Alright when I say working on I mean I'm pretty far along.
Right now what I have done is to make my own quick reference mini lists of every non-unique weapon in Both games plus DLC's. The lists contain only the weapons that are meant to be in TTW that is no non-working weapons are in these lists. I used >withammo"gun"loot< for my quick list's meaning that I can easily insert a gun that has a random condition with ammo and a few random ammo casings for game flavor. I have a seperate list for each catagory of weapon. Weapons that I added to the list that did not have a withammo'gun'loot list have had one made.
Essentailly I developed a quick list system that will allow me to quickly create a weapon sublist that can contain any non-unique (barring about 4 or 5 exceptions) weapon I pick into any the weapons possible for a given group. There are a lot of weapons much more than one might think and when you can see the whole list its pretty clear that with just TTW your in for a lot of guns for a group if you want them.
Example, I have a Pistol, Semi-Auto Rifle, and Automatic Rifle list and so on. Changing a list for say a Raider is simply editting out the weapons from a copied list and attaching it to the Raiders list. Can also make certain weapons specific to a level or even just really rare. The process is actually pretty easy with this set-up.
Some notes.
-The weapons leveled list does not appear to merge with other lists. The DC factions for weapons list dont overlap Fallout New Vegas, that is I put a gun on a Raider in DC it doesnt appear on a FNV Raider....Also the reverse is true FNV raider lists dont effect DC raiders. Of course Talon Company, Regulators, Enclave, and Outcasts dont effect FNV. Not sure yet about Super Mutants or Brotherhood.
Currently have been working on RaidersDC.
The Raider List for Weapons are
RaiderWeaponMeleeDC <-old default (it appears that TTW injects 4 more list types for this)
RaiderWeaponSpecialDC <-old default (it appears that TTW injects more list types for this)
RaiderWeaponGrenade20DC: 20% chance a Raider has Frag Grenade (defualt basically)
Raider1WeaponGunDC
Raider2WeaponGunDC
Raider3WeaponGunDC
Additional List Type added by TTW
Raider1WeaponRiffle (there are 3 list types for this, yes they are in the game)
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So before we get too much further, yes my new lists work and add weapons to Groups in Game. The question now becomes about what kind of re-balance is fun. There's also a nudging thought in my head that I should observe the new list types and play along with what was intended in this layout...
Originally These List Types were our Primary Raider Encounter
Raider1WeaponGunDC <-Pistol Raider, this guy used to be the one with the 10mm, 32, and chinese pistol
Raider2WeaponGunDC <-Rifle Man, (X2 Hunting Rifle, Sawn-Off, or Assault Riffle)
Raider3WeaponGunDC <-Assault Raider (X2 AR, submachinegun, or Combat Shotgun)
TTW changes those Raiders to have pistols, with the classification getting better at Raider 3...Unfortunately IMO these 3 Raider Types are Underwhelming, mostly due to selection of weapon type.
TTW does add new Template Types as I mentioned above
RiffleMan Template Type's have
R1 chance of Varment Rifle
R2 chance of Service Rifle or Varment Rifle (50 50)
R3 chance of Hunting Rifle or Service Rifle (50 50)
Observing this suggests that the New RifleRaider Template takes the spot of the old Raider2WeaponDC spot.
TTW also has 3 Templates for Specail Weapons rather than one...
Here is where a change really starts to shine. Essentailly instead of just a Flamer or Missle Launcher Specailists can appear in one of 3 classifications at random.
The new gun types cover not only the old Flamer or Missle...They also introduce Raiders with Grenade Launchers and Incenerators.
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Having looked through the list a player would not see what they are used to seeing in the default game. That is that Raiders primarily had an abundance of American Assault Rifle's and a chance of having 10mm submachine gun or Combat Shotgun.
Currently in TTW, my experience has been that I quickly outpace the armaments level of the Raiders by level 6 that is that I aquire a Combat Shotgun and now they are hopeless cannon fodder. Of course the pervalance of grenade and mine cache's doesnt help them levels 1-6, but at 6 the player's primary weapon outstrips what Raiders can bring to bear.
It would appear that by level 10 the Raiders start to bring some nifty items to the table...But by this time its sorta a bit late. Bear in mind that I'm using MMM and Project Nevada so things are actually a fair bit more challanging over the default TTW experience yet this is still my impression.
Now I do have right now a list that overhauls Raiders to the other extreme, which is to say that Raiders will show up with a wide range of weaponry mostly Riffle's and AR's... The amount of fire power they can bring to bear on the Lone Wanderer with my current esp is overwhelming and the number of likely pistol wielding Raiders is very low...But it does remind me of some nostagic moments playing modded Fo3.
That list was made before having identified that TTW had in fact implanted a few more Template Types into the mix, and it allows for a fair bit more destribution and leans more towards Raiders having a pistol over a riffle which I think is a pretty good idea.
Now my list didnt just alter guns, I also altered the melee Raiders.
My melee Raiders can show up with Throwing Weapons which they use. Throwing Hatchet, Knifes, and Spears all have a chance to appear on this Template Type.
The Raider Grenade Chance has changed up a bit, Frag Grenades are quite rare on Raiders. Now they might show up with Tin Can Nade, MC nade, and fire bombs...They may also have more than just 1 in their bag to throw as well...No more "oh he threw his only nade, I'm safe to keep hiding here moments."