Weaponsmith Extended

Fallout 4 Mods |

Weaponsmith Extended

Basically it’s a pimped out merged plugin of a bunch of mod weapons.
Most importantly, it’s a proof of concept on how to set up mod weapons to use 1 shared ma keyword to avoid the mod menu category formlist cap bug. Instead of each new mod weapon using their own ma keyword, they use a shared one that I added to AWKCR. To replace the filtering mechanics of the individual keywords I’ve added item requirements to the OMOD recipes that require a person to have the weapon equipped to access the mods for
that weapon. So the draw back is that as far as the mod weapons go, you can only mod the one weapon from this mod that you have equipped, instead of any of these mod weapons that you have in your inventory. So you have to leave the bench and equip the next weapon to mod the next weapon. So that’s the trade off, which I think is worth it if you wouldn’t be able to use all these weapons otherwise, which is the boat I was in. Note that this workaround is not necessary for the blade weapons.

Besides the main goal of the mod, I also game balanced the weapons damage and crafting requirements, made craftable whatever wasn’t, gave blade weapons a blade damage upgrade modding system, and integrated all the weapons into the leveled lists. All weapons can be crafted at the Weaponsmith workbench, except for Swan’s Axe which is a unique boss drop loot weapon.

FYI, weapons modders, all the nuts and bolts functionality wise has all been added to AWKCR, so making a version of your weapon that takes advantage of this framework only requires a dependency on ArmorKeywords.esm.

Future plans for the mod:
I plan to add wearables for all of the weapons merged into this mod.
I plan to add more weapons to this merged plugin. I don’t plan on merging new weapons until they’ve had a chance to get to a finished state as far as bugs squashed and no new content planned. So until weapon mods get to that point they’ll be handled by patches.

REQUIRED FILES
Armor and Weapon Keywords Community Resource (AWKCR) by Valdacil and Gambit77 v1.81
FOR THE FOLLOWING WEAPON MODS, YOU NEED ALL THE ASSETS INSTALLED, BUT YOU DON’T NEED THE ESP PLUGINS ANYMORE.
Crecy – Standalone Sword by Billyro v1.0
Desert Eagle .50 AE – Standalone Handgun by DOOM v1.5.1
G67 Battle Rifle – Standalone by Junnari v1.2b
Glock 20 Pistol by Z06Frank v1.2
HK G3 Battle Rifle by Z06Frank v1.8
HK USP .45 by Wretched89 v1.3
IF-88 Standalone Tactical Shotgun by skibadaa v1.1b
Insanitys Celtic Katana by invalidfate the porting – InsanitySorrow the skyrim originate v0.10.1
M82a3 AMR by Amoveve vBeta and hotfix
Mysterious Magnum (Standalone) by Nonow and Robtest v1.03
Regent – Standalone Sword by Billyro v1.0
Rhino M1 Revolver – Standalone by DOOM v2.1
Swan’s Axe – NEW WEAPON by Devon Hartman – xxdeathknight72xx v03
The AK-2047 Standalone Assault Rifle by FF7CloudStrife v1.1
The M2216 Standalone Assault Rifle by FF7CloudStrife and thespaceman0915 v1.1
The M9 Standalone Pistol by FF7CloudStrife and Moniterman v1.0
WH-77 Modular L.S.W by skibadaa by skibadaa v1.1a

REQUIRED FILES FOR WSE DOOM ADDON, YOU NEED ALL THE ASSETS INSTALLED, BUT YOU DON’T NEED THE ESP PLUGINS ANYMORE
LK-05 Carbine by DOOM v1.1
M1911A1 – Standalone Handgun by DOOM v1.1
MAC-11 Machine Pistol – Standalone by DOOM v1.2
SCAR-LK Assault Rifle by DOOM v1.1
The M2019 PKD Detective Special – That Gun by DOOM v1.1

REQUIRED FILES FOR WEAPONSMITH EXTENDED LEVELED LIST PATCH
Weaponsmith Extended v1.0
Weaponsmith Extended DOOM Addon v1.2
WSE AS Vector v0.91 v2
WSE Crossbows v1.3 v2
WSE Gatling Rifle v1.3 v2
WSE H&K Ump .45 v2.3 v2
WSE M79 Thumper v2.2 v2
WSE XM73 Gauss Rifle v1.1.1 v2
There is also a version that requires Raider Overhaul WIP v9.0 by MadMAX713

Weapon mods that have their assets packaged in Weaponsmith:
Parang Machete by Yogensya

Other DOOM and Gambit77 collaboration

Gambit77’s Fallout 4 mods:

DOOM’s Fallout 4 mods:

SEE MORE HERE


Credits: Gambit77 - DOOM - Battousai124
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