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==Damage of the second projectile==
 
==Damage of the second projectile==
 
The second bullet is not affected by skills, while it shows ingame like 60% extra damage(188 vs 112 damage) in the pip boy it is actually less since it is affected 2 times by armor. My ingame tests suggest it is somewhere between a 308/.50 rifle(with higher single hit damage) and a sniper plasma rifle(138 energy and ballistic damage suffering 2 damage armor resists as well).
 
The second bullet is not affected by skills, while it shows ingame like 60% extra damage(188 vs 112 damage) in the pip boy it is actually less since it is affected 2 times by armor. My ingame tests suggest it is somewhere between a 308/.50 rifle(with higher single hit damage) and a sniper plasma rifle(138 energy and ballistic damage suffering 2 damage armor resists as well).
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[[User:JCuber|JCuber]] ([[User talk:JCuber|talk]]) 14:00, December 28, 2015 (UTC)
 
[[User:JCuber|JCuber]] ([[User talk:JCuber|talk]]) 14:00, December 28, 2015 (UTC)
   
===== Second Shot ====
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== Second Shot ==
The page states 'Furthermore, these additional projectiles do not affect the player's ammunition count.'. When firing this weapon a minimum of 2 rounds of ammunition are depleted every time. So either this has been patched, or is the gun actually firing 4 rounds each time? The damage doesn't seem to suggest 4 rounds. [[User:Riskyj|Riskyj]] ([[User talk:Riskyj|talk]]) 02:41, January 3, 2016 (UTC)
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The page states 'Furthermore, these additional projectiles do not affect the player's ammunition count.'. When firing this weapon a minimum of 2 rounds of ammunition are depleted every time. So either this has been patched, or is the gun actually firing 4 rounds each time? The damage doesn't seem to suggest 4 rounds. [[User:Riskyj|Riskyj]] ([[User talk:Riskyj|talk]]) 02:42, January 3, 2016 (UTC)
   
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:I just purchased the gun in order to test this and at first it looked like it was using extra ammo, and then I realized the gun was an automatic. When I modded it to the standard barrel it didn't use 2 bullets. Are you sure your's isn't an automatic? --[[User:Xernoc|Xernoc]] ([[User talk:Xernoc|talk]]) 02:58, January 3, 2016 (UTC)
===== RE: Second Shot =====
 
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My experience with the rifle has actually yielded one single fact... There is no visible "2nd bullet" because there is absolutely no 2nd bullet! Before rushing to publish this find, I wanted to run it by the Wikia veterans, as I would be erasing most of the information currently posted on The Overseer's Guardian. Also, please note this conclusion was reached using the XBOX One. This rifle simply has double the damage of a standard combat rifle, regardless of receiver. Why Bethesda chose to tease players with a 2nd projectile, instead of simply stating double the damage, is anyone's guess...? I was very disappointed, as I am a huge fan of the AN-94 from the Battlefield series. I even named it... Please let me know your findings on other platforms, as well as the XBOX One.
 
