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IMPORTANT NOTE 1: As of v1.0.1, WMK now requires FOSE v1 or above. See below for more information.

IMPORTANT NOTE 2: There is a FAQ section and a Known Issues section in the readme below (and included with the mod). PLEASE READ BEFORE COMMENTING - particularly if you're having technical issues with the mod.

Fallout 3:

Weapon Mod Kits

Version: Version 1.0.2
Date: 11-02-2009
Author: Antistar (Joseph Lollback)

1. Description
2. Requirements
3. Installation/Uninstallation
4. Playing the mod
5. Frequently Asked Questions (FAQ)
6. Save games
7. Conflicts/Known Issues
8. Credits
9. Modder's Resource Info
10. Contact and Information
11. Legal Stuff/Disclaimer
12. Version History


Weapon Modification Kits - or 'Weapon Mod Kits' - allow you to use a Weapon Mod Workbench to modify your favourite 'Small Guns' firearms with a range of handy attachments:

- Auto-Fire Mechanism (AF): Adds full-auto firing capability to most guns that do not have it otherwise (also increases weapon spread by around 50%).
- Extended Magazine/Clip (EC): Doubles magazine/clip capacity.
- Laser Sight (LS): Increases accuracy (reduces weapon spread by around 33%).
- Scope (SC): Can use scope to sight targets, increases range by 30%.
- Silencer (SI): Makes weapon silent, decreases damage (by around 10%).

In addition, the loving attention bestowed upon your weapon during modification results in durability improvements. Each successive mod applied to a weapon increases its durability by 25% (of its base durability).

Here is a list of weapons that can be modified; and which Mod Kits can be applied to them. Unique variants of these weapons can be modified in the same fashion as the standard variants:

.32 Pistol
- Silencer

Chinese Pistol
- Auto-Fire Mechanism
- Extended Magazine
- Laser Sight
- Silencer

10mm Pistol
- Auto-Fire Mechanism
- Extended Magazine
- Laser Sight
- Silencer

.44 Magnum Revolver
- Laser Sight
- Scope
- Silencer

10mm Submachine Gun
- Extended Magazine
- Laser Sight
- Scope
- Silencer

Combat Shotgun
- Auto-Fire Mechanism
- Extended Magazine

Assault Rifle
- Extended Magazine
- Laser Sight
- Scope
- Silencer

Chinese Assault Rifle
- Extended Magazine
- Laser Sight
- Scope
- Silencer

Hunting Rifle
- Extended Magazine
- Scope
- Silencer

Lever Rifle
- Laser Sight
- Silencer

Sniper Rifle
- Extended Magazine
- Laser Sight
- Silencer

To modify a weapon, take it - plus one or more applicable Weapon Mod Kits - to a Weapon Mod Workbench. These special workbenches resemble the regular variety, but are coloured orange rather than blue. They can often be found near regular workbenches, and are more reliably found in high population centres and military outposts.

When using a Weapon Mod Workbench, you can either add modifications to - or remove modifications from - your currently equipped weapon. Successfully adding a modification only requires that you are carrying an appropriate Mod Kit.

There is a chance when removing a modification, however, that recovering the Mod Kit will fail and the Mod Kit will be destroyed. The higher your Repair skill, the more likely you are to successfully recover Mod Kits. (This is a percentage chance equal to 25 plus three-quarters of your Repair skill).

Your Pip-Boy will keep track of the modifications added to a weapon by appending its display name with the appropriate initials for each Mod Kit (as described above). For example, a 10mm Pistol with a laser sight and silencer attached will be listed as '10mm Pistol (LS, SI)'.

2. Requirements

- Fallout 3
- Fallout 3 Script Extender (FOSE) version 1 or above. Get it from here:



- If you have not done so already, you will need to install Fallout 3 Script Extender (FOSE) version 1 or above. Get it from here:
- Using 7-Zip (, extract the contents (everything - ALL files and folders) of the WeaponModKits.7z archive file to your Fallout 3\Data\ directory. If asked if you want to overwrite files and folders, click 'Yes to all'.
- In the Data Files section of the Fallout 3 Launcher - or using a tool like Fallout 3 Mod Manager - place a tick in the box next to WeaponModKits.esp.
- If you have not done this already (this is needed for a wide range of mods), go to your My Documents\My Games\Fallout3\ directory, make a backup of the Fallout3.ini file there, and then:
- Open the Fallout3.ini file and change the line "bInvalidateOlderFiles=0" to "bInvalidateOlderFiles=1". Save changes.

