but this should give a good idea:

 

 

5.56x45mm weapons (AR-15, Mini-14, SA80)

 

- Muzzles

--- 5.56mm Micro Compensator

--- 5.56mm Three Port Muzzle Brake

--- 5.56mm NT4 Suppressor

 

 

Weapons with bayonets

(Some exceptions here.)

 

- Bayonets (Detached as discrete melee weapons.)

--- L3A1 Bayonet

--- M2 Bayonet

--- M7 Bayonet

 

 

AR-15, SA80

 

- Magazines

--- STANAG 20 Rd USGI Magazine

--- STANAG 20 Rd USGI Mag + Mag Pull Sleeve

--- STANAG 20 Rd USGI Mag + Mag Pull Floor Plate

--- STANAG 30 Rd USGI Magazine

--- STANAG 30 Rd USGI Mag + Mag Pull Sleeve

--- STANAG 30 Rd USGI Mag + Mag Pull Floor Plate

--- STANAG 30 Rd EMAG Magazine

--- STANAG 30 Rd EMAG + Mag Pull Sleeve

--- STANAG 30 Rd EMAG + Mag Pull Floor Plate

--- STANAG 60 Rd MAG5-60 Magazine

--- STANAG 100 Rd C-MAG Magazine

 

- Fore-grips

--- RIS Vertical Foregrip

--- RIS Grip Pod

 

 

AR-15, USAS-12

 

- Stocks

--- M4 USGI Stock

 

 

Rifles/shotguns with a Rail Interface System (RIS)

 

- Sights/Scopes

--- RIS Heads Up Reflex Sight

--- RIS Railway Reflex Sight

--- RIS M552 Holographic Sight

--- RIS C79 Scope (3.4x)

--- RIS AccuPoint Scope (9x)

--- RIS PVS-4 Starlight Scope (3.6x)

--- RIS PVS-4 Recon Scope (3.6x)

 

 

Misc barrel/rail attachments

 

- Laser Sights

--- RIS DBAL-A2 Laser Sight

--- LPC Laser Sight

 

- Tactical Lights

--- Rifle G2 Tactical Light

 

 

China Lake, M1911, M79, Glock, Skorpion vz. 64/68

 

- Sights

--- Small Reflex Sight (Dot/Circle)

----- Note that the dot/circle variants use the same "Small Reflex Sight" universal mod. If you want to switch between them, detach it first or a new one will be crafted from scratch.

 

 

Glock, Skorpion vz. 64/68

 

- Under-Barrel

--- Pistol UB Laser Sight

--- Pistol X2 Tactical Light

--- Pistol X2 Tactical Light + Laser Sight

 

 

M1911

 

- Sights

--- LPC Laser Sight

----- Note that the standard/BUI variants use the same "LPC Laser Sight" universal mod. If you want to switch between them, detach it first or a new one will be crafted from scratch.

--- Vintage Flashlight Weapon Attachment

----- Note that the standard/BUI variants use the same "Vintage Flashlight Weapon Attachment" universal mod. If you want to switch between them, detach it first or a new one will be crafted from scratch.

 

 

Mossberg 590, USAS-12

 

- Muzzles

--- 12 Gauge Micro Compensator

--- 12 Gauge Three Port Muzzle Brake

--- Salvo 12 Suppressor

 

 

Double-Barrel Shotgun, Marlin 1895G, Thompson SMG

 

- Sights

--- Nydar Gun Sight

 

 

AER9 Laser, Laser Musket

 

- Sights/Scopes

--- AER9 Reflex Sight

--- AER9 Scope (10x)

--- AER9 Night Vision Scope (4x)

--- AER9 Recon Scope (4x)

 

 

Pipe Bolt-Action, Pipe Gun, Pipe Revolver, Pipe Syringer (with exceptions), Makeshift Anti-Materiel Rifle (sights only, some exceptions)

 

- Grips/Stocks

--- Pipe Gun Pistol Grip

--- Pipe Gun Comfort Pistol Grip

--- Pipe Gun Sharpshooter's Pistol Grip

--- Pipe Gun Full Rifle Stock

--- Pipe Gun Recoil Compensating Stock

--- Pipe Gun Marksman's Stock

 

- Sights/Scopes

--- Pipe Gun Iron Sights

--- Pipe Gun Glow Sights

--- Pipe Gun Pipe Sight

--- Pipe Gun Pipe Glow Sight

--- Pipe Gun Scope (6x)

--- Pipe Gun Night Vision Scope (4x)

--- Pipe Gun Recon Scope (4x)

 

 

***Gameplay Changes - General***

 

- Player and NPC Health no longer scales with level. It is still affected by things like perks and Endurance, however.

--- This is intended to reduce bullet-sponginess. Weapon damage can only go so high, but in the base game, the player and many NPCs keep getting more HP as their level increases...

 

- NPC Health has been normalised. In the base game, humans for example can vary from 30 HP to 1300 HP - or possibly even more. That's one human taking *43 times* the punishment of another, in that example.

--- Humans, mutants, creatures, robots, etc now all have a much narrower range of potential max HP values.

--- This is intended to reduce bullet-sponginess - as well as promote consistency and believability, of course.

--- Certain NPC types are still much more resilient than others. You're not going to take down deathclaws and sentry bots with a single pistol shot.

----- Many NPC types have had their damage resistances rebalanced - usually increased; especially robots, turrets and vertibirds.

 

- NPCs are now generally much less outrageously accurate than in the base game.

--- This is to balance against combat now being more deadly overall. You'll get hit less, but take more damage when you do.

 

- Incoming and outgoing damage bonuses/penalties have been removed on all difficulty levels - including Survival Mode. Everyone does 1x damage.

 

- Locational damage overhaul: Attack their weak point for massive damage!

--- Generally; body takes 1x damage, head takes 3x, limbs take 0.75x.

 

- Melee/unarmed base sneak attack damage multiplier reduced from 3x to 1.5x. Perks that boost this value have been nerfed too; see the Perk Changes section below for more info.

 

- NPCs no longer have infinite ammo and grenades. No more combatants shooting at you all day long without cease and then only having ~7 rounds on their bodies.

--- NPCs have instead been given more ammo (depending on their rank/tier) and a backup melee weapon. Sometimes a backup sidearm too.

--- This does mean that turrets can run out of ammo, rendering them harmless - except for laser turrets; see below.

--- Laser turrets and robot laser weapons switch to half-damage "recharger" mode if they run out of ammo; indicated by the beam changing colour. (E.g. from red to orange, or light blue to dark blue.)

--- On a related note, you're now able to access the inventory of active enemy turrets (as with settlement turrets; see the Settlement Changes section for more info), so if you're able to get up close to one, maybe you could unload it to stop it shooting...

 

- Player's damage reduction while in VATS has been removed. (In the base game the player only receives 10% of the damage they normally would.)

 

- Weapon names are now generated in a more readable and convenient format.

--- The weapon's base name is now first, followed by descriptions of its attached weapon mods, etc. Offers better sorting (alphabetically) as like weapons are grouped together.

--- E.g. "Laser Pistol | Excited | Scoped" rather than "Excited Scoped Laser Pistol".

 

- Consumables (i.e. food/drinks/chems) changes:

--- Consumables that give "magical" bonuses to things like ranged damage had those effects removed or replaced. (Usually this means limiting damage bonuses to melee/unarmed only.)

--- Max HP bonuses were reduced to accommodate lower overall player and NPC Max HP values.

--- Calmex and Calmex Silk had their sneak attack multiplier bonuses replaced with +10% VATS Accuracy.

