More Low Level Weapons
🟡 Updated this year⚠️ Install Order · 6 steps
Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.
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🔍 Analysis
- 👍 0.6% endorsement rate
- 🏆 #12 of 201 Weapons mods in this game by downloads
📋 About This Mod
Made for game version
2. 31
with Phantom Liberty. Should be forwards and backwards compatible.TL;DR
It is faster to show you the issue than to explain it, so here is an example.
Take a random Gunner from the Animals. You probably encountered a bunch of copies of this NPC here and there.
What weapon does he use?
Short answer: he is using a pistol.
Long answer: it actually depends both on random chance and on you. Or, rather, on your V.
Because if V encounters this guy at levels 1–16, there is a 50-50 chance of him using either a Liberty or a Nova.
But, starting from level 17, these go down to 3. 7%. What picks up the slack is Quasar with 18. 52% and Lexington and Omaha with 37. 04% each.
And, if that wasn't weird enough, starting from level 33, these probabilities become 1. 75% for Liberty and Nova; 8. 77% for Quasar; and 17. 54% for Lexington, Omaha, Overture, Burya, and Kappa.
On the surface, this may look like it increases the variety of weapons with each level bracket, but, in reality, it just means that you will almost never see this guy use a Liberty if V is high enough level.
And there are cases where this disparity in probability is MULTIPLE ORDERS OF MAGNITUDE higher: a Militech recon Sniper uses Nekomata (9. 09%) or SOR-22 (90. 91%), unless V is level 17 or higher, at which point he will be using M-179e Achilles with 98. 91% (!!!) chance.
This mod lets you adjust some numbers to make sure those early weapons are not wiped out from existence by V leveling up.
If you have never even noticed this happening—chances are you do not need this mod.
If you are using my Give 'Em Guns! mod, then you most likely would have noticed that, at low levels, a solid chunk of NPCs would have dropped modded weapons exclusively. This mod fixes that.
The solution
Take a look at this:
Character. AnimalsPrimaryHandgunPool_inline0:
$type: gamedataNPCEquipmentItemsPoolEntry_Record
minLevel: 33
- Character. AnimalsPrimaryHandgunPool_inline1
This is one of the entries in the pool of that Gunner from before. The level for this entry to become active is determined by `minLevel` (33 in this case), while the chance of it being picked is based on its `weight`.
Simply put, the higher the weight, the likelie
This mod removes the level restrictions on NPC weapon pools in Skyrim, allowing weapons that normally stop appearing after levels 17 and 33 to show up at any level. It's a simple tweak for players who want more variety in enemy loadouts throughout their playthrough.
✨ Key Features
📊 Pros & Cons
✅ Pros
- Simple and effective: does exactly what it says with no extra bloat
- Community-trusted with 152 endorsements and over 25k downloads
- Lightweight mod that won't impact performance or require patches
⚠️ Cons
- May affect game balance by giving enemies higher-tier weapons earlier than intended
- Compatibility with other mods that alter leveled lists is unverified
For Skyrim players who want more variety in enemy weaponry and don't mind a slight balance shift. Skip if you prefer a curated progression or use mods that overhaul leveled lists.
💡 Beginner Tips
- If you use a mod manager like Vortex or MO2, install this mod and let it overwrite any leveled list changes from other mods for best results.
- Since this mod affects NPC weapon pools, consider pairing it with a weapon variety mod to ensure the newly available weapons are actually interesting.
- Check your load order: place this mod after any mods that modify leveled lists to ensure its changes take priority.
📊 Mod Details
- Game
- Cyberpunk 2077 Mods
- Author
- Charred Dusk
- Version
- 1.0.0
- Downloads
- 25,222
- Endorsements
- 152
- Category
- Weapons
- Created
- 10/5/2025
- Updated
- 10/5/2025
🔧 How to Install Cyberpunk 2077 Mods
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