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I wanted to run this final conclusion past the Wikia veterans prior to publishing, as it will require deleting most of the information currently provided. Surprise!!! The joke is on us! There is NO ADDITIONAL/2ND BULLET! The base damage of a standard combat rifle is simply doubled, from 46 to 92. From here, receiver mods will alter the damage stat exactly as they would when applied to a standard combat rifle. For example: A "Light Frame Receiver" decreases the base damage of a standard combat rifle by 4... 46 to 42. The same can be said of The Overseer's Guardian. The base damage of 92 decreases by 4... 92 to 88. This formula is constant for all receiver mods. Why Bethesda decided to word this attribute as, "Shoots an additional projectile", and not "Base damage is doubled", is beyond me. I am very disappointed, being a huge fan of the AN-94 from the Battlefield series. I even renamed the Overseer's Guardian to AN-94!
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--[[User:dcoogan77|dcoogan77]] ([[User talk:dcoogan77|talk]]) 23:33, January 2, 2016 (UTC-5)
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:Cool theory, but how do you reconcile that with the [[Big Boy]] which we can very clearly see shooting a second projectile? --[[User:Xernoc|Xernoc]] ([[User talk:Xernoc|talk]]) 04:44, January 3, 2016 (UTC)
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I see... The "Two-Shot" prefix... Given you have witnessed this weapon firing two mini-nukes at once, do you know whether the base damage is also doubled? I must find this [[Big Boy]]!
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--[[User:dcoogan77|dcoogan77]] ([[User talk:dcoogan77|talk]]) 00:03, January 3, 2016 (UTC-5)
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:Yeah, the base damage is doubled. There was actually some discussion on reddit a few weeks back that I read where they were discussing the actual mechanics of Two-Shot. This is gonna be weird to explain properly. It seems that the second base damage is added ''after'' perks/other bonuses are calculated, and then the total is divided between the two projectiles. So let's say you have [[Bloody Mess (perk)|Bloody Mess]] which gives +5% damage. If the base damage of your weapon (without two-shot) is 100, then in theory you should have two projectiles that deal 105 damage each. Instead, you have two projectiles that each deal 102.5 damage because there's only one perk's worth of bonus to be had per trigger pull. We're still not sure if it's a bug or intended. You'd think it wouldn't matter, but because of the way damage resistance is calculated it can be a big loss of potential if you have lots of damage-boosting bonuses.
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:That said, yes, the damage displayed when you look at your weapon is basedamage+ bonuses+ basedamage, so the only indication that there's two projectiles splitting the damage instead of one big bullet is the legendary prefix telling you so. Or if you can see it clearly, as with the Big Boy (which is sold by [[Arturo Rodriguez]] in Diamond City) --[[User:Xernoc|Xernoc]] ([[User talk:Xernoc|talk]]) 05:39, January 3, 2016 (UTC)
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:The projectile can be seen splitting into two beams at far enough distance with the Two-shot Gauss Rifle. (shoot up in the air at night) With the Two-shot Hunting rifle, two bullet holes appear on target even at point blank range. (tested on a metal wall) Big Boy is an obvious one. Overseers Guardian is rather unique because attaching an automatic mod significantly increases its recoil compared to the standard Automatic Combat rifle despite the fire rate being the same. Almost as if it is actually firing twice as fast. In VATS, even if the Overseer's Guardian was converted into a .308, you'd only see a single .45 shaped projectile. If this is what's confusing people. (in VATS I mean.) --[[User:Deeeemon|Deeeemon]] ([[User talk:Deeeemon|talk]]) 06:08, January 3, 2016 (UTC)
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== Editor ID ==
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I was digging in FO4Edit and I managed to find its Editor ID. There doesn't seem to be a place for that in the article, though. Maybe the infobox? Anyway, it's: Aspiration_Weapon_V81_CombatRifle [LVLI:001F61E7] [[User:Echoes of Fate|Echoes of Fate]] ([[User talk:Echoes of Fate|talk]]) 04:43, February 7, 2016 (UTC)
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:For weapons we only document the formid (001F61E7). But this leveled list has a problem, it produces a generic combat rifle named "Overseers's Guardian" missing the legendary mod of the original. --[[User:Alfwyn|Alfwyn]] ([[User talk:Alfwyn|talk]]) 04:51, February 7, 2016 (UTC)
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::The reason for this is that this weapon is added to the vendor's inventory by a quest at game start, which also adds the appropriate mods. Without modding there is no way to add the legendary weapon to the player inventory. The simplest way to get this back if you lose it (just happened to me), is to reset the quest in the console with "resetquest 1f2673", which will add all the "Aspiration" items back into the appropriate vendor inventories. In short, there isn't a specific item ID for this weapon as it appears in-game. -- [[User:DeJuanNOnley|DeJuanNOnley]] ([[User talk:DeJuanNOnley|talk]]) 11:30, May 28, 2016 (UTC)
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==Recoil==
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I've noticed that this gun has quite more recoil than a similarly modded regular combat rifle. This was so noticeable for me that I actually resorted to using a regular automatic combat rifle as my main weapon instead of this. Even though the DPS was lower, the lessened recoil made the regular gun more effective in the long run. Anyone else noticed this? [[User:Pantaleon|Pantaleon]] ([[User talk:Pantaleon|talk]]) 00:16, June 15, 2017 (UTC)