Upgrading from version 1.0:

- If you have not done so already, you will need to install Fallout 3 Script Extender (FOSE) version 1 or above. Get it from here:
- (optional) If you wish to save a small bit of hard drive space, you can delete the mesh and texture files you installed when installing WMK v1.0, since some of those files will no longer be needed. Specifically, delete the Fallout 3\Data\meshes\weapons\WMKweapons\ folder and contents, and the Fallout 3\Data\Textures\weapons\WMKweapons\ folder and contents.
- Using 7-Zip (, extract the contents (everything - ALL files and folders) of the WeaponModKits.7z archive file to your Fallout 3\Data\ directory. If asked if you want to overwrite files and folders, click 'Yes to all'.
- Load a previous save-game (or start a new game) and continue playing; no other actions are needed.


- If you wish to keep any weapons with modifications applied to them, you will need to remove all modifications from those weapons before you save your game.
- In the Data Files section of the Fallout 3 Launcher - or using a tool like Fallout 3 Mod Manager - clear the tick in the box next to WeaponModKits.esp.
- If desired, delete all files copied to your Fallout 3\Data\ directory during installation (check the WeaponModKits.7z archive file to identify these files).
- Load your save-game, and continue playing.


Weapon Mod Kits can be found in the Wasteland - particularly amongst military supplies - but be prepared for an intensive search: they are not common. Some Raiders, Talon Company Mercenaries and Regulators are also known to carry Mod Kits - but again, they are rare and highly prized. Moira Brown, Flak and Shrapnel, and Lucky Harith carry (and periodically restock) some Mod Kits, but they are not cheap.

There is a chance that high-level Raiders, Talon Company Mercenaries and Regulators will carry a modified weapon.

Lever Rifles are non-unique, less powerful versions of Lincoln's Repeater. Some Raiders carry them, and they can be found in some gun cabinets. Flak, Shrapnel and Lucky Harith also sell them.

44 Magnum Revolvers are no longer scoped by default - they need to be modified with a Scope Mod Kit like any other weapon that can have a scope attached.

The 'missing' unique weapons Law Dog and Wanda can be modified like other weapons - but you will need another mod that adds these weapons to the game world if you wish to be able to find and use them. Note that WMK does not *require* a mod like this for it to function correctly, however.


Q) Can I criticise you for implementing something in WMK in an 'unrealistic' way?
A) Well I can't stop you, but I might save you from wasting your time by telling you now that I won't care. This mod does not attempt to be perfectly 'realistic' - it is intended to make gameplay additions to Fallout 3; no more or less.

Q) But you can't silence revolvers! Why have you included silenced revolvers?
A) While it requires more than (say) just attaching a screw-on silencer to a 44 Magnum to achieve it, there does exist such a thing as a silenced revolver (see for example the Nagant M1895 revolver) - and that was close enough for me. (See above Q&A point). There's more in those Silencer Mod Kit boxes than just a screw-on silencer, you see... ;-)

Q) Will you include Energy Weapons and Big Guns in WMK?
A) I do plan to do this for future versions of the mod, but it takes a LOT of work, so it may not happen for a while.

Q) Can I make suggestions for inclusions in WMK?
A) I do appreciate hearing suggestions - and am even likely to agree with you that 'it' (whatever 'it' may be) would be cool - but understand that I can't promise anything, and am more likely to say no than anything else. As I mentioned above, this mod takes a huge amount of work to put together - and in addition, most parts of the mod were very deliberately designed to not surpass certain limitations.

Q) Is WMK compatible with [insert name of mod here]?
A) It's unlikely I'll be able to give you a direct answer to this question. I simply don't have the time or the inclination to investigate compatibility between WMK and the hundreds or thousands of other mods out there that may - or may not - conflict with it in various ways and to varying degrees. I have, however, listed the base objects edited by this mod in the 'Conflicts/Known Issues' section below, to help users and modders determine for themselves whether a mod will directly conflict with WMK or not.

