Fallout 4

File information

Last updated

Original upload

Created by

Gambit77 - DOOM - Battousai124 - Seanms1991 - henkspamadres - BrowncoatGarrus - ShawnPhillips - Talkie Toaster - DrDanzel

Uploaded by

Gambit77

Virus scan

Some files not scanned

7743 comments

  1. Gambit77
    Gambit77
    • premium
    • 973 kudos
    Locked
    Sticky
    Installation Instructions
    NOTE: I got a good testimonial about the install process that sums it up well, "Holy s***, finally got full Weaponsmith installed. I have never done more to get a single mod installed, or less to get dozens of weapon mods installed."
    #1 - Install all the required frameworks: AWKCR, LOADS, New Calibers, and See-Through Scopes.
    The needed plugins from the frameworks are:
    ArmorKeywords.esm
    Loads.esm
    New Calibers.esp
    3dscopes.esp
    Picture tutorial for steps #2 through #8, but not step #5 (I forgot because I did that in my assets a long time ago)
    Spoiler:  
    Show


    [Archive]
    sResourceIndexFileList=Fallout4 - Textures1.ba2, Fallout4 - Textures2.ba2, Fallout4 - Textures3.ba2, Fallout4 - Textures4.ba2, Fallout4 - Textures5.ba2, Fallout4 - Textures6.ba2, Fallout4 - Textures7.ba2, Fallout4 - Textures8.ba2, Fallout4 - Textures9.ba2, Unique NPCs - Main.ba2, Unique NPCs - Textures01.ba2, Unique NPCs - Textures02.ba2, Unique NPCs - Textures03.ba2, Unique NPCs - Textures04.ba2, Unique NPCs - Textures05.ba2, Weaponsmith Extended 2 - Textures01.ba2, Weaponsmith Extended 2 - Textures02.ba2, Weaponsmith Extended 2 - Textures03.ba2, Weaponsmith Extended 2 - Textures04.ba2, Weaponsmith Extended 2 - Textures05.ba2, Weaponsmith Extended 2 - Textures06.ba2

    #2 - Install Weaponsmith Extended v2 plugin and one of the ini files (which one depends on whether you're also using Unique NPCs - An Overhaul of the Commonwealth) from the main file section.
    #3 - Download the bundled asset pack and all the weapon mods under the heading in the description page, REQUIRED WEAPON MODS TO DOWNLOAD SEPARATELY. Move all these mod archives to one folder.
    #4 - Extract all the rar/7zip archives. Using Archive2.exe extract all ba2 archives. Compile all the assets into a single folder.
    #5 - In the Materials/Weapons/mjp/ptrs folder delete the file with Japanese characters in the file name.
    Spoiler:  
    Show

