About this mod
This mod replaces vanilla weapons with realistic and aesthetically compatible weapons by adding a new layer to the vanilla leveled lists.
- Requirements
- Permissions and credits
BTW, I am continuing work on a new version of this mod, Realistic Aesthetic Weapons Level List Replacer 2 (RAW-LLR2). This RAW-LLR2 is more modular and has a lot more weapon improvements.
This mod removes the spawning of most vanilla weapons from the game (but not uniques or Supermutant weapons) and replaces those spawns with a curated selection of realistic and aesthetically compatible weapon mods. This should give you a basis for making a diverse and aesthetically matching list of fun weapons to find in your game. This is not a weapons replacer; it is a vanilla leveled list replacer. It should be compatible with everything.
Before going on, this was created using Weapons LL Overhaul, created by: Marion/ Darkernard. and Yourboizach. This file makes quite a few modifications and adjustments to the original mod, including removing dependent mod quests with a blank quest replacer.
There are technical descriptions throughout this page. It is HIGHLY advised that anyone downloading this should RTFM.
Installation
You MUST download all the required mods installed before loading this mod, even if you intent to modify this mod and switch out the weapons (because otherwise xedit won't load).
You really should use this on a new game, because otherwise you are changing the leveled lists AFTER weapon mods injected custom lists into your save file, thus double-adding the weapon mod weapons... which won't destroy anything but it will change the frequency of what you find. This mod disables the associated injection feature of the weapon mods (more on this below, I think). That being said, it's quite safe to edit or remove during a play-through as long as you install this at the same time you install a weapons mod. RAW-LLR prevents the weapon mod injector scripts from loading. Once you remove this from your mod order, any injection quests in the weapon mods will activate.
RAW-LLR PLUG-IN (on the right side in MO2) needs to go below all the associate weapon mods. Any patch that changes a weapon mod can go above or below RAW-LLR, unless it changes a weapon list, in which case the order should be:
Weapon mod
Patch
RAW-LLR.
Reason for the Mod and Method to Selection
First, I generally hate most of the vanilla weapons because they are cartoonishly large and/or look ugly. There is no good way to mix those weapons with mod weapons without seeing the difference. Another issue is that I don’t feel there is any good way to mix pristine tactical weapons with other weapons in the game.
To solve this problem, one could replace all the weapons. In my opinion, replacers seem to have two disadvantages:
- Anything that could add to or modify the mod weapons will no longer work unless it was incorporated into the replacer.
- A frequent result of using replacer weapons is that they show up too much, with little variety. This is because vanilla weapons (which are replaced) are meant to show up more often than other leveled list injected weapons.
- The only way to create variety of spawns is with level-list injected weapons. The method in RAW-LLR adds a new method to increase variety that works alongside injected LL weapons.
Mods Required and added into the World
I selected weapons based on:
- Being awesome weapons with a decent amount of customization
- High quality textures and models
- Fit into the game in appearance (but not necessarily “lore friendly”)
- Preferably in a pack
- Preferably with See-Through-Scopes compatibility.
- Keep the amount of separate ammunition spawning in the game to a minimum
- Multiple weapons which can use each ammunition type.
I did not aim to get all these elements into each gun weapon. I'm mainly trying to have guns that look real and are not "jarring" compared to any other weapon. A
"Not Included" Weapons
Also displayed are “not included” weapons, which are my suggestions for mods that fit in well, either as injected into the game or used to replace a weapon in the mod... or add it into your own edit of this mod, if you feel up to editing. RAW-LLR list is designed as a base set of weapons and is intended to be augmented with weapons mods that use injected lists. It’s actually totally fine to add in other mods of the same gun type.
Many of these weapon selections were influenced by Degenerate Dak’s video on this topic of Lore Friendly Assault Rifle mods, and his other videos on weapon mods:
A note about leveled lists and the way I play
I play with Wasteland Ballistics, PlayerUndeath, and VAFS Redux. So to me, the level on the leveled list is not that important. That said, the original weapon mod have limitations on the modcol level so that generally you won't see high-end receivers at low levels. I will try to go through and replace the unique weapons with low end receivers (especially the WATTZ 3000 gun). There are other mods that do this though.