Q) What about mods that change the appearance or stats of the vanilla weapons in Fallout 3? Are they compatible with WMK?
A) I can't give much more info than in the above Q&A point, but some general guidelines: When it comes to appearance-altering mods, WMK should work fine alongside those - but you'll likely notice that the modified weapons will look like the vanilla Fallout 3 weapons (only with the relevant attachments/modifications, of course). Mods that retexture the existing weapons should work just fine though, for the most part. As for mods that change weapon stats; if they do this by directly editing the base weapon objects then it should work fine alongside WMK (as long as they don't change the ObjectIDs), but again the modified weapons will not mirror those changes.

Q) Will you make WMK compatible with [insert name of mod here]?
A) Unfortunately I can't start making changes to WMK to make it compatible with other mods that were developed (and may continue to be developed) independently of WMK. Once I started doing that, when would I stop? There are just too many mods - and too many combinations of different mods - for this to be possible. This doesn't mean that I won't *ever* do this for a mod, but it is very unlikely.

Q) Will you make a version of WMK that doesn't require FOSE?
A) No; FOSE is now an integral requirement for WMK.

Q) What do I do with the file I downloaded? It's an unknown file type/I don't know what to do with 7z files.
A) You need a program like 7-zip ( or WinRAR ( to open the file you downloaded. After you have that, follow the installation instructions above.

Q) I have just installed FOSE, and now when I run Fallout 3, all my save-games are gone! How do I get them back?
A) Move or copy your save-game files from My Documents\My Games\Fallout3\Saves\[profilename]\ to My Documents\My Games\Fallout3\Saves\

Q) Why am I seeing 3D exclamation points and/or missing texture notifications instead of items from the WMK mod?
A) This happens when the game can't find the meshes and textures it's looking for; in this case that means that the WMK mod wasn't installed correctly. Along with the WeaponModKits.esp file, you also need to place the [meshes] and [textures] directories from the WeaponModKits.7z archive file into your Fallout 3\Data\ directory. Click on 'Yes To All' if a window pops up asking you if you want to replace files and folders (you won't lose anything).

Q) Why are the textures for objects included in the mod not displaying properly or at all?
A) Please follow the 'bInvalidateOlderFiles' part of the installation instructions above. This is required for a wide range of Fallout 3 mods, and only needs to be performed once.

Q) Will you tell me how to cheat to get the Mod Kits so I don't have to go looking for them?
A) There are console commands to give your character any items you want; and with a bit of research I'm sure you'll work it out. I'm not going to actively help people to cheat at my mod though: it goes against my intended design. ;-)


- Activating or de-activating this mod should not have any negative effects on your existing save game/s - but as always, it is good practice to keep backups.
- Follow the Uninstallation instructions above if you wish to de-activate this mod.


- This mod will likely conflict with - or make redundant - mods that remove or add things like scopes and silencers in special case scenarios (such as removing the scope from the 44 Magnum, or adding a silencer to a unique version of a weapon).

- Due to the way Fallout 3 calculates the *display* in the Pip-Boy of damage dealt by a weapon, some modified weapons may appear to do drastically more damage than their unmodified counterparts. The actual damage done by weapons was only changed for silenced weapons (it was slightly reduced for these weapons). Don't be concerned if you see very high damage numbers in the Pip-Boy (particularly for weapons modified with auto-fire mechanisms) - it is only a visual bug.

- There is a bug in the GECK that prevents the selection of the correct reload animation for the Combat Shotgun if it has been altered to fire in full-auto. Due to this issue there is a purely visual bug when reloading Combat Shotguns that have been modified with an Auto-Fire Mechanism Mod Kit.

- The laser sights on weapons do not create a laser dot in the world that you can aim with, and the laser beam effect does not point at the crosshair.

- The laser sight on Lever Rifles/Lincoln's Repeater currently doesn't switch off when the weapon is holstered. This is being investigated.

- Lever Rifles cannot be used to repair the unmodified version of Lincoln's Repeater - but can be used to repair modified versions of it. (This was to avoid modifying the Lincoln's Repeater base object).