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== Variable modifications ==
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Who started the rumour that this weapon's modifications are variable? They certainly are not in vanilla. The weapon is generated by QF_AspirationalItems_001F2673.pex using the following:
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<code><nowiki>; Queue up other aspirational items</nowiki>
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<nowiki>SetStage(910)</nowiki>
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<nowiki>; V81 Alexis Combes sells</nowiki>
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<nowiki>ObjectReference oVendor = Alias_VendorV81Alexis.GetRef()</nowiki>
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<nowiki>; Change out the mods</nowiki>
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<nowiki>ObjectReference oItem = oVendor.PlaceAtMe(pAspiration_Weapon_V81_CombatRifle)</nowiki>
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<nowiki>oItem.AttachMod(pmod_CombatRifle_Receiver_Automatic1_and_ArmorPiercing)</nowiki>
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<nowiki>oItem.AttachMod(pmod_CombatRifle_Grip_StockRecoil)</nowiki>
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<nowiki>oItem.AttachMod(pmod_CombatRifle_Scope_ScopeShort_NV)</nowiki>
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<nowiki>oItem.AttachMod(pmod_Legendary_Weapon_TwoShot)</nowiki>
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<nowiki>oItem.AttachMod(pmod_Aspiration_Weapon_IncreasedCost)</nowiki>
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<nowiki>; Move it into the vendor</nowiki>
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<nowiki>;Game.GetPlayer().AddItem(oItem)</nowiki>
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<nowiki>oVendor.AddItem(oItem)</nowiki></code>
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In other words it never spawns with any legendary modification other than Two Shot, nor anything but a armour piercing automatic receiver, recoil compensating stock and short NV scope; additionally it should not spawn with anything other than a short barrel and standard magazine, as the weapon spawned by the game to apply those modifications to (Aspiration_Weapon_V81_CombatRifle) is always a default configuration Short Combat Rifle (try using <code>player.additem 1f61e7 100</code>, all of the spawned items should be completely identical).
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--[[Special:Contributions/137.59.252.145|137.59.252.145]] 16:29, December 19, 2017 (UTC)
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: As the cleanup notice indicated the page was probably wrong. Thanks for bringing it up again. I've double-checked your work against the CK and while you're right about most of the mods (including the Legendary effect) being pre-determined, I think the barrel length is variable. When the weapon is spawned using the script you posted, the base of the weapon (<tt>pAspiration_Weapon_V81_CombatRifle</tt>) is a leveled combat rifle with either a short or a long barrel, and the rest of the script does not seem to override the barrel. Additionally, it would make more sense if the barrel were variable, because there would have been no reason to use a leveled list of all mods were going to be overriden anyway.<br />Would you agree that the only mod that is actually variable is the barrel? It's sure possible that I overlooked something, so tell me if I did.<br />- '''[[User:FDekker|FDekker]] <sup>[[User talk:FDekker|talk]]</sup>''' 16:41, December 19, 2017 (UTC)
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:: Your thinking is sound. I actually can't say with 100% certainty either way that the barrel is variable; I can see why you might think that it is if you assume that creation of the leveled item should permit use of any of the four available Combat Rifle object templates, but in practice I cannot get the game to spawn anything but a basic Short Combat Rifle when manually creating an Aspiration_Weapon_V81_CombatRifle (or even an LL_CombatRifle, for that matter). Two things are possible - either the quest script is, in some non-obvious way, invoking arguments to randomise the object template available through the leveled item where an equivalent console command does not, or the object actually cannot spawn with a long barrel in the vanilla game, and people reporting this happening have something that's modifying it.<br /><br />I will note though that the game often uses leveled lists to actually narrow down the possible number of items spawned rather than to broaden them, as in the case of spawning an LL_Armor_Combat_Torso_Heavy vs an Armor_Combat_Torso. (Similarly, despite the fact that generating LL_Combat_Rifle only ever seems to get you a Short Combat Rifle, generating a CombatRifle can produce any of the four object templates or epic variants.)<br />--[[Special:Contributions/137.59.252.150|137.59.252.150]] 05:07, December 20, 2017 (UTC)
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::: Sorry for the late reply, I had to learn for one more exam.<br />If I spawn several <tt>LL_CombatRifle</tt>s I see a variety of barrels, not just short ones. The same goes for spawning <tt>Aspiration_Weapon_V81_CombatRifle</tt>s, although using {{Console|player.additem 1f6e17 10}} will give me 10 guns with ''identical'' mods.<br />I wasn't able to get a different version for the Overseer's Guardian from the vendor though, but I think that's just because that weapon is added to the store at the start of the game.<br />- '''[[User:FDekker|FDekker]] <sup>[[User talk:FDekker|talk]]</sup>''' 17:32, December 21, 2017 (UTC)

