The Weapons Overhaul Redux is a comprehensive overhauling of VANILLA weapons within game, along with certain bug-fixing, built upon a better framework than the previous.
Weapons Overhaul rebuilt from somewhat scratch, with the benefit of hindsight.
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MINOR OVERVIEW
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The Weapons Overhaul Redux is a comprehensive overhauling of VANILLA weapons within game, along with certain bug-fixing, built upon a better framework than the previous. The following are the watered down version of the Mod's changes, but for more comprehensive changes, please read the Articles.
> Various bug-fixes and Quality-Of-Life updates, such as the bug of Gatling-Laser and Unlimited Ammo legendary, such as Aeternus. Defiant legendary now also affects explosive effects.
> Capability to switch between ammunition type for weapons, and to switch between ammunition sub-types on the fly. Ammo-Switching is baked within it's features. It is located at the Utilities at either the Cooking, Chemistry, or at the Ammo Workbench if you have AWKCR.
> Receiver is further fleshed out, allowing players to select the Damage level, the Frames, and the Triggers of a weapon.
> Improved damage calculation by multiplicative scaling, as well as tweaked interaction with some legendary bonuses. There is also a 5th damage level: the Overpowered Receivers and Equalized Capacitors.
> Electrical Damage deals bonus damage, slow, and reduces perception of robots and players in power-armor. Fire Damage deals bonus damage to Ghouls.
> Mechanics is introduced at the start of the game: Added a bit more ammo at the start of the game, by the Vault 111 Overseer's Office to ease players in the mechanics. There is also a holotape that allows one to influence the spawning chance of certain ammo types, it is within the Overseer's Terminal.
> Tweaked Museum of Freedom to have Gristle in Power-Armor and is a legendary NPC that drops legendary items.
> Some attachments spawn in vendors. This means you can simply buy modifications instead of investing on some perks and crafting it yourself, provided you can find the mod you want. This also has an option to tweak within the holotape.
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Known Issues
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> My mod does not necessarily play well with other mods, for I do my own thing in most cases. But with the Redux version, the better framework means better compatibility and easier to make patches for -- but that means said patches must still be done.
> Not compatible with Horizon, most likely. Also not with Caliber Complex, because I do my own thing, I have my own ammunition roster and system.
> Mid-Game Saves will have broken weapons. This is because of different attachments points being migrated and changed, as a result unequips attachments, and models associated with those. Such as unequipping a receiver will invariably make a weapon invisible due to missing mesh attachment points. AND THEY WILL REMAIN BROKEN UNTIL YOU ATTACH MODS. If you refuse to make a new game, the only way to fix it is to mod the attachments into your weapon.
> Balance may be whack - While the attachments use multiplicative damage and stacks properly, but this also mean that it's easy to get runaway effectiveness that results in completely overpowered weapons.
> Custom Fusion-Cores can be fed into the Power-Armor Frame -- the other alternative is to have the user blind to the amount of charges between cores, which is not really a good choice.
> I am a compulsive updater, that means I may fancy to update it dozens of time in the course of a day. This is me either adding features, and/or bug-fixing, and I apologize for that. I always think it would be the last, but there's always new bugs that turn up.
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Optional Changes
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> Projectile-Based Ballistic Weapons - Basically bullets don't hit instantly. There is just something so satisfying nailing a target from a distance when you have properly accounted for the bullet-drop and led the bullet.
> Various Patches for other mods has been done as well; Tactical Reloads, Wasteland Imports: Service Rifle, Caravan Shotgun, etc.; Rebirth Minigun and MG; among a few. Get them here: WO-Redux Ammo-Switch Patch Repository
> If you do not like the new ammos' spawn chance, and would like to tweak, or remove it, you can do so via Holotape included. Note that it does not guarantee spawning, or completely remove it from the game as it can still spawn as an NPC ammo via attachment.
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Credits
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> JKRuse05 - Meshes
> Satojomov's Armory Resources ( Nexusmods.com )
> Peekachuw - Meshes
> opengts - Meshes
> dpillari - Engraved Silver SMG
> Veratai - Railway Rifle Short Stock, Axe Stock and Railway Short Stock
> LJHalfbreed - Hunting Revolver Resources
> SpaceGoats - Combat-Rifle Receiver Mesh
> Wardaddy + Anistar - SMG Animation
> firehead392 - Rusty Minigun
> XricsX - Rust Free Minigun
> Kanarus - Black Minigun
> ZeMantras - Minigun Audio Overhaul
> Eomanv - Alice Minigun Sound
> Mauskal - Shield
> Kashrlyyk and Elgoes – meshes
> LinuX123 - Gunner Sight model
> Sean_s - Flashlight Model
> TrickyVein - Crossbow Spiked Stirrup + Long Barrels
> henkspamadres - Deathclaw Bayonet, and glowing barrel
> JKruse05 - Pipe Revolver
> TrickyVein - Pipe-Weapons Spike-Grip Stirrup
> Isathar - Ammo-Tweaks Ammo Texture
> Neanka - Ammo-Naming Widget