    #6 - Using Archive2.exe create new file using General format. Add Materials, Meshes, and Scripts folders. Save as Weaponsmith Extended 2 - Main. Using Archive2.exe create new file using DDS format, and set Maximum Archive size to 1024. Add Textures folder and save as Weaponsmith Extended 2 - Textures. In v2-23-2019 this will create 6 segmented texture ba2s. Errors about .jpg, .tga, thumbnail files not being included in the archive are harmless. The texture ba2 is for .dds files only, all the rest are added junk.
    #7 - Setup a folder file structure like so, Weaponsmith Extended 2 v2-23-2019 Assets/Data. Inside that Data folder place your Sound folder and ba2 files.
    Weaponsmith Extended 2 v2-23-2019 Assets/
    Data/
    Sound/
    Weaponsmith Extended 2 - Main.ba2
    Weaponsmith Extended 2 - Textures01.ba2
    Weaponsmith Extended 2 - Textures02.ba2
    Weaponsmith Extended 2 - Textures03.ba2
    Weaponsmith Extended 2 - Textures04.ba2
    Weaponsmith Extended 2 - Textures05.ba2
    Weaponsmith Extended 2 - Textures06.ba2
    Use WinRar or 7Zip to archive the Weaponsmith Extended 2 v2-23-2019 Assets folder and then import that archive into your mod manager and install it normally.
    #8 - For your load order you want Weaponsmith Extended 2.esp right near the bottom.I recommend only putting compatibility patches to merge other mods' leveled lists with the lists from Weaponsmith, and custom followers and Unlimited Companion Framework or Everyone's Best Friend below Weaponsmith Extended 2.esp.
    Here is my current load order for reference.
    Spoiler:  
    Show
    # This file is used by the game to keep track of your downloaded content.
    # Please do not modify this file.
    *DLCUltraHighResolution.esm
    *Unofficial Fallout 4 Patch.esp
    *ArmorKeywords.esm
    *SettlementKeywords.esm
    *WorkshopFramework.esm
    *HUDFramework.esm
    *XDI.esm
    *DEF_WIDGETS_CORE.esm
    *Homemaker.esm
    *SimSettlements.esm
    *Snap'n Build.esm
    *NAC.esm
    *Endless Warfare.esm
    *Loads.esm
    *Darlene.esm
    *CC Nuka VIS-G Patch.esl
    *Gatorclaw Revamp.esl
    *Ghouls Revamped.esl
    *RRTV_NukaRecipeRetextures.esl
    *RRTV_RobotModelKits.esl
    *SimSettlements_IDEKsLogisticsStation.esl
    *Sim Settlements_Drinks_VIS_Weightless_DLC_Patch.esl
    *SimSettlements_RotC_Complex_SunshineTidings.esl
    *SimSettlements_RotC_Complex_AbernathyFarm.esl
    *SimSettlements_RotC_Complex_Castle.esl
    *SimSettlements_RotC_Complex_CoastalCottage.esl
    *SimSettlements_RotC_Complex_CountyCrossing.esl
    *SimSettlements_RotC_Complex_Covenant.esl
    *SimSettlements_RotC_Complex_CroupManor.esl
    *SimSettlements_RotC_Complex_DaltonFarm.esl
    *SimSettlements_RotC_Complex_EchoLake.esl
    *SimSettlements_RotC_Complex_EgretToursMarina.esl
    *SimSettlements_RotC_Complex_FinchFarm.esl
    *SimSettlements_RotC_Complex_Graygarden.esl
    *SimSettlements_RotC_Complex_GreentopNursery.esl
    *SimSettlements_RotC_Complex_HangmansAlley.esl
    *SimSettlements_RotC_Complex_JamaicaPlain.esl
    *SimSettlements_RotC_Complex_KingsportLighthouse.esl
    *SimSettlements_RotC_Complex_LongfellowsCabin.esl
    *SimSettlements_RotC_Complex_MechanistsLair.esl
    *SimSettlements_RotC_Complex_Murkwater.esl
    *SimSettlements_RotC_Complex_Nordhagen.esl
    *SimSettlements_RotC_Complex_OberlandStation.esl
    *SimSettlements_RotC_Complex_OutpostZimonja.esl
    *SimSettlements_RotC_Complex_RedRocket.esl
    *SimSettlements_RotC_Complex_SanctuaryHills.esl
    *SimSettlements_RotC_Complex_Slog.esl
    *SimSettlements_RotC_Complex_Somerville.esl
    *SimSettlements_RotC_Complex_StarlightDrivein.esl
    *SimSettlements_RotC_Complex_TaffingtonBoathouse.esl
    *SimSettlements_RotC_Complex_TenpinesBluff.esl