Frequency
Many weapon records have a X2 after them, meaning the record is duplicated, in order to reduce the probability of other weapons within the catagory.
Categories & Required Weapons
Assault Rifles
- Wasteland Melodies Assault Rifle. This fits aesthetically. IMO, this is the "bread" that keeps the mod sandwich together. I originally went with Deadpool2066’s Serivce Rifle, which has better uniques that can be preserved even when the Quest LL is overwritten. But Wasteland Melodies pack appears to have more variety through SREP and I'm personally giving this a try. I
MPORTANT: Treat the SREP Expansion like the weapon mod; place the plug-in below the main mod but above RAW-LLR.Like all other mods on this list, make sure RAW-LLR is lower. SREP is stand-alone; either original or SREP can be placed here and SREP is so much cooler.. NOTE2: SREP has a new "Marksman" receiver added so that one can get an M4 looking weapon at Gun-Nut 3. All spawns of this weapon have wood stocks and barrels. X2 - Steyr AUG A1 BY FX0X01 – because it’s too cool and I want a bullpup assault rifle. It is all scratched up. Unfortunately does not include see-through scope. Not included because not part of a pack (God it would be great if FX0x01 made a pack and some see-through scopes with it)
- Handmade Rifle. This is modified to include 5.56 and 7.62 ammo and fit into the game from level 20. This included additions by CrimsonKnight77. 5.56 modcols are added to the receiver records; this should work. They start appearing (in 5.56 variant) by lvl 13. The 7.62 variant much later. X2
- HK G3 Family, by Utherian - NOTE: This weapon is renamed "R91" in the game when it spawns as an assault rifle. In RAW-LLR there is a new modcol created which forced the HK G3 to spawn with either the worn or the rusty skin.
- (not included) EM 2 Mk9 by AsXas – It just fits and I really like bullpups.
I really like the look of this gun so I needed to include. There is an included plugin which adds another receiver level to this mod and changes it to 5.56 ammo. The ammo change keeps in line with other assault rifles. LORE: as Britain saw the USA become more fascist, they developed their own weapon, moving away from NATO’s service rifle. (NOTE: The leveled list quests, or parts of it, and the quest to get the item from an NPC were in the same quest, so I hade to disable the get-item quest)Decided not to include because although this visually fits, there are not many attachments and this needs to be modded up. - (not included) AK74M by FX0x01 – the Russian counterpart. Using this one because it has high quality textures and models which are scratched up and used, by very detailed. You could replace with Wasteland Melody’s Chinese Service Rifle (and if enough people voice an opinion I may replace this).
- (not included) Service Rifle by Deadpool2066 – the basic assault rifle, fits in everywhere.
RAW-LLR KEEPS the quest which spawns Service Rifle Uniques but axes the general ll quests. (NOTE: the quest for uniques is still working) .I went with Wasteland Melodies because a) I don't use the junky versions, and b) if they attack me so close that I can see how junky their rifle is, I'm dead. I WILL EVENTUALLY MAKE A DIFFERENT LIST WITH THIS IN MOD INSTEAD OF Wasteland Melodies version.
DMRs
- SVT-40 by AsXas– Fits, is good, and it’s in a pack (A Bundle of Tape)
- M1A by AsXas– Fits, is good, and it’s in a pack (A Bundle of Tape).
- SVU by FX0x01. It is scrapped up so it mostly fits. It’s good. It’s in a pack (Russian Recon). I think of this as the bullpup bozar. (the actual Bullpup Bozar of Deadpool2099 is not in here because it has the dimensions similar to the vanilla weapons, which I don’t like). The SVU has thermals scopes. It only appears at higher levels.
Snipers
- Varmit Rifle. by AsXas– Fits, is good, and it’s in a pack (A Bundle of Tape).
- Vanilla Hunting Rifle – because it’s not freekishly out-of-place and there are a lot of mods to modify and improve this weapon X2
- (not included) Capital Wasteland Hunting Rifle by GrilledTurkey. It fits and is good.
SMGs
- Deadpool2099’s Grease Gun. .Just looks awesome.
- HK-51 SMG by Utherien - This is actually just part of the G3 Family, but with a different stock. Still, it fits.