 

- NPCs no longer take 300% damage to power armour parts; changed to 100%.

 

- Boulders thrown by Super Mutant Behemoths no longer magically curve through the air, seeking out their target.

 

- Gatling Laser ammo capacity increased from 500 to 2000 to fix issues related to the Repair Bobblehead and Nuclear Physicist perks.

 

- Railway Spikes can now be retrieved after a missed shot.

 

 

***Gameplay Changes - Survival Mode***

 

- Survival Mode flat XP bonus reduced from 2x to 1x. (Removed, in other words.)

 

- Adrenaline perk now gives 5% bonus Kill XP per rank, rather than 5% bonus damage - for a maximum of +50% Kill XP.

 

 

***Levelled List Changes***

 

- Weapon availability overhaul.

--- Different factions use more noticeably differentiated weapons. E.g. Raiders have makeshift ballistic weapons, Gunners have higher quality ballistic weapons, Brotherhood of Steel have Energy weapons, etc.

--- DLC weapons are now also found in the Commonwealth (and other DLC areas), where appropriate.

 

- Assaultron Blade and Mr. Handy Buzz Blade can now be found as Legendary weapons.

 

 

***Crafting***

 

- Crafting recipes for weapon mods now generally have more believable components.

--- E.g. wooden stocks are not made of aluminium, funnily enough!

 

- Crafting recipe perk requirements (for weapon mods) were re-balanced to account for balance/mechanics changes elsewhere in WARS.

 

- Component weight changes:

--- Lead reduced from 0.3 to 0.1 lb to work better in ammo crafting, where smaller amounts are needed.

----- Junk items containing Lead had their Lead count increased to compensate. (Sometimes drastically increased, in order to make more sense.)

----- Existing crafting recipes requiring Lead had their Lead count increased to compensate too.

 

- Most grenades, mines and other explosives can no longer be crafted at Chemistry Stations.

--- They are now crafted using factory builders instead (see Factory Crafting, below), requiring more believable components.

--- Simpler explosives like Molotovs and Bottlecap Mines can still be crafted at Chemistry Stations.

 

- Misc recipe changes:

--- Nuka-Cola Ammo recipe now produces 10 rounds, up from 1.

--- Nuka-Cherry Ammo recipe now produces 5 rounds, up from 1.

 

 

 

***Factory Crafting (Contraptions)***

 

The factory system added by the Contraptions DLC is great, but unfortunately doesn't deliver on its potential; for example as it relates to manufacturing weapons and ammo. Ammo crafting? Slap some steel and cow manure together and call it ammunition. Weapon crafting? Once you meet the perk requirements and have enough base components, a single machine lets you churn out as many copies of high-tier weapons as you like.

 

It's all pretty simplistic and not very rewarding.

 

From multi-stage weapon manufacture to a New Vegas-inspired ammo crafting system, WARS aims to make building weapons and ammo factories in FO4 more interesting, fun and useful. It makes a number of changes and additions in this area:

 

 

- Schematic (i.e. perk magazine) requirements for crafting ranged weapons and ammo:

--- Basic or "default" ammo sub-types (e.g. FMJ, Surplus) and some basic ranged weapons (like pipe guns) can always be crafted as long as any regular perk requirements are met, but more advanced weapons and ammo will require schematics to be found first.

--- Schematics are found in relevant perk magazines like "Guns and Bullets" for ballistic weapons/ammo, and "Tesla Science" for Energy weapons/ammo.

----- Heavy Weapons lacked an associated set of perk magazines, so WARS adds one in the form of "Big Bore" magazine. These six magazines can be found out in the Wasteland, like the existing perk magazines.

--- This all makes finding those magazines pretty important, so "sealed intel" items were added:

 

- Sealed Intel

--- Consumable items that give a Misc. quest pointing to the location of their associated perk magazine when their seal is broken.

--- Can be bought from vendors or (rarely) found in loot.

--- If you've already found (or are already tracking) the associated magazine, attempting to use the item will not break the seal. It can instead be sold.

--- Individual Sealed Intel items will stop spawning once you've found their associated magazine. (Already-spawned intel items will still be there, however.)

--- Note that these intel items only exist for magazines that are used as schematics in WARS; not for *all* perk magazines.

 

- Perk magazine location changes:

--- Relevant perk magazines that were only available after certain quest stages - or with certain faction requirements - had their locations changed slightly. (They're still very near to where they were.)

--- Affected magazines:

----- Guns and Bullets #08

----- Guns and Bullets #10

----- Tesla Science #05

 

- "Guns and Bullets" unlocks by issue number:

--- 01 - 9x19mm - Glock 17

--- 02 - 5.56x45mm - Mini-14, AR-15, SA80

--- 03 - 12 Ga - Mossberg 590, USAS-12

--- 04 - .45-70 Govt - Marlin 1895G

--- 05 - .38 Spc and .380 ACP - Walther PPK, Skorpion vz. 64/68

--- 06 - .50 BMG - Makeshift Anti-Materiel Rifle, M107 Anti-Materiel Rifle

--- 07 - 7.62x39mm and 7.92x33mm Kurz - Volkssturmgewehr, Handmade AKM

--- 08 - .45 ACP and 10mm Auto - M1911, Thompson SMG

--- 09 - .308 and 7.62x51mm - R700

--- 10 - .44 Mag - S&W M29 Revolver

 

- "Tesla Science" unlocks by issue number:

--- 01 - Gamma Cell - Gamma Gun

--- 02 - 2mm EC

--- 03 - Fusion Core

--- 04 - Microfusion Cell

--- 05 - Plasma Cartridge

--- 06 - XM76 Gauss Rifle

--- 07 - MPL Plasma Gun

--- 08 - AEG10 Gatling Laser

--- 09 - AER9 Laser Gun

 

- "Big Bore" unlocks by issue number:

--- 01 - Flamer Fuel - FT13 Flamethrower

--- 02 - 40x46mm - China Lake Grenade Launcher

--- 03 - CZ53 Minigun

--- 04 - Missiles - VMLS Missile Launcher

--- 05 - Cannonballs, Harpoons, Railway Spikes - Greener Harpoon Gun, Swivel Gun

--- 06 - Mini Nukes - M42 Fat Man

 

 

- Weapon Forge overhaul:

--- Now called "Builders" rather than "Forges". (Standardising many machine names as "Builder" and "Scrapper" types.)

--- Now require less power due to the added requirement for Weapon Part Builders. (See below.)

--- Weapon Builders divided into the following types:

----- Pistol/SMG Builder

----- Shotgun Builder

----- Rifle Builder

----- Energy Weapon Builder

----- Heavy Weapon Builder

----- Bladed Weapon Builder

----- Blunt Weapon Builder

----- Fist Weapon Builder

 

- Weapon Builders now build (ranged) weapons from a full set of loose mods for that weapon, rather than base components.

--- These lists of loose mods adhere to strict "factory default" configurations. This is a factory line, after all; not a gunsmith's workshop, producing custom pieces.

--- The Weapon Builders will accept loose mods sourced from anywhere, but a range of Weapon Part Builders have been added, allowing you to mass-produce them:

--- (Note that these Weapon Part Builders are also mostly limited to producing basic "factory default" parts, and are further divided into the same types as the Weapon Builders themselves.)

----- Barrel Builder

----- Grip/Stock Builder

----- Magazine Builder (Can produce all types of detachable magazines; not just "factory default" ones.)