    *SimSettlements_RotC_Complex_Vault88.esl
    *SimSettlements_RotC_Complex_VisitorCenter.esl
    *SimSettlements_RotC_Complex_WarwickHomestead.esl
    *PerpetualBeta_Framework.esm
    *Worsin's Garage.esm
    *NewCalibers.esp
    *CC BFG VIS-G Patch.esl
    *CC Doom Marine VIS-G Patch.esl
    *CC Tunnel Snakes VIS-G Patch.esl
    *CC Anti-Material Rifle WSE & VIS-G Patch.esl
    *CC Branded Attire VIS-G Patch.esl
    *CC Chinese Stealth Armor VIS-G Patch.esl
    *CC Cpt. Cosmos VIS-G Patch.esl
    *CC Gauss Rifle VIS-G Patch.esl
    *CC Handmade Shotgun VIS-G Patch.esl
    *CC Hellfire PA VIS-G Patch.esl
    *CC Horse Armor VIS-G patch.esl
    *CC Prey VIS-G Patch.esl
    *ProtoLining.esl
    *CROSS_CosmeticFramework.esm
    *SettlementMenuManager.esp
    *WorkshopPlus.esp
    *PowerArmorHUD.esp
    *DEF_WIDGETS_SURVIVAL1.esp
    *HoloTime.esp
    *Immersive HUD.esp
    *Extended weapon mods.esp
    *TheMobileMechanic.esp
    *aes_rendeco.esp
    *AES_Renovated Furniture.esp
    *AkaSinger.esp
    *AkaWaterWorld.esp
    *AlternateFurniture.esp
    *AlternateSettlements.esp
    *BasementLiving.esp
    *BetterJunkFences.esp
    *Bunker1LinkedContainers.esp
    *CompactCrafting.esp
    *CREAtiveClutter.esp
    *CREAtiveGardens.esp
    *CWSS Redux.esp
    *DD_Foundations_&_Water_Wells.esp
    *dinoshelf.esp
    *Eli_Crafting Shiz 9000.esp
    *Evan_Modular Kitchen.esp
    *Graffity2ElectricBoogaloo.esp
    *Homemaker - Bunker Disabler.esp
    *ImmersiveVendors.esp
    *LadyKillerBed.esp
    *Northland Diggers New.esp
    *NX Pro - Farm Core.esp
    *OCDecorator.esp
    *OCDispenser.esp
    *OCDecoratorDLC.esp
    *RainbowBeds_Kids.esp
    *RealTroughs.esp
    *SettleObjExpandPack.esp
    *ShootingTarget.esp
    *SimSettlements_XPAC_Conqueror.esp
    *SimSettlements_MegaPack_YearOne.esp
    *Altairp's Animal Farm.esp
    *BloodMoonRaiders.esp
    *SimHomestead.esp
    *IndustrialCity_Sim_Settlements_Addon.esp
    *SimSettlements_AddOnPack_Foundations_JtBryant.esp
    *SimSettlements_AddOnPack_SimTowers_JtBryant.esp
    *SimSettlements_AddOnPack_Utilities_JtBryant.esp
    *JunkTown.esp
    *ss_addon_pbpp.esp
    *RS_Sim_AddOn.esp
    *ruined_simsettlement_addonpack.esp
    *ohSIM_Sim_Settlements_Scrappers_Addon.esp
    *SSAOP_SamutzVault88.esp
    *WVSimSAddon.esp
    *Snappy_HouseK.esp
    *Summer Roses.esp
    *NorthlandDiggers-SummerRoses.esp
    *Thematic and Practical.esp
    *Thematic and Practical - DLC.esp
    *Unicorn_Farts_And_God_Rays.esp
    *VendorTrunk.esp
    *Vault-Tec Workshop Overhaul.esp
    *VltElevatorDLC.esp
    *Weapon Brackets.esp
    *Merged Game Setting Tweaks.esp
    *Cuts and Blunts 3.0.esp
    *WET.esp
    *CommonwealthConifersREDUX.esp
    *TrueGrass.esp
    *SlowTime.esp
    *Auto Loot.esp
    *Gernash-Sounds.esp
    *Blues Radio DBR.esp
    *NuWaste.esp
    *OWR.esp
    *Radioliberty.esp
    *RenRadioMod.esp
    *Wolf100.esp
    *CBBE.esp
    *AzarPonytailHairstyles.esp
    *KSHairdos.esp
    *MiscHairstyle.esp
    *MoreHairstyles4Female4.1.esp
    *Kat's New Hairstyles1.3.esp
    *TheEyesOfBeauty.esp
    *3DNPC_FO4Settler.esp
    *RecruitableSettlers.esp
    *SimSettlementsRecr_Leaders.esp
    *CROSS_GoreCrits.esp
    *CompanionStatus.esp
    *CompanionHealThyself.esp
    *DavesPoses.esp
    *Dirty Raiders Standalone for CBBE.esp
    *UniquePlayer.esp
    *UniqueFollowers.esp
    *ModdableRobotSettlers.esp
    *Campsite.esp
    *DrunkenGnomes_Gnomepocolypse.esp
    *Eli_Chestnut Lodge DLC.esp
    *Eli_Faction Housing Overhaul - Institute.esp
    *Eli_Faction Housing Overhaul - Prydwen.esp
    *Eli_Faction Housing Overhaul - Sanctuary.esp
    *Eli_Faction Housing Overhaul - The Castle.esp
    *Eli_Faction Housing Overhaul - V81.esp
    *Eli_FahabaShack.esp