- Efforts were made to make this mod as conflict-free as possible, but it may conflict with mods that also alter these base objects:

- ClutterMilitaryValue (Leveled Item)
- Flak (NPC)
- LootGunRiflesAll (Leveled Item)
- LootGunRiflesGunpowder (Leveled Item)
- Raider3WeaponGun (Leveled Item)
- RaiderLoot (Leveled Item)
- RaiderWeaponRifle (Leveled Item)
- Talon2WeaponGun (Leveled Item)
- Talon3WeaponGun (Leveled Item)
- TalonLoot (Leveled Item)
- Shrapnel (NPC)
- SniperRifleBulletProjectile
- Weap10mmPistolSilenced
- Weap44MagnumScoped
- WeapUniqueBlackhawk

- If you do not want to potentially miss out on the changes made by another mod to the above Leveled Items, load that mod later in your plugin load order than WeaponModKits.esp. It may make it more difficult to find Weapon Mod Kits if you do this, but the Mod Kits will still be available from merchants and can still be found lying around in certain pre-defined locations.


- Huge thanks and credit goes to digicjm for contributing a more efficient back-end to the mod.
- Credit goes to banjo for his excellent Classic Lever Rifle.
- Credit goes to Bethesda Softworks for the assorted weapon models I chopped and changed for this mod.
- Credit goes to joefoxx for his/her excellent Scoped Hunting Rifle.
- Credit goes to Nopheros for his/her great Laser Pointer beam effect.
- Thanks go to Bek and Luchaire for their invaluable suggestions and help beta-testing the mod.
- Thanks go to Madcat221 for pointing out how to improve the behaviour of the Laser Sight beam effect, providing mesh and material fixes for the Scoped Hunting Rifle, and for some technical advice on exporting models.


- With the exception of the assets made by the specific authors noted in the Credits section above (see them and/or their mod readme files for permissions in those cases), the weapon models used in this mod are based on Bethesda-made models - and are free to use in other Fallout 3 mods without asking my permission.

- Please ask my permission before releasing mods that alter or are based on the Weapon Mod Kits mod.


My e-mail address is

I often hang out at CanadianIce & Howndog's Morrowind/Oblivion forum, under the alias 'Antistar':


By downloading and using this modification, you agree that the author of the modification cannot be held responsible for any damage to software or hardware directly or indirectly caused by the aforementioned modification. Use at your own risk, basically.


Version 1.0.2 (11-02-09)
- Scopes can now be applied to the unique 10mm SMG again (accidentally left out of v1.0.1).

Version 1.0.1 (10-02-09)
- WMK now requires FOSE v1 or above.
- WMK workbench menu simplified: it now modifies the player's currently equipped weapon.
- Laser sights now switch off when weapon is holstered (except for the Lever Rifle/Lincoln's Repeater).
- 'Missing' unique weapons Assault Rifle (Wanda) and .32 Pistol (Law Dog) can now be modified. (WMK does not add these weapons to the game world though - another mod is needed for that; but not otherwise required for WMK to function.)
- Mesh and material fixes for scoped variants of Hunting Rifles, Assault Rifles and Chinese Assault Rifles.
- Modified weapons can now be used to repair other modified or unmodified weapons.
- Weapon condition is no longer affected by the character's Repair skill when modifying weapons.
- Changed Mod Kit recovery chance formula to percentage chance equal to 25 + (repair skill * 0.75). Changed from 50 + (repair skill / 2).

Version 1.0 (27-01-09)
- Initial public release.
- More Weapon Mod Workbench menu refinements.

Beta 03 (25-01-09)
- Added chance that high level Raiders, Talon Mercs and Regulators will carry a modified weapon.
- Further refined Weapon Mod Workbench menu.
- Changed Mod Kit recovery chance formula to be less brutal.

Beta 02 (24-01-09)
- Reduced chance that Mod Kits will be carried by Raiders, Talon Mercs and Regulators.
- There is now a chance (based on PC's Repair skill) that recovering Mod Kits from modified weapons will fail and the Mod Kit will be destroyed.
- Auto-Fire modified weapons now have increased weapon spread.
- Refined Weapon Mod Workbench menu slightly.

Beta 01 (23-01-09)
- Initial implementation of features.

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