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Configurable weapon strength and skill requirements framework for Fallout 4

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WeaponRequirementsFramework

Configurable weapon strength, ammunition, skill, movement, and power armor requirements for Fallout 4. The native plugin integrates with ItemIntegrationFramework to add requirement information to item cards and apply shared damage modifiers.

Mod page and downloads: Weapon Requirements Framework on Nexus Mods

Features

  • Data-driven strength and skill requirements for weapons
  • Optional ammunition requirement calculation
  • Movement and power armor restrictions
  • Configurable combat penalties when requirements are not met
  • Item card integration through ItemIntegrationFramework
  • Public native Papyrus query API
  • Multi-runtime Fallout 4 support through CommonLibF4

Source layout

  • src: native F4SE/CommonLibF4 plugin and IIF provider integration.
  • papyrus: public native Papyrus declarations.
  • config/F4SE: default WRF rules, IIF integration, and RobCo Patcher data.
  • config/MCM: Mod Configuration Menu definition and defaults.
  • config/Interface: English and Chinese translations.

Compiled DLL, PEX, ESP, and UI assets are not included. Install the complete mod package from Nexus Mods for normal gameplay.

Requirements

  • Windows 10 or later
  • Visual Studio 2022 Build Tools with Desktop development with C++
  • Git
  • XMake 3.0 or later
  • A CommonLibF4 checkout selected by the build environment
  • Fallout 4 Script Extender
  • ItemIntegrationFramework

Build

This project must be built against an existing CommonLibF4 checkout. When run inside the FO4 workspace, the build script resolves the workspace global CommonLibF4 profile. It also accepts COMMONLIBF4_PATH or an explicit -CommonLibF4Path; it never clones a project-local CommonLibF4:

.\scripts\build.ps1

To use an explicit CommonLibF4 checkout:

.\scripts\build.ps1 -CommonLibF4Path D:\path\to\commonlibf4

When this script runs inside the FO4 workspace, build output is rooted at build/WeaponRequirementsFramework/; a standalone checkout uses XMake's default build/ directory. Compile papyrus/WRF_Native.psc with the Fallout 4 Papyrus compiler when building a complete mod package.

Configuration

The repository keeps editable runtime configuration under config using the same directory structure expected below Fallout 4's Data directory. The default providers are in config/F4SE/Plugins/Weapon Requirements Framework/, under Classifications, Skills, and Strength. Copy this tree into the game's Data directory or your package staging directory.

Classification categories in WRF_Default.json can coexist across weapon families and modifiers. Weapon.Handling categories are exclusive, as are Weapon.Configuration categories. The melee recovery penalty starts at attack input because WRF does not replace the shared animation-event handler used by OAR and MSF. Skill providers may name a RequiredPlugin; those files are skipped when that plugin is not loaded. The repository includes the vanilla skill provider and optional integrations for Classic Skill System, S7 System, and You Are Exceptional.

The released ESP is required by the MCM and some default rules. It is supplied through the Nexus package because compiled game plugins are outside this source repository.

License

Original WRF source is released under GPL-3.0-only. Built binaries also contain commonlib-shared code distributed under GPL-3.0 with the CommonLib Modding Exception. Vendored Xbyak remains under its BSD-3-Clause license. The copied IIF consumer API remains covered by the IIF project license. See COPYRIGHT, THIRD_PARTY_NOTICES.md, and licenses/commonlib-shared.

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Configurable weapon strength and skill requirements framework for Fallout 4

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