    *Eli_Hangman's Home.esp
    *Eli_Rockin Red Rocket.esp
    *RRTV_AtomCats_Home.esp
    *RRTV_BunkerZulu.esp
    *RRTV_CambridgeBungalow.esp
    *RRTV_CommonwealthRoadMap-Drumlin.esp
    *RRTV_EdenCinemaHome.esp
    *RRTV_FizztopGrilleEnhancements.esp
    *RRTV_GoodneighborCondo.esp
    *RRTV_HomesAndBunkers_Coastal.esp
    *RRTV_HomesAndBunkers_Oberland.esp
    *RRTV_HomesAndBunkers_Slog.esp
    *RRTV_HomesAndBunkers_Somerville.esp
    *RRTV_HomesAndBunkers_Starlight.esp
    *RRTV_OverbossHideaway.esp
    *RRTV_ScavBunker_Home.esp
    *Cyber-Light Apartments.esp
    *AlootHomePlate.esp
    *3DNPC_FO4.esp
    *AA FusionCityRising.esp
    *OutcastsAndRemnants.esp
    *ProjectValkyrie.esp
    *BTInteriors_Project.esp
    *Better Power Armor - Extended.esp
    *WIPAG_Power Armor Overhaul.esp
    *WIPAG_Paint Garage - Full (Hard).esp
    *WIPAG_Decal Station.esp
    *FALLOUT4WT.esp
    *Jetpack Overhaul.esp
    *Brotherhood of Steel Kit.esp
    *SuperMutantRedux.esp
    *Unique NPCs.esp
    *Unique NPCs FarHarbor.esp
    *LooksMenu.esp
    *LooksMenu Customization Compendium.esp
    *BetterSettlers.esp
    *Unique NPCs_SpecialSettlers_All.esp
    *Leaders Of The Commonwealth.esp
    *SS_AddOn_CbC_AIO.esp
    *Unique NPCs - Creatures and Monsters.esp
    *Unique NPCs - Creatures and Monsters - NonLore.esp
    *DeadlierDeathclaws.esp
    *DeadlierDeathclaws_Insanity.esp
    *VIS-G Legendary Modifications.esp
    *VIS-G Item Sorting.esp
    *Armorsmith Extended.esp
    *Armorsmith CC Weapon Skins For Wearable Weapons.esp
    *Armorsmith Accessories.esp
    *Armorsmith Cat_woman1989.esp
    *Armorsmith Deserter X.esp
    *Armorsmith Ellise.esp
    *Armorsmith Pack It Up.esp
    *3DNPC_FO4 AE VIS.esp
    *Classic Combat Armor.esp
    *Crimsomrider's Tomb Raider Accessories.esp
    *CROSS Ultimate Merge v3.esp
    *DeckardCoat-ArmorsmithExtended.esp
    *Eli_Armour_Compendium.esp
    *BetterSettlersCCAPack2.0.esp
    *EnclaveX02.esp
    *Fading's Oodles of O's AE & VIS-G Patch.esp
    *FOC_NCR_Armors.esp
    *GITS_suit_by_OniNigma.esp
    *Hellfirenew.esp
    *HN66-SiriusArmor.esp
    *HN66Fo4_EasyGirl_BS.esp
    *Ingestibles Extended.esp
    *UNPC - IE patch.esp
    *JC-Shirt and Jeans.esp
    *K9TacticalHarness.esp
    *LagrieHelmet.esp
    *Mercenary.esp
    *MilitarizedMinutemen.esp
    *MilitarisedMinutemen_PatchesAddon.esp
    *rep_immersivecanteen.esp
    *STRAC Hats.esp
    *NukaRadBans.esp
    *RaiderOverhaul.esp
    *Rangergearnew.esp
    *Revolution Clothing.esp
    *Scavvers of the Commonwealth.esp
    *strong_PA.esp
    *Synth Overhaul.esp
    *Tactical Flashlights.esp
    *TrueReporter.esp
    *Unique_NPCs_SuperMutantRedux.esp
    *Unique NPCs - Creatures and Monsters - AE & VIS-G Patch.esp
    *VisibleWeaponsOnPacks.esp
    *VisibleWeaponsOnPacks - AE patch.esp
    *WastelandGirlArmor.esp
    *WestTekTacticalOptics.esp
    *GunmetalWeaponSkins.esp
    *3dscopes.esp
    *Weaponsmith Extended 2.esp
    *SuperMutantRedux_AE-WSE-VIS-G-Insanity_AIO_Patch.esp
    *UNPC - WSE Patch.esp
    *Stm_DiamondCityExpansion.esp
    *Unique_NPCs-Stm_DiamondCity.esp
    *DCE_female_body_replacer_EasyGirl.esp
    *The_Left_Field_Diner.esp
    *Eli_Faction Housing Overhaul - Railroad HQ.esp
    *Eli_MarlboroughHouse.esp
    *DCE v1.4.2 - TLFL v1.0 - Patch.esp
    *Gernash Lights.esp
    *Gernash Lights_Fire_Smoke_Plants.esp
    *Armorsmith-Weaponsmith_CC_Patch.esp
    *Leveled List Patch.esp
    *Audrey.esp
    *ButtonsCompanion.esp
    *Cait.esp
    *Danse.esp
    *DualSurvivors.esp
    *DualSurvivors_additionaldialogue.esp
    *llamaCompanionHeather.esp
    *MacCready.esp
    *Nick Valentine Deckard prototype.esp
    *Piper.esp
    *Preston.esp
    *SummonCompanions.esp
    *EFF.esp