Latest revision as of 17:32, 21 December 2017

Damage of the second projectile

The second bullet is not affected by skills, while it shows ingame like 60% extra damage(188 vs 112 damage) in the pip boy it is actually less since it is affected 2 times by armor. My ingame tests suggest it is somewhere between a 308/.50 rifle(with higher single hit damage) and a sniper plasma rifle(138 energy and ballistic damage suffering 2 damage armor resists as well).

Can I ask what methods you used to determine this? I'm planning to buy the weapon later on my current character anyway and am curious to see if I can replicate your results so that they can be verified and placed in the article. Also, please remember to sign your posts in future; use four tildes (~) or click the signature button. Shaka1277 (talk) 10:34, December 16, 2015 (UTC)

Miscellaneous

It is one of the most practical rifles in the game(low recoil, good fire rate, hit scan, high damage) what can be chambered for some of the most common ammo types in the game as well. The normal combat rifle was most likely inspired by the service rifle of NV(it shares like all of the pro/cons of it) while it is on it's own with high skills and in 308 actually useful at high levels, this version makes it, even in .45 useful at any point in the game.

Apart from the section about the weapon's supposed inspiration (and that really is a stretch), this isn't suited for the article's talk page. As the large yellow banner points out, this page is meant for discussion of the article itself, not the Combat Rifle. Also, please remember to sign your posts in future; use four tildes (~) or click the signature button. Shaka1277 (talk) 10:34, December 16, 2015 (UTC)

Price determination

Can someone give parameters for how they got that price? I was able to buy it for less than 3k, but I had items on that boosted charisma. Is it the base price?

Based on what I've seen specified in other weapon articles, I think it's safe to assume that like those others it was determined by attempting to purchase it using a character with a Charisma of 1, no Charisma-boosting clothing or chems, and no Charisma perks. Also, please remember to sign your posts in future; use four tildes (~) or click the signature button. Shaka1277 (talk) 10:34, December 16, 2015 (UTC)
Personally, I'd like to see some evidence of this being the 1 CHR price instead of just having to assume. Regardless, I took the price out of the 'Location' section as there's already a cell in the info box for price. --Cyanea.capillata (talk) 18:58, December 16, 2015 (UTC)
It should be the value you see when inspecting it (buy price is different, but based on that). But in Fallout 4 this can be tricky with weapons, since they may come with random mods which influence the value. --Alfwyn (talk) 19:15, December 16, 2015 (UTC)

Anyone else ran into a long barreled variant?

I just bought the Overseer's Guardian from Vault 81 and it came with a long barrel, instead of a short barrel. See image. Has anyone else ran into a long barreled version as well? If so, we can use this image:

Fo4 Overseers Guardian Long

JCuber (talk) 14:00, December 28, 2015 (UTC)

Second Shot

The page states 'Furthermore, these additional projectiles do not affect the player's ammunition count.'. When firing this weapon a minimum of 2 rounds of ammunition are depleted every time. So either this has been patched, or is the gun actually firing 4 rounds each time? The damage doesn't seem to suggest 4 rounds. Riskyj (talk) 02:42, January 3, 2016 (UTC)

I just purchased the gun in order to test this and at first it looked like it was using extra ammo, and then I realized the gun was an automatic. When I modded it to the standard barrel it didn't use 2 bullets. Are you sure your's isn't an automatic? --Xernoc (talk) 02:58, January 3, 2016 (UTC)