----- Muzzle Device Builder

----- Receiver Builder

----- Sights Builder

----- Trigger Group Builder

--- If the "factory default" form of a weapon only calls for one loose mod (or no loose mods), that weapon will be built directly from base components, as in the base game.

 

- Ammo Builder overhaul:

--- Ammo Builder machines were separated out into one machine per calibre/ammo type. E.g. one machine for 9x19mm, another for 5.56x45mm, another for Microfusion Cells, etc.

----- Each Ammo Builder covers all the sub-types for that calibre. (FMJ, JHP, AP, etc.) The sub-type to be built can be selected via a connected terminal, as usual.

----- This means that - unlike in the base game - machines producing different calibres can now exist on the same power grid at the same time.

--- Ballistic ammo is now built from (and can be broken down into) more believable components; inspired by Fallout New Vegas.

----- These include newly added components like Brass, Pistol/Rifle Powder, Casings and Primers of various types, Incendiary and Explosive Material, etc.

--- Grenades and Mines are considered ammo types here, for the sake of categorisation.

 

- Ammo Parts Builders added:

--- These machines build the components used by the Ammo Builders (above):

----- Casings Builder

----- Primers Builder

----- Explosives Parts Builder

----- Explosives Shells Builder

 

- Tech Builder added:

--- Builds the various tiers of Turret Control Module, used to build turrets. (See Settlement Changes, below.)

--- Builds Robot Repair Kits. (From Automatron.)

 

- Ammo Scrapper machine added:

--- Breaks ammo, grenades and mines down into their components.

----- This includes "normal" components like Brass and Steel, as well as things like primers, casings and explosives parts.

--- Many ammo types only require small amounts of (say) Lead; for example only one or two units of Lead per ten rounds of ammo - so when less than ten rounds of ammo are processed, fractions of these components will be stored until there are enough to dispense. (At least one full unit.)

 

- Ammo Parts Scrapper machine added:

--- Breaks items like casings, primers and various explosives parts down into their components.

----- E.g. casings into Brass, primers into Brass and Explosives.

--- As with the Ammo Scrapper, component fractions will be stored until there are enough to dispense.

 

- Builder (and Scrapper) machine changes:

--- Now incorporate signs that indicate what the machine does, plus the input and output direction.

----- Vanilla builders were different colours, but that's it. Now you can see at a glance what a builder/scrapper does; especially useful with the increased variety of these machines available in WARS.

--- Now snap to standard floor pieces, making it much easier to build factory lines that don't gradually veer off into a wall because you couldn't align the first piece properly.

----- (Technical details: They have 4 P-Balcony01-Dif2 snap points in a square pattern, so they'll snap to the centre or edge of 256x256 floor pieces, for example. The floor must have at least one free edge when placing the Builder, but other pieces can generally be snapped to that edge once the Builder is placed.)

--- Terminal menus now list items that you don't currently meet the perk requirements for, with a "(Locked)" suffix. Selecting those entries will tell you the requirements for the items.

----- Vanilla behaviour was to not even tell you that there was something that *could* be selected if you were to meet the requirements, let alone what the requirements were.

 

- Other machines that now also have descriptive signs and snap to standard floor pieces in the same way as Builder/Scrapper machines: (See above.)

--- Conveyor Storage

--- Sorters

--- Vacuum Hoppers

 

- Added Splitter (Left) and Splitter (Right).

--- Machines that take items (either entering via their input belt or that have been placed in their inventory) and split the output, alternating between their side belt and straight belt outputs.

--- Based on the Sorter machines.

--- Useful when you have multiple builders that require the same components, as is likely the case when manufacturing ammo and weapons in WARS.

--- Snap to standard floor pieces in the same way as Builder/Scrapper machines. (See above.)

 

- Conveyor Belts received a minor retex to add painted arrows on the belt, making it easy to tell their travel direction, even when unpowered.

 

- Misc:

--- IEW Laser Guns (Institute Laser Guns) and their related loose mods require the completion of the "Mankind - Redefined" quest before they can be manufactured.

 

 

 

***Misc Changes***

 

- Various things like messages, loading screen descriptions and Help entries have been edited (or added) to reflect changes made by WARS.

--- Edited and added Help entries can be identified by (WARS) appearing in their titles.

 

- Pipe guns have had their palette file edited so that their metallic parts look less like orange cardboard and more like metal.

 

- Thrown grenades no longer still have the pin still in them. (I'm assuming that in vanilla, the grenades self-destructed out of sympathetic embarrassment for the person who threw them without pulling the pin first.)

 

- Weapons no longer use generic sounds in VATS or slow-motion. Instead they use their normal sounds, slowed down. (As you might expect.)

 

- NPCs' detection view cone reduced from 190 to 160. (The default of 190 meant NPCs just about had eyes in the back of their heads.)

 

- Tesla Rifle projectiles now have impact decals.

 

- Ejected shell casing related settings changed:

--- fGunShellCameraDistance increased from 512 to 2048.

--- fGunShellDirectionRandomize reduced from 0.45 to 0.20.

--- fGunShellEjectSpeed increased from 160 to 320.

--- fGunShellLifetime increased from 5 to 120 (seconds).

 

- Projectile and impact related settings changed:

--- fGunParticleCameraDistance increased from 2048 to 20480.

--- fProjectileMaxDistance increased from 32768 to 65536.

--- iProjectileMaxRefCount increased from 15 to 256.

--- iDebrisMaxCount increased from 25 to 250.

--- iMaxAttachedArrows increased from 3 to 10.

 

 

***Automatron Robot Construction Changes***

 

- Player-built robot weapons now require ammo.

 

- Robot laser weapons require Microfusion Cells, but will switch to "Recharger" mode if they run out.

--- Recharger mode requires no ammo, but does half damage.

--- Laser beam changes colour (e.g. from red to orange or light blue to dark blue) to indicate Recharger mode.

 

- Detached robot weapons now have more reasonable weight values. (Rather than all weighing 0.5 lbs, as in vanilla.)

 

- Sentry Bot miniguns:

--- Standard miniguns use 5.56x45mm ammo.

--- "Unstable Explosive Miniguns" are no longer explosive, but instead use the same .308 Win/7.62x51mm ammo as the regular minigun, with a commensurate damage increase.

 

- Misc robot part changes:

--- Regeneration Field torso mod HP regen reduced from 3HP/s to 0.3HP/s.

 

 

***Settlement Changes***

 

- Workshop Menu changes:

--- Workshop objects that are newly added or significantly changed by WARS appear under the Workshop menu category "WARS".

--- This new category is safely added via Settlement Menu Manager (SMM). See the Requirements section.

 

- Player-built turrets now require ammo.

--- These turrets have a secondary activation option that lets you access their inventory in order to give them this ammo.

--- Retrieve ammo (or anything else) in a turret's inventory before scrapping/stashing it, or it will be lost.

 

- Player-built turrets are no longer levelled. You can now select the specific model to build (Mk I, Mk III, etc) and these models will use a specific ammo type (denoted in their name):

--- Ballistic Turret Mk I - 9x19mm - 5 Defence

--- Ballistic Turret Mk III - 10mm Auto - 8 Defence

--- Ballistic Turret Mk V - 5.56x45mm - 12 Defence

--- Ballistic Turret Mk VII - .308 - 15 Defence

--- Laser Turret - Microfusion Cell - 8 Defence - Will revert to "Recharger" mode if out of ammo; needs no ammo but does half damage.

--- Heavy Laser Turret - Microfusion Cell - 12 Defence - Will revert to "Recharger" mode if out of ammo; needs no ammo but does half damage.

