Framework beta
This mod is an attempt at a weapons framework, introducing new weapon mechanics and features that should be present in any survival shooter.
About this mod Machine translation
This mod is an attempt at a weapons framework, introducing new weapon mechanics and features that should be present in any survival shooter.
Mod requirements:
- F4SE
- MCM
- HUD frame (optional)
describe:
Introducing new weapon-related mechanics and features while still maintaining compatibility with existing weapon mods. The main goal is to add new content that requires no patching or very simple patching so that users and modders can use it equally. You'll find that all the features present in the framework are already available in many different existing mods on , but the goal is to add these features with no or minimal patching. I also tried to overcome some of the limitations found in other mods. This mod is a framework, which means it won't do anything by itself without tweaking/patching. All features are fully configurable and customizable.
Function:
-Switch shooting mode
~ Use hotkeys to switch the weapon firing mode of your equipment
~ Optional widget showing current shooting mode (requires HUD frame)
~ Currently available modes: semi-auto, burst and full-auto
~ Use it directly without patching, or use patching to fine-tune the firing modes of different weapons
- Instantly switch attachments
~ Switch attachments on equipped weapons without a workbench
~ A modest custom wheel menu UI to speed up switching attachments
~ The frame can be configured to require an attachment from the player's inventory and use it up
~ Doesn’t work out of the box, needs to be patched for each weapon
~ The attachments for the wheel menu are dynamically loaded from the patch file. This means it is highly customizable
-Weapon disassembly
~Use a screwdriver to disassemble the weapon into its object module
~ No patching required, works on all weapons
- Weapon interference
~ Your weapon has a chance to jam every time it fires (configurable via MCM)
~ Works on all weapons, no patching required
~ There is an option to use tinkering to define different chances for each weapon and disable interference for certain weapons.
-Weapon degradation
~ Weapons have customizable durability and break after a certain number of shots or hits (for melee weapons)
~ Repair weapons using weapon repair kits. Currently craftable in the Chemistry Lab
~ Optional widget showing current weapon durability (requires HUD framework)
~ Optional durability randomization for weapons and dead actors within containers
~ Can be used directly without patching, but all weapons will share the same default durability
~ Use patches to customize the different durability of different weapons
~ Limitation: Unable to check durability of weapons in inventory
~Limitations: When a weapon is equipped for the first time, it will quickly be unequipped and re-equipped.
-Simple reloading mechanism
~ Reloading now consumes the ammo remaining in the weapon's magazine. Decide between saving ammo or wasting ammo!
~ No patching required, works on all weapons
- Throwable weapons auto-equip
~ Once you have exhausted the currently equipped throwable ammo, equip the first grenade/mine in the player's inventory
~ First look for grenades, if no grenades are found, then select mines
~Grenade/Mine Cycle Hotkey
~ Currently works with vanilla grenades (no custom grenade mods have been tested)
-Personal wheel menu
~ Customize your own wheel menu to quickly equip weapons
- Custom animations (this section only applies to mod authors)
Custom animations can now be easily added and they will work seamlessly with the mod. Currently only supports humans. They do not work with power armor. Some animations are first person only. All animations are optional, add only the ones you like. There is no ESM/ESP dependency, patching is done via an external JSON file.
List of custom animations currently supported by this mod:
~ Weapon interference (1st and 3rd)
~ Weapon firing mode switching (1st and 3rd). Played only after the engine has played WPNUnequip/WPNEquip.
~ Weapon att …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.