C-UAE Cross-Mod Universal Armament Expansion

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Author: Lucjan

Last revision: 30 Jun, 2025 at 08:38 UTC (10)

File size: 9.36 MB

On Steam Workshop

Description:
Cross-Mod Universal Armament Expansion (C-UAE)

TL;DR

Semi-Random Enemy Weapons and Enemy Armor with a robust weapon attachment and ammo distribution system that scales with campaign progression. Designed to support other mods.

To Tactical AI Project users

If you dislike random weapons and want to retain the feeling of vanilla weapon progression, disable that in the mod options. C-UAE will still upgrade enemies’ weapons according to Tactical AI logic (enemies will always have access to grenades, a handgun, and a non-handgun main weapon).

What does it do

Increase the variety of Weapons and Armor of all enemies you encounter.

The goal of this mod is to be compatible with other mods out of the box without requiring compatibility patches. Mods like ToG, Rato’s Overhaul, or AI mods can be used without issues.

Features:
  • Enemies receive new weapons and armor of similar strength
  • Weapons and Armor from other mods are automatically added to the pool (e.g., Tons of Guns or Masters of War)
  • Robust attachment system. Weapons are granted attachments matching adjusted enemy level. At higher levels, enemies will have more powerful attachments
  • Ammunition distribution system. At higher levels, enemies will have increasingly powerful ammunition
  • Works with old saves and can be disabled at any point
  • Armaments’ condition (how damaged they are) matches the original loadout
  • Mod uses base game drop chance logic (Most mods altering drop chance are compatible)
  • Night grenades (flares, etc.) are only distributed during nighttime and in underground sectors
  • Heavy Weapons are distributed based on ammunition type (RocketMen still shoot rockets; Montar enemies still use mortar-like weapons)
  • Mod does not affect unique armaments (e.g., Pierre won’t lose his unique machete)

C-UAE vs Random Enemy Weapons

C-UAE distributes all available weapons across all enemy factions, while REW uses structured distribution with handpicked weapons for specific factions. This means modded weapons not configured for REW won’t be distributed, whereas C-UAE excludes weapons unavailable at Bobby Ray’s.

Configuration options allow disabling weapon replacement, enabling players to use REW weapon logic alongside other C-UAE features.

Recommended mods to use with C-UAE

More Armaments

Enemy AI

Alternative Balance (Alongside More Armaments)

Note: BCE alters vanilla weapon prices and is unbalanced for vanilla economies, conflicting with ToG/MoW.

Avoid using all listed mods together. Check individual mod descriptions for compatibility.

How does it work?

When encountering enemies in satellite or tactical view, the mod scans their level, faction, and loadout to generate a profile. This profile creates new weapons/armor. The mod tracks modified enemies to avoid reprocessing them later.

Available Armaments Logic

C-UAE uses in-game Cost and Bobby Ray’s CanAppearInShop property. Only shop-available armaments are distributed (excluding manually integrated mods), filtering out quest/unfinished items from vanilla or mods.

Weapons

New weapons match the original’s type, enemy level, faction, and cost range. Attachments (scopes, silencers) are added based on enemy level.

Armor

Armor follows similar logic, replacing pieces while considering enemy level, faction, and original armor.

Uniques

Unique weapons/armor (e.g., Golden Gun, Shiny and Chrome Helmet) are retained. Only non-unique items are replaced.

Modder Compatibility Options

Details in the Discussions section.

Notes
  • Enemies won’t change mid-combat.
  • Source code: GitHub[github.com]


Version: 4.05-133