I wanted to run this final conclusion past the Wikia veterans prior to publishing, as it will require deleting most of the information currently provided. Surprise!!! The joke is on us! There is NO ADDITIONAL/2ND BULLET! The base damage of a standard combat rifle is simply doubled, from 46 to 92. From here, receiver mods will alter the damage stat exactly as they would when applied to a standard combat rifle. For example: A "Light Frame Receiver" decreases the base damage of a standard combat rifle by 4... 46 to 42. The same can be said of The Overseer's Guardian. The base damage of 92 decreases by 4... 92 to 88. This formula is constant for all receiver mods. Why Bethesda decided to word this attribute as, "Shoots an additional projectile", and not "Base damage is doubled", is beyond me. I am very disappointed, being a huge fan of the AN-94 from the Battlefield series. I even renamed the Overseer's Guardian to AN-94! --dcoogan77 (talk) 23:33, January 2, 2016 (UTC-5)

Cool theory, but how do you reconcile that with the Big Boy which we can very clearly see shooting a second projectile? --Xernoc (talk) 04:44, January 3, 2016 (UTC)

I see... The "Two-Shot" prefix... Given you have witnessed this weapon firing two mini-nukes at once, do you know whether the base damage is also doubled? I must find this Big Boy! --dcoogan77 (talk) 00:03, January 3, 2016 (UTC-5)

Yeah, the base damage is doubled. There was actually some discussion on reddit a few weeks back that I read where they were discussing the actual mechanics of Two-Shot. This is gonna be weird to explain properly. It seems that the second base damage is added after perks/other bonuses are calculated, and then the total is divided between the two projectiles. So let's say you have Bloody Mess which gives +5% damage. If the base damage of your weapon (without two-shot) is 100, then in theory you should have two projectiles that deal 105 damage each. Instead, you have two projectiles that each deal 102.5 damage because there's only one perk's worth of bonus to be had per trigger pull. We're still not sure if it's a bug or intended. You'd think it wouldn't matter, but because of the way damage resistance is calculated it can be a big loss of potential if you have lots of damage-boosting bonuses.
That said, yes, the damage displayed when you look at your weapon is basedamage+ bonuses+ basedamage, so the only indication that there's two projectiles splitting the damage instead of one big bullet is the legendary prefix telling you so. Or if you can see it clearly, as with the Big Boy (which is sold by Arturo Rodriguez in Diamond City) --Xernoc (talk) 05:39, January 3, 2016 (UTC)
The projectile can be seen splitting into two beams at far enough distance with the Two-shot Gauss Rifle. (shoot up in the air at night) With the Two-shot Hunting rifle, two bullet holes appear on target even at point blank range. (tested on a metal wall) Big Boy is an obvious one. Overseers Guardian is rather unique because attaching an automatic mod significantly increases its recoil compared to the standard Automatic Combat rifle despite the fire rate being the same. Almost as if it is actually firing twice as fast. In VATS, even if the Overseer's Guardian was converted into a .308, you'd only see a single .45 shaped projectile. If this is what's confusing people. (in VATS I mean.) --Deeeemon (talk) 06:08, January 3, 2016 (UTC)

Editor ID

I was digging in FO4Edit and I managed to find its Editor ID. There doesn't seem to be a place for that in the article, though. Maybe the infobox? Anyway, it's: Aspiration_Weapon_V81_CombatRifle [LVLI:001F61E7] Echoes of Fate (talk) 04:43, February 7, 2016 (UTC)

For weapons we only document the formid (001F61E7). But this leveled list has a problem, it produces a generic combat rifle named "Overseers's Guardian" missing the legendary mod of the original. --Alfwyn (talk) 04:51, February 7, 2016 (UTC)
The reason for this is that this weapon is added to the vendor's inventory by a quest at game start, which also adds the appropriate mods. Without modding there is no way to add the legendary weapon to the player inventory. The simplest way to get this back if you lose it (just happened to me), is to reset the quest in the console with "resetquest 1f2673", which will add all the "Aspiration" items back into the appropriate vendor inventories. In short, there isn't a specific item ID for this weapon as it appears in-game. -- DeJuanNOnley (talk) 11:30, May 28, 2016 (UTC)