--- Shotgun Turret - 12Ga - 12 Defence

--- Missile Turret - Missile - 15 Defence

 

- Turrets now require a Turret Control Module to build/repair (in addition to their regular components).

--- Turret Control Modules come in four tiers - Mk I, III, V and VIII - and the more powerful the turret, the higher tier module it requires.

--- Turret Control Modules can be looted from destroyed turrets, or manufactured in a Tech Builder machine (see the Factory Crafting section), with a high enough rank in the Science! perk.

 

- Guard Post Defence value increased from 2 to 6.

--- Settlers are a valuable resource, and having one tied up with guard duty but only receiving a maximum of 6 Defence in return (if they're assigned to the maximum of 3 Guard Posts) is not worth the investment compared to turrets. Now the maximum Defence value per settler on guard duty will be 18.

 

- The Fusion Generator and Vault-Tec Reactors now require much more Nuclear Material to build, to balance against the usage of Nuclear Material in ammo crafting/breakdown. (Notably the way that Fusion Cores can be produced in a factory machine using 150 Nuclear Material.)

--- Generator - Fusion: 150 Nuclear Material

--- Vault-Tec Reactor: 200 Nuclear Material

--- Vault-Tec Super-Reactor: 600 Nuclear Material

 

 

***Legendary Effects Changes***

 

Many of the vanilla FO4 Legendary effects would only be possible if literal magic existed in the Fallout universe. Firearms are not magic wands, so WARS removes the overtly "magical" Legendary effects and replaces them with more believable effects. Some effects have also been re-balanced to better fit WARS. Some replacement effects appear more than once, as there were a LOT of magical effects to replace.

 

Note that if you don't start a new game after installing WARS (as recommended), some of these changes likely won't be initialised, potentially leaving you with weapon/Legendary effect combinations that don't make sense and were not intended.

 

 

Changed effects:

 

M4 Carbine (used by December's Child) - Reduced from +25% to +10% Fire Rate and +15% to +10% Reload Speed.

Powerful - Reduced from +25% Damage to +10% Damage.

Irradiated - Now also does 5 RAD damage to user on attack.

Rapid - Reload speed increase removed. Reduced from +25% to +15% Fire Rate.

 

 

Effects now for melee/unarmed weapons only:

 

Penetrating

Wounding

Staggering

Kneecapper

Furious

Crippling

Poisoner's

Enraging

 

 

Replaced effects:

 

Defiant -> Accurised: +20% Accuracy.

Resolute -> Back-Heavy: +10% Aim Speed. +10% Recoil.

Hitman's -> Balanced: +5% Aim Speed. -5% Recoil.

Steadfast -> Comfortable: +10% Scoped Stability.

Deadeye -> Custom: +15% Reload Speed.

Resilient -> Ergonomic: +10% Aim Speed.

Stalker's -> Front-heavy: -10% Aim Speed. -10% Recoil.

Violent -> Heavy (Ranged, Light): -10% Aim Speed. +20% Bash Damage. -10% Recoil. +0.5lb Weight.

Explosive -> Heavy (Ranged, Medium): -10% Aim Speed. +20% Bash Damage. -10% Recoil. +2lb Weight.

Incendiary -> Heavy (Ranged, Heavy): -10% Aim Speed. +20% Bash Damage. -10% Recoil. +10lb Weight.

Nimble -> Light (Ranged, Light): +10% Aim Speed. -20% Bash Damage. +10% Recoil. -0.5lb Weight.

Plasma Infused -> Light (Ranged, Medium): +10% Aim Speed. -20% Bash Damage. +10% Recoil. -2lb Weight.

Two Shot -> Light (Ranged, Heavy): +10% Aim Speed. -20% Bash Damage. +10% Recoil. -10lb Weight.

Never Ending -> Tight Tolerances: +10% Accuracy. +10% Damage. +20% Wear Rate.

VATS Enhanced (Ranged) -> Back-Heavy: +10% Aim Speed. +10% Recoil.

Lucky Weapon -> Rugged: -25% Wear Rate.

Freezing -> Rugged: -25% Wear Rate.

Junkie's -> Balanced: +5% Aim Speed. -5% Recoil.

Instigating -> Comfortable: +10% Scoped Stability.

Nocturnal -> Custom: +15% Reload Speed.

Hunter's -> Ergonomic: +10% Aim Speed.

Exterminator's -> Front-heavy: -10% Aim Speed. -10% Recoil.

Ghoul Slayer's -> Heavy (Ranged, Light): -10% Aim Speed. +20% Bash Damage. -10% Recoil. +0.5lb Weight.

Assassin's -> Heavy (Ranged, Medium): -10% Aim Speed. +20% Bash Damage. -10% Recoil. +2lb Weight.

Troubleshooter's -> Heavy (Ranged, Heavy): -10% Aim Speed. +20% Bash Damage. -10% Recoil. +10lb Weight.

Mutant Slayer's -> Light (Ranged, Light): +10% Aim Speed. -20% Bash Damage. +10% Recoil. -0.5lb Weight.

Quickdraw -> Light (Ranged, Medium): +10% Aim Speed. -20% Bash Damage. +10% Recoil. -2lb Weight.

Relentless -> Light (Ranged, Heavy): +10% Aim Speed. -20% Bash Damage. +10% Recoil. -10lb Weight.

Blazing -> Heavy (Melee, Light): +15% Damage. +0.3lb Weight.

Charged -> Heavy (Melee, Medium): +15% Damage. +2lb Weight.

Frigid -> Heavy (Melee, Heavy): +15% Damage. +10lb Weight.

Bloodied -> Light (Melee, Light): -15% Damage. -0.3lb Weight.

Berserker's -> Light (Melee, Medium): -15% Damage. -2lb Weight.

VATS Enhanced (Melee) -> Light (Melee, Heavy): -15% Damage. -10lb Weight.

 

 

Named weapons with changed effects:

 

Partystarter: Assassin's -> Custom

Eddie's Peace: Crippling -> Rapid

Wastelander's Friend: Crippling -> Ergonomic

The Last Minute: Crippling -> Ergonomic

Good Intentions: Enraging -> Comfortable

Spray n' Pray: Explosive -> Rapid

Kiloton: Explosive -> Powerful

Reba II: Exterminator's -> Light

The Problem Solver: Furious -> Powerful

Splattercannon: Furious -> Powerful

Ashmaker: Incendiary -> Front-heavy

The Gainer: Incendiary -> Balanced

Old Faithful: Instigating -> Rugged

Sentinel's Plasmacaster: Instigating -> Balanced

Admiral's Friend: Instigating -> Light

Sergeant Ash: Kneecapper -> Light

Virgil's rifle: Mutant Slayer's -> Irradiated

Prototype UP77: Never Ending -> Rapid

Wazer Wifle: Never Ending -> Rugged

Aeternus: Never Ending -> Rugged

Death From Above: Nimble -> Light

Radical Conversion: Penetrating -> Heavy

Defender's Harpoon Gun: Penetrating -> Back-Heavy

Kellogg's pistol: Relentless -> Balanced

Butcher's Hook: Relentless -> Wounding

Cito's Shiny Slugger: Relentless -> Wounding

Skipper's Last Stand: Resilient -> Custom

Justice: Staggering -> Heavy

Tinker Tom Special: Stalker's -> Accurised

General Chao's Revenge: Troubleshooter's -> Crippling

Big Boy: Two-Shot -> Back-Heavy

Old Reliable: Two-Shot -> Rugged

Overseer's Guardian: Two-Shot -> Back-Heavy

Deliverer: VATS Enhanced -> Powerful

Rockville Slugger: VATS Enhanced -> Heavy

The Fish Catcher: VATS Enhanced -> Crippling

Le Fusil Terribles: Violent -> Back-Heavy

AX90 Fury: Mutant Slayer's -> Rapid

Hub's Alien Blaster: Lucky Weapon -> Powerful

Righteous Authority: Lucky Weapon -> Rugged

 

 

***Legendary Enemy Changes***

 

- Removed "Legendary Enemy has mutated!" message. The accompanying music sting is still in for now, though.

