No, some enemies can't use the full range of weapons so I left them out. I don't remember what the issue I had with the synths was but another example is the super mutants; they can't use certain weapons so it was making them revert to just unarmed melee. It was probably the same thing
It definitely would not be lore friendly even if I prevented those NPCs from having their weapons randomized. I did create versions of the mod that do not add unique weapons to any npcs though, that is about as lore friendly as a weapon randomizer mod like this could be. However, those versions of the mod are older ones that do not randomize the weapons on non-enemy npcs (and I think they also don't randomize certain unique enemies if I recall correctly). I may consider updating the mod in the future to add additional "all npcs" versions of the mod to include the variations it had before that removed uniques and/or restricted the weapons that can spawn based on player level. As you might expect based on my late responses to comments I'm not that active with modding anymore though so I can't make any promises.
I didn't create a mod menu with options like that and I don't intend on creating a new version of the mod to remove it, but if you are able to install and use bethesda's modding tool, which is called the creation kit, it should be possible to edit this mod to your liking using that tool. If so, as another commenter found out, this mod uses leveled lists to replace weapons. The one you'd be looking for is called "AA_Random_Weapons_Guns" and you can open up that leveled list, delete the rocket launcher and any other weapons you don't want enemies to have from it, then save the mod. That should prevent any npcs the mod effects from having whatever weapons you remove from the list.
This mod looks pretty interesting; I think randomizing weapons around specific class architypes would be neat, as well. Like for example only random 1 handed melee weapons for light melee users, 2 handed melee for heavy melee users, snipers/rifles for sharpshooters, demolition like classes with explosive weapons, weaker guns for lighter ranged classes, and stronger guns for more ranged heavy hitters. I also think adding at least some of the weaker grenades to all generic npcs would be great; it's just that some of the stronger grenades could probably get a little too OP if randomized, lol.
It kind of already does a less involved version of that. Enemies in the vanilla game already are separated into classes a little bit like that, where some may have guns and melee and some may have just melee or just a gun. I preserved that with this mod by making it so enemies that were melee or gun only are still melee or gun only, ones that had both still have both, and ones that had grenades still have grenades. The mod just replaces specific weapons or weapon pools with a weapon pool that includes pretty much every one of that type of weapon, so a gun is still a gun just a random one. It would be possible to separate it further and make additional pools that only have pistols, rifles, etc but I don't really intend on doing that since for a lot of enemies it would mean only adding maybe 1 or 2 different weapons to the pools they already use in vanilla and also it would make things less chaotic which kind of defeats the purpose.
Others have asked you about adding other weapon and armor mod items to the randomized list, but nobody has asked the truly important question.
Can you please explain how us users can add our mod items to the randomizer list? We will need the Creation Kit for sure, but if you can provide guidance it would be greatly appreciated.
I have been playing around with the fallout 4 creation kit trying to edit the .esp to make use of weapons from other mods. I found the leveled list that this mod uses (AA_Random_Weapons_Guns) and I thought to simply add other mod weapons and leveled lists for the other mod weapons directly to the list. It seemed to have worked because when I clicked on "preview calculated result", I was getting randomized weapons from the mods. I saved the .esp, tried to load up fallout 4 and got an instant ctd. I tried to reopen the creation kit and look at the .esp again, and the creation kit would cash upon loading the edited .esp. Based on what I can see in ModOrganizer 2, the edited .esp does not say that it requires the other mods and so is likely not trying to grab the data from the other mods. This would cause the crash.
How can I make the .esp require the other mods to be present and loaded? Or, if I am doing something else wrong, please let me know what I should be doing.
Looks like you're on the right track. Keep in mind, there are other leveled lists this mod adds besides the one you mentioned. It should have melee and grenade lists with similar names if you want to add mods with those in them, assuming the weapons from the mods can be used by npcs. It sounds like what you're doing should work and there's nothing in the mod that should cause a ctd so I would check load order too. I am not sure how to manually add esp requirements, it should add them automatically if you select multiple esps in the creation kit but it may be failing to add the requirement since you are editing a mod rather than creating it from scratch. I'd try looking around in the creation kit's toolbar
Unfortunately no, that would require using scripts. This mod uses no scripts and just edits inventories and creates new leveled lists, which are what the game uses to populate inventories with random (and sometimes level dependent) items. This means that this mod should never be the cause of non-performance related crashes but unfortunately it also means that it can't use non-vanilla weapons unless I manually make new versions of the mod for those specific weapons
I don't know, I'm not sure how something like that would interact with the mod. I would recommend trying with the removal mod after this one in the load order
I did play for a long time with the mod installed and didn't have that issue, are you sure it isn't another mod? I can try to test the mod out again to be sure but it would probably be quite a while before I can confirm/deny the glitch. If you are certain it isn't another mod causing the problem then in the meantime you could instead use the "DLC no unique weapons" version of the mod. It would avoid adding more than just the assaultron head and it wouldn't replace the weapons of as many npc as the "All NPCs" version but probably about 80-90% of the NPCs that are randomized with the "All NPCs" version are not normally hostile anyways. Keep in mind when switching versions that you may have to reload areas for it to work, and it's possible that named NPCs who you have already encountered might be stuck with whatever inventory they had (I'm not 100% sure on that though)
i am finding way too many plasma rifles, laser rifles, fat mans .. kinda nice not paying attention and get bombed but when every 5th raider has fat man and high end guns, no mid tier guns, rifles, no snipers etc .. its weird
Unless you are using one of the leveled versions of the mod, the distribution of all guns and the quality of their mods should be even. Due to the fact that the majority of enemies in the base game use weak weapons for most of the game there are going to be a lot more high end weapons being used than in vanilla, but unless you have some weird luck the distribution for all weapon types is the same
51 comments
Just change it so Children of Atom and Synths don't get affected.
Can you please explain how us users can add our mod items to the randomizer list? We will need the Creation Kit for sure, but if you can provide guidance it would be greatly appreciated.
How can I make the .esp require the other mods to be present and loaded?
Or, if I am doing something else wrong, please let me know what I should be doing.
oh and get rid of all those junky weak weapons most factions have. they shouldnt be so weak at level 20 and beyond...
why is it so hard for anyone to properly mod this game?