Recoil

I've noticed that this gun has quite more recoil than a similarly modded regular combat rifle. This was so noticeable for me that I actually resorted to using a regular automatic combat rifle as my main weapon instead of this. Even though the DPS was lower, the lessened recoil made the regular gun more effective in the long run. Anyone else noticed this? Pantaleon (talk) 00:16, June 15, 2017 (UTC)

Variable modifications

Who started the rumour that this weapon's modifications are variable? They certainly are not in vanilla. The weapon is generated by QF_AspirationalItems_001F2673.pex using the following:

; Queue up other aspirational items SetStage(910)

; V81 Alexis Combes sells ObjectReference oVendor = Alias_VendorV81Alexis.GetRef()

; Change out the mods ObjectReference oItem = oVendor.PlaceAtMe(pAspiration_Weapon_V81_CombatRifle) oItem.AttachMod(pmod_CombatRifle_Receiver_Automatic1_and_ArmorPiercing) oItem.AttachMod(pmod_CombatRifle_Grip_StockRecoil) oItem.AttachMod(pmod_CombatRifle_Scope_ScopeShort_NV) oItem.AttachMod(pmod_Legendary_Weapon_TwoShot) oItem.AttachMod(pmod_Aspiration_Weapon_IncreasedCost)

; Move it into the vendor ;Game.GetPlayer().AddItem(oItem) oVendor.AddItem(oItem)

In other words it never spawns with any legendary modification other than Two Shot, nor anything but a armour piercing automatic receiver, recoil compensating stock and short NV scope; additionally it should not spawn with anything other than a short barrel and standard magazine, as the weapon spawned by the game to apply those modifications to (Aspiration_Weapon_V81_CombatRifle) is always a default configuration Short Combat Rifle (try using player.additem 1f61e7 100, all of the spawned items should be completely identical).

--137.59.252.145 16:29, December 19, 2017 (UTC)

As the cleanup notice indicated the page was probably wrong. Thanks for bringing it up again. I've double-checked your work against the CK and while you're right about most of the mods (including the Legendary effect) being pre-determined, I think the barrel length is variable. When the weapon is spawned using the script you posted, the base of the weapon (pAspiration_Weapon_V81_CombatRifle) is a leveled combat rifle with either a short or a long barrel, and the rest of the script does not seem to override the barrel. Additionally, it would make more sense if the barrel were variable, because there would have been no reason to use a leveled list of all mods were going to be overriden anyway.
Would you agree that the only mod that is actually variable is the barrel? It's sure possible that I overlooked something, so tell me if I did.
- FDekker talk 16:41, December 19, 2017 (UTC)
Your thinking is sound. I actually can't say with 100% certainty either way that the barrel is variable; I can see why you might think that it is if you assume that creation of the leveled item should permit use of any of the four available Combat Rifle object templates, but in practice I cannot get the game to spawn anything but a basic Short Combat Rifle when manually creating an Aspiration_Weapon_V81_CombatRifle (or even an LL_CombatRifle, for that matter). Two things are possible - either the quest script is, in some non-obvious way, invoking arguments to randomise the object template available through the leveled item where an equivalent console command does not, or the object actually cannot spawn with a long barrel in the vanilla game, and people reporting this happening have something that's modifying it.

I will note though that the game often uses leveled lists to actually narrow down the possible number of items spawned rather than to broaden them, as in the case of spawning an LL_Armor_Combat_Torso_Heavy vs an Armor_Combat_Torso. (Similarly, despite the fact that generating LL_Combat_Rifle only ever seems to get you a Short Combat Rifle, generating a CombatRifle can produce any of the four object templates or epic variants.)
--137.59.252.150 05:07, December 20, 2017 (UTC)
Sorry for the late reply, I had to learn for one more exam.
If I spawn several LL_CombatRifles I see a variety of barrels, not just short ones. The same goes for spawning Aspiration_Weapon_V81_CombatRifles, although using player.additem 1f6e17 10 will give me 10 guns with identical mods.
I wasn't able to get a different version for the Overseer's Guardian from the vendor though, but I think that's just because that weapon is added to the store at the start of the game.
- FDekker talk 17:32, December 21, 2017 (UTC)