 

- Changes to Legendary enemy mutation effects:

--- Mutation no longer triggers an instant full heal, but instead heals 50% of max HP over 5 seconds.

--- Double Damage now only affects melee attacks.

--- Legendary Accuracy nerfed from giving absolutely zero spread with weapons to a 40% hip-fire accuracy bonus instead. Damage bonus removed.

 

 

***Misc Fixes***

(Fixes for vanilla bugs.)

 

- Added collision geometry for some weapon parts that were missing it. Weapons affected:

--- Handmade AKM (Handmade Rifle)

--- Marlin 1895G (Lever Action Rifle)

--- S&W M29 Revolver (.44 Pistol)

 

- Flamer and Plasma Gun Flamer Barrel fix:

--- Removed VATSWeaponLongBurst keyword, which prevented subsequent shots in VATS from doing damage.

 

 

***Perk Changes***

 

A number of perks have been changed; primarily perks that involve damage bonuses. Ranged weapons no longer receive damage bonuses from perks as that simply doesn't make sense. A bullet fired from a gun will impart the same energy regardless of the skill of the person holding the weapon. Melee and Unarmed weapons still receive damage bonuses from perks, but generally with a lesser magnitude than in the base game.

 

Note that things like base damage and player/NPC HP values have been altered to account for these perk changes (among other things, covered elsewhere).

 

Any perks changed by WARS have also been given more explicit descriptions if necessary. (E.g. listing the percentage chance something will happen rather than just saying "a chance".)

 

Here are the perks that have been changed (along with notes on what's been changed and what remains the same):

 

 

SPECIAL Perks:

 

Strength:

 

Iron Fist

- All ranks now increase Unarmed damage by 5% each rather than 20% each, up to a max of 25% at rank 5.

- Unchanged: Chance to disarm, cripple and paralyse enemies.

 

Big Leagues

- All ranks now increase Melee damage by 5% each rather than 20% each, up to a max of 25% at rank 5.

- Rank 4 ability to hit all targets in front of you was removed, as this is now part of the "Sweep" attack mode for certain melee weapons. (See the Melee Changes section for more info.)

- Unchanged: Chance to disarm and cripple enemies. Chance for grand slam attacks.

 

Heavy Gunner

- Ranged and Explosive damage bonuses removed for all ranks.

- Each rank increases hip-fire accuracy by a cumulative 5%, up to a max of 25% at rank 5.

- Each rank decreases recoil by a cumulative 5%, up to a max of 25% at rank 5.

- Each rank decreases scoped instability due to not meeting the weapon's STR REQ by a cumulative 10%, up to a max of 50% at rank 5.

- Unchanged: Chance to stagger enemies.

 

Steady Aim

- Rank 1 hip-fire accuracy bonus reduced from 20% to 10%.

- Rank 2 hip-fire accuracy bonus reduced from 40% to 20%.

- Rank 3 hip-fire damage bonus removed and replaced with hip-fire accuracy bonus of 30%.

 

Basher

- Now has a chance to knock down opponents that are roughly human-sized or smaller, as follows:

--- Rank 1: 20%.

--- Rank 2: 30%.

--- Rank 3: 40%.

--- Rank 4: 50%.

- Rank 1 gun-bashing damage bonus reduced from 25% to 10%.

- Ranks 2-4 now do an additional 5% gun-bashing damage each, down from 25% each - for a total bonus of 25% at rank 4.

- Rank 4 gun-bashing critical hit chance removed.

- Unchanged: Chance to cripple enemies.

 

Rooted

- Rank 1 damage bonus reduced from 25% to 5%, and Damage Resistance bonus reduced from +25 to +10.

- Rank 2 damage bonus reduced from 50% to 10%, and Damage Resistance bonus reduced from +50 to +20.

- Rank 3 now gives total damage bonus of 15% and Damage Resistance bonus of +30.

- Unchanged: Chance to automatically disarm attacking enemies.

 

 

Perception:

 

Rifleman

- Now only affects manually-operated (revolver and bolt/pump/lever/break-action) rifle-sized ballistic weapons. (Including the Gauss Rifle.)

- Armour penetration and damage bonuses removed for all ranks.

- Each rank increases hip-fire accuracy by a cumulative 5%, up to a max of 25% at rank 5.

- Each rank decreases recoil by a cumulative 5%, up to a max of 25% at rank 5.

- Each rank decreases scoped instability due to not meeting the weapon's STR REQ by a cumulative 10%, up to a max of 50% at rank 5.

- Unchanged: Chance to cripple enemies.

 

Awareness

- Rank 2 damage bonus removed.

- Unchanged: Ability to view target's damage resistances in VATS. VATS accuracy bonus.

 

Demolition Expert

- Explosion damage and scale bonuses removed for all ranks.

- Each rank now reduces damage taken from explosions by a cumulative 5%, up to a max of 20% at rank 4.

- Perk description now makes it clear that each rank unlocks a higher tier of explosives crafting recipes.

- Unchanged: Grenade throwing arc. Explosives crafting recipes unlocked.

 

Night Person

- Rank 3 health bonus reduced from +30 to +20.

- Unchanged: INT and PER bonuses at night.

 

Sniper

- Rank 2 knock-down chance (while using scoped, non-automatic rifle) reduced from 15% to 10%.

- Unchanged: Increased scope steadiness and breath-holding time at rank 1, increased head-shot accuracy in VATS at rank 3.

 

Concentrated Fire

- Rank 2 was fixed so that it grants +15% accuracy per VATS attack, as per its description - rather than +15% damage.

- Rank 3 damage bonus removed.

- Unchanged: Successive attacks in VATS increasing VATS accuracy.

 

 

Endurance:

 

Life Giver

- Rank 3 HP regen reduced from 0.5%/s to 0.05%/s.

- Unchanged: +20 max HP per rank.

 

Adamantium Skeleton

- Ranks 1, 2 and 3 had their limb damage reductions reduced from 30%, 60% and 100% to 25%, 50% and 75% respectively.

 

Ghoulish

- Ranks 1, 2 and 3 had their incoming-radiation-healing rates reduced from 50%, 100% and 150% to 25%, 50% and 75% respectively.

- Rank 4 now has an incoming-radiation-healing rate of 100%.

- Unchanged: Chance for feral ghouls to become friendly. Rads slowly decreasing with Rank 4.

 

Solar Powered

- Rank 2 Rad reduction rate reduced from 1%/s to 0.2%/s.

- Rank 3 HP regen reduced from 0.5%/s to 0.1%/s.

- Unchanged: STR and END bonuses during the day.

 

 

Charisma:

 

Black Widow/Lady Killer

- Damage bonus now only affects melee/unarmed attacks.

- Ranks 1, 2 and 3 had their damage bonuses reduced from 5%, 10% and 15% to 2%, 4% and 6% respectively.

- Unchanged: Increased persuasion success chances.

 

Lone Wanderer

- Damage bonus, Damage reduction bonuses and carry weight bonuses removed.