    Also, v2 does not build off v1.2, so if you were using the older version you want to uninstall it before installing v2.

  2. Gambit77
    Gambit77
    • premium
    • 973 kudos
    Locked
    Sticky
    What does this mod do?
    If you're familiar with my other juggernaut Armorsmith Extended, you'll know this is a question that requires a long answer.
    #1 - This mod adds hundreds of weapons. All these new weapons are fully leveled list integrated. All the new weapons are also setup to where they can spawn with random mod loadouts on them. All the new, vanilla, and DLC weapons, with the exception of Swan's Axe which is a unique loot drop, are craftable at the Weaponsmith bench.
    #2 - All the new weapons, as well as all the vanilla weapons have undergone a balance overhaul. All ballistic weapon damage is based off of muzzle energy for particular calibers as well as barrel length. Rifles are significantly more dangerous than small arms fire. Melee weapons do more damage and many are faster. I tried making the melee combat have a pace more similar to the pace of battle in Skyrim. Melee combat is now a more viable choice. I have also done a balance overhaul on the caps value of weapons and ammunition. Ranged Weapon Perks have been nerfed from adding up to +100% to now only up to +50% damage. All receivers now also have been nerfed from adding up to +100% to now only up to +50% damage. So ranged weapon mods & perks now combined have been nerfed from adding up to +200% to now only up to +100% damage. This is better for balance late game.
    #3 - Ammo crafting galore. All New Caliber ammos as well as LOADS variants of each of those calibers are craftable at the Ammunition bench. The Crafting Workbenches plugin from here moves crafting of vanilla ammos to the same bench, and Weaponsmith Extended 2.esp moves crafting of the vanilla ammos' LOADS variants to the same bench as well. Now WSE, CW, and LOADS all share one ammunition bench and set of menus. Also for ammo crafting I've implemented a casing and primer system that you will recognize from Fallout New Vegas. I'm bringing it back. To make ammo you craft gun powder, various primers, and casings or shells for the type of ammo you want to craft. For crafting loads variants you need the base ammos and additional ingrediants. Also weapon vendors are now receiving shipments of supplies needed for ammo crafting.
    #4 - Framework orgy time. If you were previously a LOADS and New Calibers user, you probably pined to have LOADS variants for the New Calibers ammos. Now you do, so go out and f*** the Commonwealth up, down, and sideways til your heart's content. Besides that particular marriage of compatibility, this mod also seamlessly integrates the AWKCR and See Through Scopes frameworks as well. No more compatibility patches.
    #5 - Dynamic weapon naming. This mod has gun and melee weapon naming rules built off of Valdacil's Item Sorting as a base, but expanded to encompass the much wider variety of weapon calibers, as well as integration of various weapons new custom mods.
    #6 - Weapon Calibers. What good is it to have a massive variety of available ammos if you can't shoot them. Now you can. Every new gun has a very wide selection of weapon caliber rechambering mods. There are two ways to go about crafting these. For a lower level character with Gun Nut 2, you can acquire barrels and conversion kits from vendors in order to craft rechambering mods. For higher level characters with Gun Nut 4, you don't need any parts because you can fabricate them yourself as you craft the rechambering mods. Also caliber rechambering mods are on their own mod slot, not receivers, so you can use the receiver of your choice and caliber mods will scale throughout the whole game. Rechambering mods besides changing the ammo a gun uses, also effect attack delay, ammo capacity, recoil, and action point costs. So there are advantages and disadvantages to using weaker or more powerful caliber bullets compared to the base ammo type for a weapon.

