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mith077

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mith077

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About this mod

Overhaul ballistic gameplay and visual of Weaponsmith Extended 2 by adding patches to other mods, rewrite outdated official plugins and add variety to Loads switchable ammo.
Currently patches for following mods are provided: JSRS(mandatory), Armament, SPITFIRE, Better Locational Damage, Better Explosives Redux.

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== About ==
V2.0 has arrived! In addition to JSRS patch, this mod now includes individual modules that enhance ballistic experiments for Weaponsmith Extended 2.
Included modules are: Armament compatibility for enhanced ammo and casing models, Spitfire compatibility for better muzzle fire and FX, Better Locational Damage compatibility for exciting game play, Loads Ammo expansion for tactical choice of ammo. 
Any module but JSRS is configurable option via FOMod installation. Every edit is merged into single plugin 'VSFX_Weaponsmith Extended 2.esp' after installation.


== Summary of Each Module ==
JSRS Sound Mod for Fallout 4(Mandatory):
  • Replace SFX of Weaponsmith Extended 2 with JSRS Sound Mod for Fallout 4 Provided ones. Sounds of firearms and explosives are affected. As firearms each firing sounds comprise three factors: muzzle sound, trailing reflector and crack on hit. Which gun you fired determines muzzle sound, whereas which caliber you used determines reflector and crack. If you shoot .50 Beo from Armalite AR-51, the sound would be much different from default 5.56 Nato. (This behavior should be exactly what one expects for gun sound. But in vanilla, almost any rechamber has damn same sound. Only exception is .50 receiver for hunting rifle, this is outrageous!)
  • See 'JSRS' tab of data sheet for actual associations of calibers to sounds.
  • Weapons and muzzle sound mappings are as followings:
    Spoiler:  
    Show
    • Armalite AR-51: IWI Tavor, CTAR-21, etc
    • Colt N99: SIG P226 Pistol, 9x19
    • Rockwell CZ53: M134 Minigun
    • Pipe Gun: Mauser pistol
    • Rockwell M21A4: RPG-7
    • Remington Model 700: M1903 Springfield
    • Beretta 470: generic 12ga shotgun
    • S&W Model 29: .44 Magnum Revolver
    • Walther PPK: Makarov Pistol
    • AK-112: L85/SA80
    • Pipe Bolt-Action: Mosin Nagant
    • Pipe Revolver: .357 Magnum Revolver
    • Winchester Model 2100: Saiga-12
    • M1928 Thompson: M1A1 Thompson
    • Volkssturmgewehr 1-5: Sturmgewehr 44/MP44
    • Marlin Model 1895: Kar 98k
    • Handmade AK: AKM, AK47, etc
    • S&W Model 27: .44 Magnum Revolver
    • PSL: SVD Rifle
    • G67: HK G36
    • AS Vektor: KRISS Vector SMG, .45 ACP
    • H&K UMP: HK UMP, .45 ACP
    • Desert Eagle: Desert Eagle
    • Gatling Rifle: M134 Minigun
    • Kids Rocket Launcher: RPG-7
    • LK-05: Remington/Bushmaster ACR (.300 BLK version)
    • M14: M14/M1A Rifle
    • M1911A1: Colt M1911
    • M2216: M16 Rifle
    • M82a3 AMR: GM6 Lynx, Anti-Material Rifle, .50 BMG
    • MAC-11: Skorpion Evo SMG
    • MK14 EBR: Mk. 14 Enhanced Battle Rifle
    • Kalash: Zastava M70, Serbian AK
    • MP-153 Riot: Mossberg 590, 12ga Shotgun
    • Mysterious Magnum: .44 Magnum Revolver
    • Pipe Shotgun: generic 12ga shotgun
    • Bean Baller: M32 Grenade Launcher
    • Rhino M1: RSh-12 revolver chambered in 12.7x55mm
    • SCAR-LK: SCAR-L (5.56 NATO)
    • That Gun: RSh-12 revolver chambered in 12.7x55mm
    • IF-54: MG-34 LMG
    • IF-88: Saiga-12
    • WH-77 LSW: MG-42 LMG
    • WH-Mk.22: M2 Browning .50 BMG
    • M2019 PKD Detective Special: RSh-12 revolver chambered in 12.7x55mm
    • H&K USP: HK USP
    • AK-47: AKM, AK47, etc
    • H&K G3: G3 Battle Rifle
    • Glock 20: Glock 17
    • AI L96: L96A1 Sniper Rifle
    • Barrett M82: GM6 Lynx, Anti-Material Rifle, .50 BMG
    • FN SCAR: SCAR-H (7.62 NATO)
    • USAS 12: AA-12 Shotgun
    • Jaguar MSX200: H&K MG5 LMG
    • Catalyst AAS: TOZ KS-23, Russian 23x75mm shotgun.
    • FN Five-seveN: FN P90
    • Colt Python: .357 Magnum Revolver
    • Colt 6520: .357 Magnum Revolver
    • DKS-501: Arctic Warfare Magnum, .300 Winchester/.338 Lapua Magnum sniper rifle
    • Crude Blowback: ST Kinetics CPW, generic PDW sound
    • M1014: AA-12 Shotgun
    • Red Rocket Launcher: RPG-7
    • Glock P80: Glock 17
    • M1918 BAR: Browning Automatic Rifle
    • Mauser 98: G43
    • Nambu Type 14: Luger pistol
    • Mauser Pistol: Mauser pistol
    • Remington 1858: .357 Magnum Revolver
    • WWII Colt 1911: Colt M1911
    • VSS Vintorez: AS VAL, VSS Vintorez, other 9x39 rifles with integrated suppressor
    • Defense Gun: Sten SMG
    • Walther P99: Walther P99
    • Atomic Annie: Radium Rifle
    • Grenade Launcher: M32 Grenade Launcher
    • Ranger Sequoia: .44 Magnum Revolver
    • WH-Mk.19 Shrike: DShk Heavy Machine gun
    • Avenger: M134 Minigun
    • Personal: M134 Minigun
    • Vindicator: M134 Minigun
    • AS VAL: AS VAL, VSS Vintorez, other 9x39 rifles with integrated suppressor
    • Service Rifle: AR-15, chambered in 5.56x45
    • AN94: AK12, more modern 5.45 variants
    • Krebs AK: RPK light machine gun, 5.45x39mm
    • Elysium AK: AKM, AK47, etc
    • AK74M: AK74
    • AKS-74u: AKS-74U, carbine variant of AK74