- New Rank 1 description: "You move more quickly and quietly on your own. When adventuring without a companion, you move 5% faster and are 5% harder to detect."

- These bonuses increase by a cumulative 5% for each rank, up to a max of 20% at rank 4.

- Unchanged: Bonus AP with rank 4.

 

Attack Dog

- Rank 4 damage reduction removed.

- Rank 4 now doubles both Dogmeat's chance to cripple enemies and the bleeding damage he does. (To 20% and 4 HP/s for 5s, respectively.)

- Unchanged: VATS accuracy bonus on enemies held by Dogmeat.

 

Inspirational

- The "player can't hurt companions" and "companions can't hurt player" effects were removed. No such thing as friendly fire.

- Damage bonus now only affects melee/unarmed attacks.

- Unchanged: Companion damage resistance and carry weight bonuses.

 

 

Intelligence:

 

Science!

- This is now the weapon skill perk for all Energy weapons (barring Heavy weapons).

--- Each rank increases hip-fire accuracy by a cumulative 5%, up to a max of 20% at rank 4.

--- Each rank decreases recoil by a cumulative 5%, up to a max of 20% at rank 4.

--- Each rank decreases scoped instability due to not meeting the weapon's STR REQ by a cumulative 10%, up to a max of 40% at rank 4.

--- Rank 3 gives a 1% chance to knock opponents down (by "overwhelming their senses"). Rank 4 increases this chance to a total of 3%.

- Unchanged: Ranks 1-4 unlock high-tech crafting recipes.

 

Nerd Rage!

- Damage bonus now only affects melee/unarmed attacks.

- Ranks 1, 2 and 3 had their damage bonuses reduced from 20%, 30% and 40% to 10%, 20% and 30% respectively.

- HP restored by killing an enemy while raging reduced from 50 to 25.

- Unchanged: Damage resistance bonuses.

 

 

Agility:

 

Gunslinger

- Now affects all pistol-sized ballistic weapons (full-auto or otherwise).

- Damage bonuses removed for all ranks.

- Rank 2 and 3 range bonuses removed.

- Each rank increases hip-fire accuracy by a cumulative 5%, up to a max of 25% at rank 5.

- Each rank decreases recoil by a cumulative 5%, up to a max of 25% at rank 5.

- Each rank decreases scoped instability due to not meeting the weapon's STR REQ by a cumulative 10%, up to a max of 50% at rank 5.

- Unchanged: Chance to disarm and cripple enemies.

 

Commando

- Now affects all semi/burst/full-auto rifle-sized ballistic weapons.

- Damage bonuses removed for all ranks.

- Each rank increases hip-fire accuracy by a cumulative 5%, up to a max of 25% at rank 5.

- Each rank decreases recoil by a cumulative 5%, up to a max of 25% at rank 5.

- Each rank decreases scoped instability due to not meeting the weapon's STR REQ by a cumulative 10%, up to a max of 50% at rank 5.

- Unchanged: Chance to stagger enemies.

 

Mister Sandman

- Silenced weapon sneak attack damage bonuses removed for all ranks.

- Silenced weapons now have a cumulative 3% chance to cripple limbs per rank, to a max of 9% at rank 3.

- Unchanged: Ability to instantly kill a sleeping person.

 

Ninja

- Ranged weapon sneak attack damage multiplier bonuses were removed.

- Rank 1, 2 and 3 Melee/unarmed/bashing sneak attack damage multipliers reduced from 4x, 5x and 10x to 2x, 2.5x and 3x respectively.

- Vanilla bugfixes:

--- All ranks now consistently affect all melee and unarmed weapons, plus bashing attacks with ranged weapons.

--- Bonuses are now multiplicative rather than additive, avoiding order of operations inconsistencies when combined with other perks.

 

Quick Hands

- Rank 1 Reload Speed bonus reduced from +35% to +20%.

- Rank 3 AP bonus increased from +10 to +15. (Since you can gain 10 AP - and more - simply by increasing AGI by 1.)

- Unchanged: Reloading guns costing no AP in VATS.

 

Gun-Fu

- Rank 1 and 2 damage bonuses reduced from +25% and +50% to +5% and +10% respectively.

- Rank 3 now gives you +15% damage to your fourth VATS target and beyond.

- Rank 3 no longer gives you automatic critical hits against your fourth VATS target and beyond.

 

 

Luck:

 

Scrounger

- Rank 4 no longer has a 5% (+Luck) chance to somehow spontaneously manifest ammo out of thin air when you fire the last round in your weapon.

- Rank 4 now increases your chances of finding extra ammo in containers beyond what Rank 3 does.

- Unchanged: Chance of finding extra ammo in containers.

 

Bloody Mess

- Damage bonuses are no longer certain, but instead:

--- Rank 1 has a 5% chance for +5% damage.

--- Rank 2 has a 10% chance for +5% damage.

--- Rank 3 has a 15% chance for +10% damage.

--- Rank 4 has a 20% chance for +10% damage.

- Rank 4 no longer has a chance to cause your enemies to literally go to pieces at the mere sight of their allies somehow exploding when shot in the toe with a pistol bullet.

- Unchanged: Enemies sometimes exploding when gently nudged. (As much as I'd like to remove this effect, it's kind of integral to the whole concept of the perk.)

 

Better Criticals

- Ranks 1, 2 and 3 had their extra damage bonuses reduced from +50%, +100% and +150% to +10%, +20% and +30% respectively.

 

 

Bobblehead perks:

 

Big Guns Bobblehead

- Critical hit damage bonus removed.

- Now gives 5% chance for attacks with heavy weapons to cripple a limb.

 

Energy Weapons Bobblehead

- Critical hit damage bonus removed.

- Now gives 5% chance for attacks with energy weapons to cripple a limb.

 

Explosives Bobblehead

- Damage bonus removed.

- Now gives 5% chance for attacks with explosives to cripple limbs.

 

Melee Bobblehead

- Critical hit damage bonus removed.

- Now gives 5% chance for attacks with melee weapons to stagger opponent.

 

Small Guns Bobblehead

- Critical hit damage bonus removed.

- Now gives +5% stability when aiming with scopes on ballistic weapons.

 

Unarmed Bobblehead

- Critical hit damage bonus removed.

- Now gives 5% chance for unarmed attacks to stagger opponent.

 

 

Magazine perks:

 

Astoundingly Awesome 1

- Health regen removed.

- Now gives +10 max HP.

 

Astoundingly Awesome 2

- Damage bonus with scoped weapons removed.

- Now gives +5% stability when aiming with scopes.

 

Astoundingly Awesome 3

- Damage reduction vs. robots removed.

- Now gives +5% DAM vs. robots.

 

Astoundingly Awesome 7

- Damage bonus at night removed.

- Now gives +5% Kill XP at night.

 

Guns and Bullets

- No longer increases critical damage with ballistic weapons.

- Each issue now unlocks crafting for different ballistic weapons and ammo sub-types. See the "Factory Crafting (Contraptions)" section above for more info.

 

Tesla Science

- No longer increases critical damage with Energy weapons.

- Each issue now unlocks crafting for different Energy weapons and ammo sub-types. See the "Factory Crafting (Contraptions)" section above for more info.

 

Unstoppable

- Chance to avoid all damage from an attack removed.

- Each rank now gives +2% XP gained.

 

 

Companion perks:

 

Know Your Enemy

- Damage bonus vs. Feral Ghouls, Super Mutants and Synths reduced from +20% to +10%.

 

Isodoped

- Having 250 rads or more now gives you +25% AP regen rate rather than +20% Critical Hit generation rate.

