C-UAE Cross-Mod Universal Armament Expansion
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.
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).
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.
- 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 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.
More Armaments
- More Armor Note: New vanilla armor and variations of existing ones
- Tons of Guns Note: New weapons
- Masters of War Note: New weapons
Enemy AI
Alternative Balance (Alongside More Armaments)
- Rato’s Gameplay Balance and Overhaul 3 Note: New weapon logic
- Enemy Armors Note: Better-armored enemies
- BCE Guns and Armor Crafting Economy Note: New weapons/armor; incompatible with other mods
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.
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.
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.
New weapons match the original’s type, enemy level, faction, and cost range. Attachments (scopes, silencers) are added based on enemy level.
Armor follows similar logic, replacing pieces while considering enemy level, faction, and original armor.
Unique weapons/armor (e.g., Golden Gun, Shiny and Chrome Helmet) are retained. Only non-unique items are replaced.
Details in the Discussions section.
- Enemies won’t change mid-combat.
- Source code: GitHub[github.com]
Version: 4.05-133
Revisions:
Old revisions of this mod are available below. Click the link to download.