    TAKE NOTICE: DON'T RECHAMBER YOUR GUN WHILE IT'S LOADED WITH A LOADS AMMO VARIANT, AS THAT WILL BREAK YOUR ABILITY TO HOTSWAP AMMOS ON THAT GUN.

    FREQUENTLY ASKED QUESTIONS
    Please read these before asking a question


    Q: This mod is too hard to install, why can't it be or will you make it a one-button install?
    Spoiler:  
    Show

    Q: How does hotswapping LOADS ammo variants work?
    Spoiler:  
    Show
    A: At the ammo bench in the [Ammunition Switchers] menu, there are an assortment of activators that can be hot keyed. They go about switching in different ways, so how you want to handle it is a personal preference thing. I myself hotkeys the next ammo and previous ammo activators. To assign them to the vanilla hotkey system is done normally. If you're using the FO4 Hotkeys mod, to assign it to a keyboard key you have to unequip any weapons in order to place the activator in one of that mod's hotkeys. Also note that ammo swapping will only work if you only have one of the currently equipped gun in your inventory. If you have more than one of that gun the script can't work and will give you a debug message reminding you of this. This is a limitation of the LOADS mod.
    If that first method of hotkeying the activator doesn't work using the FO4 Hotkeys mod, try this method from ItemRain.
    You may need to install a console reenabler temporarily if you don't have one installed. (Or start a non survival game to get the itemIDS.)
    Type into your console:
    hotkey Y player.equipitem XXXXXXXX
    Where Y is the key you want as a hotkey, it must be a capital letter (so G not g).
    Where XXXXXXXX is the ItemID of the switcher.
    OR
    Put:
    Y=player.equipitem XXXXXXXX
    into your Hotkey.ini (it's in your Data files if you installed FO4Hotkeys correctly).
    (the Y and XXXXXXXX being the same as the above method.)
    If you change your load order and it stops working check the itemid of the item is still the same.