- (not included)Tomacuzi, by AsXas –
Fits and is good. Works well for the Trigger Men. I would possibly replace with (not included) Deadpool2066’s Grease Gun. or one of the Thompson guns. I personally hate the Thompson gun and I think that if they can make a Blowback gun or a grease gun, they would probably use that instead of a thompson. (NOTE: The leveled list quest, or parts of it, and the quest to get the item from an NPC were in the same quest, so I hade to disable the get-item quest)Removed because there are OK or fun quests with this that I didn't want to zero-out. Recommend install as regular.
Revolvers
(This category is really “Revolvers”)
- Vanilla 44
- Western Revolver from Nukaworld
- Handmade Revolver by AsXas - Fits, is good, and it’s in a pack (A Bundle of Tape).
- (not included) Hunting Revolver and Ranger by TheRizzler1
Pistols
(This catagory is meant to replace pipe-revolver weapons, including revolver rifles, which are not sniper rifles)
- Handmade Revolver by AsXas - Fits, is good, and it’s in a pack (A Bundle of Tape).
Heavy Pistols
(Name comes from the original Weapon LL Overhaul. These are automatic pistols, not heavy pistols.)
- MP443 by FX0x01. This is a good gun. Not as aesthetically compatible as the 45 Pistol below but it's still OK.
- Beretta M9-FS Pistol (92FS) by Fadingsignal. This is the main 10mm gun in the list, with nice skins and lots of customizability.
- .45 Pistol by Deadpool2066. Great weapon that fits. This is the main .45 ammo gun. The weapon has modcol variety at the weapon level.
Garbage
(Category replaces pipe weapons and directly added to some other sub-lists)
- Handmade Revolver by AsXas -- Fits, is good, and it’s in a pack (A Bundle of Tape). X2
- Blowback Gun, by AsXas– Fits, is good, and it’s in a pack (A Bundle of Tape).X2
- Defense Gun, by YonaTaku also works here. X2
- Zap Gun by gmoi6. By placing this in RAW-LLR, the Zap gun will probably appear less often than when simply added by injection. X1
- (not included) Laser Revolver. This really is just as nice as the Zap Gun but the latter has a little more diversity in the lists.
Garbage Advanced
(This special catagory is added to select Gunner, Raider, and Supermutant lists directly. If you want to removed the items on this list, please look for the records which reference this list to see where you need to delete the records)
- Handmade AMS by Shoeburglar.- For high-level anti-power armor needs.
- The Skewer, by Degenerate Dak - Just a great, fun weapon.
- Zap Gun (pretty much must-have). By placing this in RAW-LLR, the Zap gun will probably appear less often than when simply added by injection.
Institute
- AER-15 by Utherien – beautiful weapon, though lacking with the FO4 aesthetics. TECHNICAL NOTE: RAW-LLR spawns this as a copy of AER called "Institute Laser Weapon" . Mods which change the base weapon record will not effect this, but changes to all/any of the base weapon object modifications and materials will carry through. The ILW is in Institute white - and shoots blue lazers, but is otherwise like any other AER-15. You may change anything about this weapon at workstation as normal. This mod has a three identical entries on the list, in order to increase spawn chances relative to other, higher-end weapons.
- At this time, I don't have a "pistol" replacement to add to the Institute but we'll see. (I could not figure out a way to just get the AER-15 to spawn white within the RAW-LLR mod). Looking into this.
- (not - included) Pulse Carbine, by Degenerate Dak – It’s cool, it’s lore friendly, it’s different. There are no energy weapons in packs that would fit here unfortunately.
- Wattz 3000, by Deadpool2066 – beautiful weapon. This is a separate record of WATTZ3000, with the institute skin and blue lazer, BUT the modcol on the receiver (so not highest receiver like in vanilla
Lazer
- Vanilla Laser Rifle
- Wattz 3000, by Deadpool2066 – beautiful weapon, though a lacking in realism unless you just only use the short barrel. Still, I always play with this. This is the white Institute version of the weapon.
Advanced
- Glock 86 by 3nikhey – Beautiful weapon, though lacking in realism. A lot of older plasma weapon replacers have extra features which use quests to switch functions. That’s OK to include unless the LL quests are referenced in the main quest. Glock 86 appears safe to include without associated quest mods. Anyway, I added this because I absolutely cannot stand the vanilla plasma weapons. There are more modern/futuristic looking weapons which may be better but they don’t fit with my vision.
