Weapon Attachment Spawner (WAS)

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This mod gives every spawned weapon a chance to generate with attachments, making weapon spawns feel far more varied and believable.
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Weapons found in the world, inside containers, and even those used by enemies can now spawn with scopes, suppressors, and laser attachments.
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You can now find weapons in several different states :

- Weapons with no magazine
- Weapons with a magazine and ammunition
- Weapons with partial attachments
- Fully customized weapons
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Attachment spawn chances increase as the game progresses, which means you will not see large numbers of heavily modified weapons early in the game.
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⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀Features
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Dynamic attachment generation
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Attachment spawn chances can be configured independently for:
weapons found in containers, weapons found in the world, and weapons carried by enemies.
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Day based progression system
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Attachment spawn rates are not static.
The chance of advanced attachments appearing increases based on the number of in game days passed.
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Enemy equipment scaling
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Bandits have a lower chance to use attachments,
while military enemies can appear with both optics and suppressors equipped at the same time.
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Full MCM support
All values can be adjusted directly through the MCM menu.
You can configure:
Spoiler!
(Default configuration)
── Day Progression ──
day_mode = 0
manual_day_count = 0
pre_unlock_chance = 2%
day_unlock_scope = 10
day_unlock_silencer = 30
day_unlock_laser = 5
── Bandit ──
bandit_scope = 10%
bandit_silencer = 5%
bandit_laser = 8%
── Guard ──
guard_scope = 20%
guard_silencer = 10%
guard_laser = 15%
── Military / Punisher ──
military_scope = 40%
military_silencer = 20%
military_laser = 30%
── World Weapons — Magazine ──
world_mag_chance = 40%
world_mag_fill_min = 5%
world_mag_fill_max = 80%
── World Weapons — Attachments ──
world_scope = 8%
world_silencer = 4%
world_laser = 6%
You are free to control the overall rarity exactly the way you want.
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⠀⠀⠀⠀⠀⠀⠀ ⠀Compatibility
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Compatible with all mod weapons.
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There should not be any mod conflicts, and I am currently running 62 mods.
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⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀Notes
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About spawn chances
If you set the spawn values too high, the game may begin generating excessive numbers of modified weapons.
That can seriously damage the intended gameplay balance, so adjust each value carefully.
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Suppressors on enemy weapons
Suppressors attached to enemy weapons currently do not provide actual suppressed sound behavior.
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Testing whether the mod works
If you want to test it, set everything to 100%. Be mindful of the day progression limits, and switch to manual mode if necessary.
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⠀⠀⠀⠀⠀⠀⠀⠀⠀Changelog
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Version 1.0.1 Update
-Reorganized the MCM menu order.
-Completely rebuilt the weapon sound system, enemy weapons using suppressors should now sound different. (Testing)⠀⠀
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If you encounter any issues, please report them to me.