Armament - Ammunition and Ballistics Overhaul:
  • 3D models of Ammo cartridges, boxes and casings are replaced with Armament - Ammunition and Ballistics Overhaul provided ones. Variety of models are tripled with fidelity design. Total 70 calibers in vanilla + New Calibers are remapped to 30 models. See 'ARMM' tab of data sheet for detailed assignments.

Spitfire (Enhanced Muzzle FX):
  • Muzzle flash and bullet tracer of firearms are replaced with Spitfire (Enhanced Muzzle FX) provided ones. FX of a firearm is determined by caliber and attachment (suppressor / long barrel / compensator / muzzle brake). This is done dynamically using script. See 'SPTF' tab of data sheet for detailed assignments.
  • Also custom tracer meshes were made for Weaponsmith's ballistic projectiles with physics (speed and gravity) (Image). Tracer visibility is customizable via FOMod installation option.

Better Locational Damage and Optional Gameplay Overhauls:
  • Damaging and gameplay are balanced toward Better Locational Damage and Optional Gameplay Overhauls. This is a replacer for WeaponSmith Extended 2 - Better Locational Damage Patch provided by Weaponsmith Extended 2 page, that is extremely outdated nowadays. Patches for DLCs and 'Valdacil's Sorting Patches' from BLD are merged as a part and not necessary too.
  • When this mod is installed, few settings of BLD are overridden automatically. Affected settings are 'Weapon penetration settings' tab and 'Projectile Override Bug Fix' option in 'Mod Settings' tab. If you're certain that other mods require these settings, revert them manually via MCM.
  • Edits include custom aim models that are intended to prevent some weapons to become too powerful. e.g. You can expect only few bullets hit to 50ft away enemies with automatic, due to stronger recoil. LMG class weapons have worse spread when fired from hip, but much stable automatic behavior when well sighted and crouched. Mini-guns need Power Armors for stable firing.
  • Compatibility for 'Better Perks Enhanced', that is an option of BLD is also provided as FOMod installation option.
  • Additional compatibility for Better Explosives Redux is provided as FOMod installation option too.