 

Hunter's Wisdom

- Damage/Energy Resistance reduction for animals and sea creatures reduced from 25% to 15%.

 

United We Stand

- Damage bonus removed.

- Damage Resistance bonuses reduced from +20 to +10.

 

Berserk

- Melee damage bonus when below 25% HP reduced from +20% to +10%.

 

 

Far Harbour perks:

 

Crusader of Atom/Inquisitor of Atom

- Damage bonus when irradiated now only affects melee/unarmed/bashing attacks.

- Damage bonus per 100 rads reduced from +10% to +5%, for a max of +45% at >900 rads.

 

Destroyer of Acadia

- Damage bonus (20% chance when HP falls below 20%, lasts for 30s) now only affects melee/unarmed/bashing attacks.

- Damage bonus reduced from 4x to +40%.

- Vanilla bugfix(?): perk animation should now play when effect is triggered.

 

Far Harbor Survivalist

- Vanilla bugfix: now actually works. (Gain +5 to all resistances.)

 

Protector of Acadia

- Damage/Energy Resistance bonuses (20% chance when HP falls below 20%, lasts for 30s) reduced from +1000 each to +100 each.

- Vanilla bugfix(?): perk animation should now play when effect is triggered.

 

 

Nuka-World perks:

 

Ace Operator

- Damage bonus with silenced weapons removed.

- Gives 3% chance for attacks with silenced weapons to cripple limbs.

- Unchanged: +10% stealth while in shadows.

 

Pack Alpha

- Damage reduction reduced from 25% to 5%.

- Damage bonus with melee/unarmed weapons reduced from +25% to +5%.

 

SCAV! - Bladed Bravado

- Damage bonus with Combat Knife and Switchblade reduced from +25% to +5%.

 

SCAV! - Cautionary Crafts

- Damage bonus with explosives removed.

- Now gives 5% damage reduction from explosions.

 

 

Non-player perks:

 

Courser perks

- Courser versions of the Commando and Gunslinger perks were altered in the same way as the player versions of those perks. (See above.)

- Courser "Accuracy" perk nerfed from giving them absolutely zero spread with weapons to a 40% hip-fire accuracy bonus instead.

 

crDamage (and similar) perks

- These perks were used to give certain characters/creatures a blanket damage penalty or bonus; ranging from 50% to 300% of normal damage.

- These perks now do nothing, as you shouldn't have to look at two people holding identical firearms and wonder if one is going to magically do three times the per-shot damage of the other.

 

 

 

Commentary

 

 

A good ol' wall of text describing my thoughts behind WARS. (For future reference; written very early in the project.)

 

I've been planning WARS for quite a while - possibly before FO4 was released, even. It was originally going to be called "Modern Arms Replacement Suite" (MARS) as a nod to my "Modern Weapons" add-on for WMX, and I do still think that MARS is a more elegant name. Weapon Addition and Replacement Suite (WARS) is more descriptive though (especially since WARS doesn't solely feature modern weapons), and also has the benefit of not sounding like it's aping the name of the "Modern Firearms" mod, which came along before I could start on WARS.

 

And why did it take me this long to get started on WARS? Clockwork, basically. I promised myself I'd (finally) finish Clockwork before getting distracted by modding Fallout 4. All that time though I was dying to get started on modding FO4. I'm glad I finally have some time to get into it; there's a lot I want to do.

 

 

I was disappointed that mechanically-speaking at least, FO4 was more of a sequel to FO3 than FNV. I do wish that Bethsoft had taken more cues from what Obsidian did with FNV.

 

My past mods for Fallout (and Elder Scrolls) games have overwhelmingly been about adding new content/mechanics/whatever rather than changing existing content. I've tweaked some things, but only as personal, unreleased mods. With FO4, it's the first time I've felt this strongly that I need to change things. I do like the game - I like it a lot - but... I'll put it this way; I haven't played FO4 since I finished my first playthrough directly after the game came out.

 

Playing it in its vanilla state felt like I was wasting its potential; you only get one first impression, after all. I found myself actually avoiding doing certain quests and exploring certain places - specifically to leave myself fresh content to experience later on, once the gameplay issues I have with FO4 had been addressed by mods. As much as they can be, at least. Indeed a lot of great mods have been released, addressing a lot of those issues.

 

There are still things that are not quite the way I would like them, however, so there are a few mods I'm planning to make. Starting with WARS!

 

For a long time - going back to before FO4 was announced - people have asked me if I planned to do something like WMK or WMX again. I always said that I hoped Bethsoft would do something so amazing with weapon mods in FO4 that I wouldn't feel like I needed to do that kind of mod again. I think they managed it. It's not perfect, but I like the weapon modification system a lot; especially that it's modular and node-based. When I first saw that Obsidian were adding weapon modification to FNV, I'd actually hoped that that's what they were doing. Unfortunately it wasn't of course; it was the same thing I did in WMK; a separate, explicit model for every potential combination of mods that can be applied to a weapon.

 

Anyway, I like the overall changes to weapons in FO4; the modification, handling, recoil, etc... I just don't really like what they did with those new features. The weapons they chose, the weapons they didn't, the way they balanced them, the missed opportunities. There are a lot of things I'd like to change, but the base weapon modification system isn't my focus.

 

Basically if you're looking for another WMK/WMX from me, WARS is the closest you're likely to get. I suppose it does expand on the base game's weapon mod selection somewhat, after all.

 

Really though, WARS is planned to be an overhaul; changing a lot of different things in a (hopefully) consistent fashion to meet an overall design/vision. I think that people who are after combat/weapon mechanics that are a little closer to what FNV offered should like it - but the extensive changes will have a couple of unfortunate but unavoidable down-sides.

 

The first is incompatibilities. WARS aims to overhaul some of the fundamental aspects of weapons in FO4, so existing mods that add new weapons for example are unlikely to play well if simply dropped on top of WARS, since they were probably made to fit into the base game's systems. I expect WARS to be... well, an overhaul. A new baseline of sorts. Things like existing new-weapon mods may need an alternate version or patch that re-configures it to fit in with WARS. Only if someone cares enough to do such a thing, of course.

 

If all that sounds horrible to you because you want the new weapons but just love the vanilla weapon setup/balance/etc... well I don't really understand that preference, but still; good news there. The assets in WARS are all planned to be a modder's resource for FO4 mods (if appropriate credit is included), so the permissions should be there for that to happen. I'm not currently planning to make an alternate, "lite" version of WARS myself though - before anyone asks. I don't like the vanilla weapon setup; that's why I'm changing it in this mod. I just don't have time to make something in a way I don't like and won't use myself - especially on top of all the work I'm already doing. Sorry.

 

It's still very early days for the project, though; it could be that things evolve in a different way.

 

Related Plans

 

I mentioned new calibres and ammo types in passing, along with some new crafting materials. At this stage I'm loosely planning to have things like this in a separate resource master plugin probably called "Craft Master" (CM). Since it would be a master file devoted to crafting materials, you see. Some people might remember that I floated this idea a while ago.

 

I do know about the New Calibers mod. It's a bit different to what I have in mind, and not really suitable for me since it's not purely a resource master; it also makes its own active changes and additions to the game.

 

On a different note, the issues I have with vanilla FO4's mechanics aren't limited to weapons/combat. I'm also thinking of a kind of sister mod to WARS to overhaul other parts of the game - probably called Survival Overhaul Suite (SOS). Another name that goes back to before FO4 was even announced, based around various ideas/wishes I had for survival mechanics. Originally I was thinking more along the lines of "Saga Of Survival" or "Saga Of the Survivalist", though; I just really wanted that SOS acronym. However when Bethsoft's own Survival Mode came along and turned out to not really be what I wanted, the name I had in mind changed.

