Current Version: 1.032 (February.24.2014)

Gun Runners' Arsenal DLC is *required* for this mod to function!

When I first heard about Gun Runners' Arsenal I was excited. Once I discovered that the content was exclusively dumped into various merchant inventories, instead of being added to lists and disseminated around the wasteland, I became rather sad. It was time to do something about it.challenges the idea that only the player should be allowed to have access to the interesting new equipment found in the Gun Runners' Arsenal. This mod spreads the content across numerous leveled lists, giving most actors a small chance to carry (and use) GRA equipment.Extract the content of the zip folder to your Data folder. Enable the GRA - The Right to Bear Arms.esp file in the utility of your choice.This mod will remove the vast majority for GRA equipment from merchants, so if you have your eye on a special piece of hardware it's recommended you purchase it before enabling this mod.Personally, I recommend a clean slate install to even the playing field with the new equipment.1) Disable GunRunnersArsenal.esm2) Save your game3) Enable GunRunnersArsenal.esm and Enable the GRA - The Right to Bear Arms.esp and prepare to fight for some equipment![size=+1]* Most actors have the chance to have GRA equipment in their inventory.[/size]They will use (most) of this equipment. At the default settings, you'll probably see about one in eight NPCs with GRA equipment. Raiders, Legion, NCR, wastelanders, powder gangers, even super mutants! There's no telling who might have run across part of the stolen shipment and pilfered some prime weaponry.[size=+1]*Find recipes that let you build GRA ammunition and mines/grenades.[/size]No longer will you gain access to GRA recipes from simply having perks; you'll have to find them. Over thirty recipes exist that you may find on humans or post-humans (or, rarely, in containers.) When you acquire a recipe, you'll receive a small amount of XP (configurable) and then have the opportunity to build the respective mine/grenade/ammo at the appropriate workstation. Once you memorize a recipe (by having it in your inventory), you can then sell the recipe to earn a few caps. These recipes aren't hidden in a specific place; rather, you'll have a small chance to find them as you do your usual business out in the desert (such as embroidery, topiary, or, possibly, murder and looting.)[size=+1]*A Mod Fabrication Station that lets you build GRA weapon mods.[/size]You might occasionally run across a Weapon Mod Blank. Perhaps it's in the dusty backpack of a traveling merchant (who is likely selling it for an inflated price), or maybe it's in the hands of a filthy raider. Once you have one, you'll be able to use the Mod Fabrication Station to create (for a price) any GRA weapon mods. Conveniently, when you find your first mod blank, you'll also find a heart-warming note about someone running across the mod fabrication station (providing an excellent hint regarding its location). Want to make more GRA weapon mods after you use the machine? Well, you'll have to find more weapon mod blanks.[size=+1]*All Unique GRA weapons hidden, with a personalized note hinting at their location.[/size]The Gun Runners' Arsenal included some choice weaponry, and when the shipment was stolen, the most valuable pieces were spirited away by opportunistic raiders/scavengers/Some Lucky Guy who stumbled across a sacked caravan. You'll find notes here and there (the notes you'll find on corpses - don't worry about hunting around the desert to find them) that will give you hints about the location of a prime piece of weaponry. Will they all be locked away in containers, or is there a chance that they might be used against anyone trying to steal them? I guess you'll have to follow the clues found in the notes and find out.Q:A: Yes! Most of the new GRA weapons (including grenades) can (and will) be equipped and used by NPCs.Q:A: No! Anything you have on your person, or in a storage box will not be removed. However, the vast majority of merchants will be stripped of their GRA equipment. There is a small chance that they might have a couple of pieces of GRA equipment, but it's no sure bet. You'll have to find it on others.Q:A: Yes! Extensively. You can customize the chance to find items, recipes, the XP earned from recipes, the value of GRA weapons, and more. See the included readme file in the download for full details and instructions.Q:A: No! Err, I mean, when you find your first Weapon Mod Blank, you'll also find a note detailing a pleasant little story regarding the Mod Fa.. the MFS. Follow the semi-blatant clues in that note, and you'll be on your way to fabricating mods in style.Q:A: Yes! As of 1.01, unique GRA weapons are craftily hidden around the wasteland in various (frequently unpleasant) locations. You'll uncover notes with hints as you play (on the corpses of humans/post-humans you send to the grave, so don't worry about not finding a particular note), which provide a strong nudge in the right direction. By default, unique weapons will no longer spawn on any NPCs/stores, though this is something you can change if you desire (consult the enclosed readme for customization instructions.)Q:A: It's modified to add a few bonuses to explosive weapons instead of providing recipes automatically. Check the gallery for a screenshot of how the perk's been changed.I've done my best to ensure compatibility with my own balance modules (from my Tweak and Balance center, see the mirrors tab). If you use any big overhaul/content mods such as Project Nevada or FOOK, you may want to create a merged patch using FNVedit.WMXAWOPEVE (with or without GRA patch)Monster Mod (some formerly-human monsters may carry GRA equipment)nVamp - Very Voracious VerminThanks for checking it out! If you run into any bugs, or have additional comments, please head over to the comments thread and drop a note in there.February.24.2014v 1.032+ new ammo boxes that contain a random assortment of GRA ammo+ a few bug fixes+ GRA unique chests no longer all locked at 'hard' - difficulty+ a few typos fixed+ one hand loader recipe fixed+ cosmetic fix to the Mod Fabrication Station showing parts before it's discoveredJune.03.2012v 1.031+ Bug fix to a few reversed entries on the Mod Fabrication Station+ Positional adjustment to the MFS for compatibility with another mod (cosmetic)+ correction to a couple of typos* Correction to one note that gives a false clue on a location.* Fix to a bug in the Weapon Fabrication Station.* Cleanup of some "dirty" entries; The Right to Bear Arms should be fully compatible with any GRA-renaming mods.June.01.2012v 1.03+ Ability to upgrade vanilla weaponry to GRA weaponry (example: Laser Pistol -> Laser Pistol (GRA)) at the MFS+ Ability to downgrade GRA weaponry to vanilla weaponry (example: Laser Pistol (GRA) -> Laser Pistol )) at the MFS+ New alternate Vendors Untouched moduleMay.16.2012v 1.02+ All GRA uniques are now hidden for the player to find (with respective note)+ weapon mod fabrication station that will let the player fabricate GRA weapon mods from a blank+ chance to find Weapon Mod Blanks, which allow you to use the Mod Fabrication Station.+ When you find your first weapon mod blank, you'll receive a note that tells a small story, which will lead you to the location of the weapon mod fabrication station.+ A few additional lists customized to allow for GRA contentMay.09.2012v 1.01* Added the GRA uniques to hidden locations in the wasteland* Ten notes added with hints about the unique locations (discovered by the player)* additional opportunities for GRA equipment in a few leveled lists* .esp cleanupMay.07.2012v 1.0[size=+1]Interested in more of my balance modules?[/size]Check out my Tweak and Balance Center [size=+1]Interested in an adventure mod with lots of puzzles, notes, and an emphasis on story over combat? [/size]Visit my Tales from the Burning Sands mod