    Q: I'm getting a repeatable CTD when I go into my inventory or the weapon bench to mod a weapon.
    Spoiler:  
    Show
    A: This is an indication of a missing mesh. Occasionally NMM fails to install all the files from a mod archive properly. Try to identify possibilities for which weapon you think it is causing the CTD, and check what files you have installed against what files are in the bundled asset pack or one of the separately downloaded mods for that weapon, and finish manually installing any missing files.
    This could also be caused by having an out of date ArmorKeywords.esm, in which case the game CTDs when it tries to access a keyword that you don't have. Concealed Armors and Crafting Workbenches are both packed with very old versions of ArmorKeywords.esm, do not allow them to overwrite AWKCR.

    Q: When packing my ba2s how can I split up the textures into multiple ba2s?
    Spoiler:  
    Show
    A: The first step is when you choose to create a new archive, you need to change one of the settings. The following pic shows how to segment your texture ba2 into 1GB chunks.

    The second step is setting up an ini file to allow the game to associate the split ba2s with the plugin. I will show you how to make a plugin specific ini, although this may work by adding the same entries to you custom ini.
    Say Weaponsmith Extended 2.esp is the only mod you have doing this, you'd create an Weaponsmith Extended 2.ini file and in it would be this,
    [Archive]
    sResourceIndexFileList=Fallout4 - Textures1.ba2, Fallout4 - Textures2.ba2, Fallout4 - Textures3.ba2, Fallout4 - Textures4.ba2, Fallout4 - Textures5.ba2, Fallout4 - Textures6.ba2, Fallout4 - Textures7.ba2, Fallout4 - Textures8.ba2, Fallout4 - Textures9.ba2, Weaponsmith Extended 2 - Textures01.ba2, Weaponsmith Extended 2 - Textures02.ba2, Weaponsmith Extended 2 - Textures03.ba2, Weaponsmith Extended 2 - Textures04.ba2
    But say you had another mod that does this also. In that situation only the ini for whichever mod is lower in your load order will work. For example, say you're using Unique NPCs like me. Since Weaponsmith goes lower in your load order, you'll want to add the entries you'd need for UniqueNPCs to your Weaponsmith Extended 2.ini, like so,
    [Archive]
    sResourceIndexFileList=Fallout4 - Textures1.ba2, Fallout4 - Textures2.ba2, Fallout4 - Textures3.ba2, Fallout4 - Textures4.ba2, Fallout4 - Textures5.ba2, Fallout4 - Textures6.ba2, Fallout4 - Textures7.ba2, Fallout4 - Textures8.ba2, Fallout4 - Textures9.ba2, Unique NPCs - Main.ba2, Unique NPCs - Textures01.ba2, Unique NPCs - Textures02.ba2, Unique NPCs - Textures03.ba2, Unique NPCs - Textures04.ba2, Unique NPCs - Textures05.ba2, Weaponsmith Extended 2 - Textures01.ba2, Weaponsmith Extended 2 - Textures02.ba2, Weaponsmith Extended 2 - Textures03.ba2, Weaponsmith Extended 2 - Textures04.ba2