Heavy
- Mini-gun rebirth by Skiabata. This category just needed som diversity so added this pack. The pack is good and lore friendly. (NOTE: the mod replaces the “5mm rifle” ammo with vanilla 5mm. I don’t want extra ammo types and create a separate rifle category of 5mm was no necessary IMO. If you want to remove this mod, you must also delete the “weapon” override records.
- Vanilla mini-gun – The idea of carrying a minigun is already silly so I had no issue with the design of the weapon.
Shotguns
- Caravan Shotgun by Deadpool2066. Really beautiful but unfortunately not in a pack.
- Makeshift Shotgun by Gmoi6 - This has a lot of utility and looks good-ugly for the beginning game.
- HK CAWs by Tactaghoul - Late game shotgun, mainly added (infrequently) to gunners. The weapon is very lore friendly.
Supermutant Guns
- "Antique Combat Rifle" are renamed versions of the vanilla weapons. x2
- M69 is a renamed version of vanilla. Highly recommend Dax's Assault Rifle Overhaul to give this a better look. (in this version or next version or RAW-LLR, this weapon will have 5.56 receivers)
- Vanilla Double-Barrel Shotgun
- Vanilla Hunting Rifle
- Varmit Rifle. by AsXas– Fits, is good, and it’s in a pack (A Bundle of Tape).
Supermutant Melee
This has the concrete sledge from a Bundle of Tape, and several weapons from MCAN.
Melee
Militia Weapons
(This catagory is added directly to some Minute Men, Gunner, and other lists to ensure the possibility of spawning these weapons, even at high levels)
- Blowback Gun, by AsXas– Fits, is good, and it’s in a pack (A Bundle of Tape).
- Militia Rifle by Lionheart - This is really just a better pipe-gun. If you want "new" pipe-guns, the Defense Gun, by YonaTaku also works here.
- Zap Gun by gmoi6. By placing this in RAW-LLR, the Zap gun will probably appear less often than when simply added by injection.
Other Weapons Changes
What This Does Under the Hood
The original Weapon LL Overhaul mod adds a layer on top of the normal leveled lists which consolidate options and removes vanilla spawns. This layer, as provided, does not have vanilla weapons. However this layer does not remove vanilla uniques. The mod also do not remove grenades nor missile launchers.
My modifications include creating new categories for “Advanced”, “Garbage”, "Gunner," and "BOS" and "Supermutant" specific lists.
IMPORTANT: Within this mod are “quests” which over-write the weapon mod quests; it’s a quest with the same name but all data removed. Mostly, this removes the level list injectors so there are no duplicates of the mod. However, this does remove some actual quests, noted in the weapons section above.
This mod adds new categories back in to make sure Mutants use vanilla weapons. Think of them as the oversized ugly weapons for oversized ugly characters. You can use Mutant weapon replacers and/or Dax’s Assault Rifle Overhaul to change those weapons for the Mutants.
The mod makes the following changes to weapons:
- Combat and Assault rifles are renamed to “Crude Combat Rifles [Assault rifles]”. These should only be found on supermutants. BE WARNED, These are able to appear on super mutants at a much lower level than in base game
How to change the LL list:
How to make your own modifications
Here are the main instructions for Weapon LL Overhaul.
And a video tutorial by Yourboizach:
To the above tutorial, understand:
If you want to completely remove a mod from RAW-LLR, you should:
- First download the mod, because xedit won't load if a master file is missing.
- In xedit, remove the weapons from the leveled lists. They are in the categories described above.
- Go to the quest section and remove the weapon mods quest overwrite quests. This record is the LL quest, but all the guts of the quest removed so it doesn't even activate.
- After changes are made, right-click on Weapon LL Overhaul.esp and select "Remove unused masters".
- Check the "File Header" section to make sure the mod is removed. If it isn't, check to see that no other instance is placed in a LL category, check to see if there were other quests put in the Quest section (the RAW-LLR over-rides for the quests). Check that there are no other items. For example, the AER-15 has a Weapons entry.
Further Information about What Leveled Lists Do