Willow’s Firearm Overhaul is a lightweight mod that tries to add more variety and customization to Fallout 4 while still keeping everything vanilla. Made with Playstation’s restrictions in mind but this mod is also available on Nexus (under the same mod name and username).
Update 1.3:
- Note: The name of the esp has changed because I’m now using the same file for both PS and PC (see below). If updating mid playthrough, you’ll probably lose any unique weapons you’ve picked up (eg a covert pistol or one of the unique legendaries), and any npcs wielding those weapons will lose them as well. You also might lose the ammo mod that was on your weapons and need to remake them. This is because renaming the plugin makes the game consider all the items as different. NPCs spawned after updating won’t have this issue, and once you let already existing NPCs’ inventories reset they shouldn’t have issues either. All unique weapons will still be obtainable, you’ll just have to get them again.
- Added Pipe Bombs, both craftable and in leveled lists
- Added radiation damage to Plasma Guns, Grenades, and Mines
- Removed radiation from Fusion Grenades
- Added rad damage to Nuka-Cherry/Quantum Grenades and increased the explosion size to be half of a Nuka Grenade
- Fixed Lever Action Rifle’s .357 ammo mod using the same loose mod item as the .410 Bore ammo mod
- Changed Lever Action’s .357 ammo mod to a .44 ammo mod, as it’s closer to the other ammo types the LAR uses
- Added a recipe for Paddle Ball String that appears after finishing the starting quest of Nuka-World. It’s under Utilities in the Chem Station and costs 1 Rubber and 1 Cloth for 10 String, might readjust in the future.
- Gave companion weapons some upgrades. I wanted to change some of their weapons to new ones but couldn’t (maybe in a future mod), so instead I customized them to be a little more powerful and unique.
- Removed Shady Mike, the npc vendor. I haven’t been able to make custom NPCs for a PS mod (I think I’ve figured out the reason and might be able to in the future, but for now I’m unable to), and using Derek as a placeholder was meant to be temporary since some other mods use him as well (mainly cut content mods). Also, another mod I’ve started using (shout out to the New Factions in the City mods by Lycl23) spawns raiders in the same area as his place, and as cool as it is to see him fighting a group of them it does kinda just stop the encounter since he takes care of most of them before you get to them. Also because of the PS restrictions I’ve had two versions of this mod, and it’s been a pain to edit both, so with removing the NPC I’ll be able to use the same mod for both PS and PC. It was also my original intention to add the legendaries to various vendors, so that’s what I’ve done (albeit they will respawn with the shop’s inventory because of how I’ve implemented them).
Legendary Locations:
- Varmint Rifle: Sold by Connie Abernathy
- 2111: Sold by Trashcan Carla
- Sergeant Handy’s Vengeance: Sold by Supervisor Greene
- Thump Thump: Sold by Daisy
- Courier’s Special: Sold by Opal (she’s near the Custom House Tower)
Update 1.2: Close Enough, Welcome Back Cowboy Repeater
- Added 3 new ammo types: .32 Cal, .357 Magnum, and 9mm
- Changed Covert Pistol and Pipe Gun ammo types to .32, .38, and 9mm
- Changed SMG ammo types to 9mm, 10mm, and .45 Cal
- Changed (.44) Revovler ammo types to 9mm and .44 Cal
- Changed Western Revolver ammo types to .38 Cal and .357 Magnum
- Changed Lever Action Rifle ammo types to .357 Magnum, .45-70 Gov’t, and .410 Bore
- Fixed various minor errors
- Made some minor balance changes
- Made a few changes to ammo models
POTENTIAL CONFLICTS:
Because of PS’s restrictions I had to edit an NPC to act as a vendor rather than making my own. I used the cut NPC Derek, so any mod that adds him back into play or otherwise uses him will probably conflict with the NPC vendor I added. If you want to use such a mod you should put this mod below that one (which will likely remove their Derek from the game or make him a copy of mine), or place that mod below this one (which will likely remove my NPC vendor or remove his vendor status).