Survival Ammo Weight Patch Redone:

Loads of Ammo - Switchable Ammunition Types:
  • Expansion edits for Loads of Ammo - Switchable Ammunition Types can be installed. Followings are summaries of changes.
  • Ammo switching script was remade from scratch. Improves laggy switching time. Removes limitation that disallows switching when more than one of same kind weapons exist in inventory.
  • Ammo types are switchable via menu interactively(Image). To use this feature, use 'Loads - Ammo: Menu' custom item, that is craftable from '[Ammunition Switchers]' category at 'Ammunition Workbench'.
  • Now switchable ammunitions have trailing tags attached to their names. UI mods that recognize trailing tags are recommended to make display tidy(Sample image with FallUI).
  • Switchable ammunitions can be looted along with base ammunitions. Spawning chance is configurable via Workbenches, category '*** UPDATE LOADS AMMO LOOT CHANCE ***'. See 'LOAD - Summary' tab of data sheet for loot levels.
  • If human NPCs have switchable ammunitions, they'll actually use them. Be careful when they've reloaded, they might use more powerful ammo than before.
  • Diversity of ammunition types are greatly increased. Not only boring all AP, DU, Exp, Fire, Tracer combos anymore. Some are easy to be crafted, whereas others are more powerful. See 'LOAD - Types' tab of data sheet for details. Few samples of interesting types: (Image/Image/Image).
  • Now almost any base ammunitions in Weaponsmith Extended 2 has custom switchable types. This includes Fusion Cores, Alien Blaster Rounds, Baseballs and Melons. See 'LOAD - Summary' tab of data sheet for details.
  • Some powerful ammunition types need unlocks via completing vanilla quests. To unlock them, craft certain entry in '*** UNLOCKABLES ***' category from Workbench when conditions match. First batches are free as reword. After that, you'll need to craft them manually under certain category like '.22 LONG RIFLE ROUNDS'. See 'LOAD - Requirement' of data sheet for details.
  • Crafting Workbenches for ammunitions are split down into three due to extended ammo types: 'Ammunition Workbench', 'Electronics Workstation' and 'Explosives Workbench'.
  • Are you just looking for what are included? Use 'WSE Debug Container Menu' holotape and spawn 'AMMO' container. Every additional ammunitions are included there.
  • Don't you like unlock mechanism? Use 'WSE Debug Container Menu' holotape and spawn 'OTHER/STUFF' container. You'll take a ammo item, then certain ammo will be unlocked.

== Installation ==
  • Uninstall 'JSRS_Weaponsmith Extended 2' if you've used this mod previously. V1 contents are all included v2 files. you can safely uninstall v1 files.
  • Uninstall 'WeaponSmith Extended 2 - Better Locational Damage Patch' provided from Weaponsmith Extended 2 page, if you've installed one. Use up to date version is included this mod instead.
  • Uninstall 'Weaponsmith - Survival Ammo Weight Patch v2' provided from Weaponsmith Extended 2 page, if you've installed one. This mod includes merged one.
  • Visit Weaponsmith Extended 2 page. Open POSTS tab, follow Install Instruction sticky post and install the mod.
  • (Mandatory) Install JSRS Sound Mod for Fallout 4.
  • (Optional) Install Armament - Ammunition and Ballistics Overhaul, If you prefer. Either main file will be fine. Probably you'll need CubeMap Fix from optional files too.
  • (Optional) Install Spitfire (Enhanced Muzzle FX), if you prefer. As FOMod options, choose 'Default' for 'Select Version' dialog, any options for 'Extra Options' dialog and 'Both' for the last DLC dialog.
  • (Optional) Install Better Locational Damage and Optional Gameplay Overhauls, if you prefer. As FOMod options, DLC and 'Valdacil's Sorting Patches' options can be turned off, because they're merged. Choose Better Perks Enhanced, not Better Perks, if you prefer.
  • (Optional) Install Better Explosives Redux, if you prefer. Note that, if you choose to use BER, you'll also need Better Locational Damage with Better Perks Enhanced option on.
  • Install 'VSFX_Weaponsmith Extended 2' from this mod's main file section. Select FOMod options of your choice.
  • 'JSRS_Regions.esp' replacer included in v1 is deprecated. For PRP users, switch to its FOMod included option. For 3DNPC_BTI_Optimization users, run 'Merge Cell' script with 'JSRS_Regions.esp'.