SOS would likely also be dependent on CM, if I take that route.

 

(Later note: SOS will likely instead be called PEACE - for Project Extend And Change Everything - WARS and PEACE, you see? Additionally, at the time of writing I'm not planning to go ahead with Craft Master.)

 

Anyway, that's a way off yet; for now I'm working on WARS.

 

 

 

An interview with me went up on Bethesda.net on 22-06-20, covering my mods generally but also touching on WARS and PEACE:

 

- Monthly Modder: Antistar

--- Part 1

--- Part 2

Edited by antistar
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Alright, hey everyone. I originally posted this WIP thread a few weeks ago, over on the new Bethesda.net forums. It's been a habit of mine for a while now (e.g. WMX, Clockwork) to post WIP threads on the official Bethsoft forums, so I decided to give the new beta forums a chance and did the same thing with WARS. However... there's very little activity there, and while the forum software they've got now is an improvement over the absolutely awful "old new" forum software, it's still not great to use.

So it's past time I just posted the WARS WIP thread here instead! For a while there I (frustratingly) didn't have much time to work on WARS as I was insanely busy moving house. On top of that, the Skyrim Special Edition came out so I wanted to port Clockwork and get that out of the way.

I'm back on WARS now though, thankfully. Here's what I've done recently; a Beta C-Mag for the AR-15 and Mini-14:

- Beta C-Mag 01
- Beta C-Mag 02
- Beta C-Mag 03

Just screenshots of it in Substance Painter there. This was done from scratch, though I used this (very) old model by Twinke Masta as a reference for its dimensions. I kind of had to, as I'd used that model as a placeholder so that Hitman could do the animations for it.

Speaking of which, if you haven't seen them already, Hitman has been posting some videos of what he's been doing for WARS on his channel, so check them out. Notably there's the AR-15 and Mini-14. (Note that those are only placeholder textures in the videos.)


Next up, I'll be continuing work on the AR-15.

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Thanks guys.

 

 

Love pretty much everything minus the NPC ammo part wouldn't that create incompatibles with anything that added new npcs?

 

That might depend on how such a mod is set up, and on however I need to set it up in the end. If I'm just editing existing levelled lists, and the other mod is just using existing levelled lists, it'd be fine.

 

I did mention that incompatibilities would be likely in my commentary there, though. It's sort of par for the course with big overhauls. ;)

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Do you plan to ever do something like Clockwork for Fallout 4? Of particular note, I really liked your storyline for the Gilded which had me curious from the get-go (minus the Courier interrupting my first encounter with them).

 

Anyways, let me stop derailing the thread, what's your opinion on these:

a) Should lasers be silenced? I wouldn't think they would make much noise.

b) Should lasers have recoil? Other than slight vibrations in the machine, light doesn't produce a gas blowback that causes recoil.

c) Accuracy. Since it's a beam of light it should just go straight forward from the emitter, unless you use projectiles like plasma weaponry or MikeMoore's new AEAR-1.

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May I make a suggestion?

 

Change the names of the weapons slightly. The Fallout universe has many parallels to real life companies.

 

 

For example, Kalashnikov might become Lashanikov. It sounds similar enough that we ask know what it is, but its different enough that it fits with the Fallout alternate universe.

 

Puns are especially good. Also figuring out the references makes players feel smart.

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Do you plan to ever do something like Clockwork for Fallout 4? Of particular note, I really liked your storyline for the Gilded which had me curious from the get-go (minus the Courier interrupting my first encounter with them).

 

Anyways, let me stop derailing the thread, what's your opinion on these:

a) Should lasers be silenced? I wouldn't think they would make much noise.

b) Should lasers have recoil? Other than slight vibrations in the machine, light doesn't produce a gas blowback that causes recoil.

c) Accuracy. Since it's a beam of light it should just go straight forward from the emitter, unless you use projectiles like plasma weaponry or MikeMoore's new AEAR-1.

 

Clockwork is the most difficult, ambitious, complicated and time-consuming thing I have ever done - and if I ever try to do anything like it again it will mean that I have actually gone insane. It took nearly five years to make, and that is Far Too Long.

 

a) I was actually watching an LP of Factorio recently where they were talking about that (in relation to a mod that changed the laser turrets in that game), and they said some interesting things. Apparently a sufficiently powerful laser beam will make a noise like thunder - for the same reasons lightning produces thunder.

 

b) Probably not, but I suppose you could try to explain it away as the result of moving parts in a cooling system... or something.

 

c) Well there's the accuracy of the weapon and then the accuracy of the person using the weapon. Right now I don't know if FO4 handles those things separately. (If anyone does know, er... let me know.)

 

 

May I make a suggestion?

 

Change the names of the weapons slightly. The Fallout universe has many parallels to real life companies.

 

 

For example, Kalashnikov might become Lashanikov. It sounds similar enough that we ask know what it is, but its different enough that it fits with the Fallout alternate universe.

 

Puns are especially good. Also figuring out the references makes players feel smart.

 

Probably not, sorry. Part of the idea behind WARS is to go closer to the real world, rather than further away from it.

 

That said, I'm not planning to absolutely go ham in that area and use real-world brand names for specific after-market gun parts, or anything. I want to use common (but descriptive) names for things as much as possible - like "AR-15", for example.

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@ Antistar

 

I used both of your WMX mods first when playing Fallout 3 with Fallout Wasteland Wanderer. Then with Project Nevada used your weapon mods alongside that.

 

Fallout 4...

 

Legendary Weapon Prefix,

Don't like it, hides the fact that the weapons were not well designed in the first place stat wise.

 

There are too many weapons that are just trash weapons.

 

Trash Weapons (greatest trash to least trash)

Mini-gun, submachinegun, double barrel shotgun, combat shotgun, and pipepistol (this last one of course should be sorta trash).

 

Shotguns,

Range Falloff is too severe and damage is underwhelming, these weapons are ingrained into the minds of gamers to be "close combat" but the fact is that's not entirely true in RL plus in game I would be better off using a melee weapon in every single case. Since this weapon seems to only be effective at 6 feet it becomes the worst choice of weapon due to so many other better alternatives in the Close Combat Melee weapon category, which are more effective, weigh less, and have no need for ammo like shotguns do. Of course some gamers think hey that's great I don't need to pump melee skills....Thing is Shotguns plus ammo weighs a whole heck of a lot like 10-20 pounds of carry weight compared to 4 pounds carrying around a melee weapon for close quarters in buildings.

 

Submachinegun,

What can I say....Its absolute garbage and if it was the only weapon I had I would be better off either using my fists or running away the damage is so bad.

 

Mini-Gun,

This is a weapon that relies entirely on the player using drugs to make it worthwhile to use...Or getting Legendary Prefix...This is clearly poor game balance.

Basically due to the fault of how DR works in the game...Player will do 2 damage per bullet outside of that you have your crits and your other modifiers for hedge case legendary effects. Basically the whole reason why the weapon appears to work is due to ROF....We should all know that is why it takes 100-200 rounds to kill a raider.

Of course I could take drugs for magical crit chance increases, but that drug is rare and not commonly available either.

 

I would hate to see 10mm and pipe weapons disappear from the game via mod.

 

__________________________

 

Sorry if this spew of thought here is not what your looking for....

 

Of course I would try out your weapon mod.

Edited by gamefever
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