Any other mod that edits weapons and weapon leveled lists will likely be incompatible. As far as I’m aware mods like DLC weapon integration mods will work, since they worked with my previous weapons mod which was similarly edited, however this isn’t guaranteed. Mods like Lunar Fallout Overhaul most likely won’t work, however if you want to try you should load mine below any similar mods.
~~~
A full list of changes, adjustments, and new weapons are available on Nexus, but here are the highlights:
Added Legendary attach point to Mr. Handy Buzz Blades, and added MHBBs and Assaultron Blades to the Legendary pool. This is the same edit my “Legendary Mr. Handy Buzz Blades and Assaultron Blades” mod I recently released made, so if you use this mod you do not need that one.
Most ballistic guns have an “ammo” mod slot now that allows you to change what type of ammo they’re chambered in.
Certain weapons have been renamed, for example the 10mm Pistol is now the Military Pistol, and will appear as either a 10mm Military Pistol or .45 Military Pistol depending on what ammo it’s chambered in.
Shotgun Shells have been changed into three separate categories: .410 Bore, 12 Gauge, and 10 Gauge. The original Shells have been renamed to 12 Gauge Shells, so this should be compatible with any modded shotguns that use the standard Shells (Most notably this should make this mod compatible with the Handmade Shotgun, which was an issue with my WWE-F mod since I made all shells separate from the standard Shells and removed standard Shells from the game, which the HMSG uses).
There are now 5 (technically six) shotguns in game as opposed to the original 2 in the base game. The added ones are the Pipe Revolver Shotgun (.410), Lever-Action Shotgun (.410), Railway Shotgun (10G), and the technically sixth one, the Flare Mini-Shotgun (.410). All of these weapons can be converted between their standard ammunition and shotgun ammunition using the ammo mod slot.
Adjusted explosives recipes to make a little more sense. Frag Grenades require ceramic now, and Cryo/Plasma Grenades require Cryo Cells or Plasma Cartridges to craft.
Added a few new explosive types, including a Tin Can Grenade, Microfusion Grenade, and Impact Frag Grenade.
Manually created level lists for any new ammo, weapons, or explosives and added them to appropriate levelled lists. Ex: The Covert Pistol LLs were added to most LLs that included the 10mm Pistol LLs, and the Fusion Grenade was added to LLs that included that Nuka Grenade.
Added a new vendor named Shady Mike, who lives in the alley near Diamond City. He stays east, just past the wild mongrel pack, set up in that small makeshift home that’s behind a red door. He doesn’t talk much (he’s an ex-raider who had his throat cut when he was kicked out), but he still has plenty to sell. He has five unique Legendary weapons and some rarer ammo types, along with DLC weapons and ammo. He also sells a few other goodies, check him out when you get the chance. (Because of PS’s restrictions I couldn’t make a custom NPC, so I edited a cut NPC named Derek instead. So he looks a bit different and is missing his neck scar, but he looks close enough.)
Cleaned with FO4Edit.
~~~Shady Mike’s Legendary Weapons~~~
2111-
- Covert Pistol with the Two-Shot Legendary effect
- Reference to the 2011, a double barrel 1911
Courier’s Special-
-.50 cal Sniper Rifle with the Explosive Legendary effect
- Reference to the Anti-Material Rifle in FNV which is often used as an end-game weapon along with explosive .50 cal rounds
Sergeant Handy’s Vengeance-
- Mr. Handy Buzz Blade with the Assassin’s Legendary effect
- Reference to General Chao’s Revenge that Trudy sells
Thump Thump-
- 25mm Grenade Launcher with the Rapid Legendary effect
- Reference to the Grenade Rifle of the same name from Fallout New Vegas
Varmint Rifle-
- 5.56mm Hunting Rifle with the Hunter’s Legendary effect
- Reference to the gun of the same name from Fallout New Vegas