    Realistic Bullets - Velocity and Gravity by ShanicTheOatmeme
    Visual Reload Compatibility Patch by Zeridian and a_blind_man (Not up to date) Battousai is currently updating Zeridian's patch.
    Modern Weaponry (Weaponsmith Extended 2 - Modern Firearms merge) by TeddyShots (not up to date)
    Weaponsmith Extended Contraptions by Cyborg11
  3. Gambit77
    Gambit77
    • premium
    • 973 kudos
    Locked
    Sticky
    First off I want to thank all the people involved in this project.
    Big thanks to DOOM for being a great wingman and helping me out a bunch with the plugin work, as well as including his awesome guns Desert Eagle, LK-05 Carbine, MAC-11, Kalash, Rhino M1, SCAR-LK, M2019 PKD Detective Special, and the scary MAIBATSU swords.
    Thank you to Battousai124 for helping with plugin work and handling getting permission for including bundled assets.
    Thank you to ShawnPhillips for the beta testing feedback and for helping people out in the comments.
    Thank you to BrowncoatGarrus for making the excellent framework New Calibers and for being willing to rework his mod to a different way of going about handling rechambering mods. I think the new system we're using has turned out great.
    Thank you to TalkieToaster for making the excellent framework Loads of Ammo and for helping me work things out when I got stuck adding support for his hot-swappable ammo system for all the New Caliber ammos.
    Thank you to Henkspamadres for making the excellent framework See-Through Combat Scopes, for patches he made for various weapon mods, and his Alien Assault Rifle and Gatling Rifle mods that he has allowed us to integrate into this mod.
    Thank you to DrDanzel for getting the ball rolling when it came to crafting items proper. His ammo plugins were the basis for how I handled ammo crafting for this mod.
    Thank you to Valdacil for teaching me all about utilizing FO4's dynamic naming rules, and for being a great wingman on AWKCR.
    Thank you to ElminsterAU, Hlp, Zilav and Sharlikran for FO4Edit. I'm sure the CK is a great tool, but it's your tool that I have grown to love, and it's responsible for making this mod.
    Thank you to MatortheEternal, Fireunduhb, and VlitS for their FO4Edit scripts. The three of you helped me get things done in a much more efficient manner. And without you three this mod wouldn't be done yet.
    Thank you to Yogensia for making some melee weapons with attitude, the Parang Machete, Harley Quinn's Bat, Can Cudgel, and Crowbar mods and letting us package them with this mod.
    Thank you to our resident Hatori Hanzo, Billyro for making the awesome swords Crecy, Menace, Regent, Scottish Claymore, and The Serenity mods and letting us package them with this mod.
    Thank you to TrickyVein for pushing the boundaries of what kind of weapons we can have in game with his Crossbows, Chainsaw, and Buzz Axe mods and for letting us package them with this mod.
    Thank you to Wretched89 for making the H&K USP pistol and allowing us to package it with this mod. I have one of these, so I have a soft spot for this pistol.
    Thank you to InsanitySorrow for all the awesome mods you made for Skyrim, and in particular the Celtic Katana and Tanto, who has allowed us to package his work with this mod. Also thank you to InvalidFate for the port, hope you're well, we miss you.
    Thank you to M150 for always bringing a super amount of creativity and playfulness with your mods, and for allowing us to package Kid's Rocket Launcher and Pitching Machine with this mod. Diamond City security looks badass walking around with the latter.
    Thank you to Amoveve for bringing us a big toy to play with, the M82a2 AMR and letting us package it with this mod.
    Thank you to Skibadaa for all his super creative mesh mashup guns, That Gun, IF-54 Battle Rifle, IF-88 Tactical Shotgun, WH-77 LSW, and the big boy, the WH Mk.22 HMG, for leading me down the path to being a LOADS user, and for letting us package his guns with this mod.
    Thank you to Mattsahuman and Stefan Engdahl for their Pipe Shotgun, which is aesthetically indistinguishable from Bethesda canon, and for letting us package their weapon with this mod.
    Thank you to Devon Hartman for adding a new unique weapon to the game with Swan's Axe and allowing us to package it with this mod.
    Thank you to Mike Moore for bringing us axes and blades galore.
    Thank you to Bleu for making a nice UMP and M79 Thumper and to DDProductions for putting them in the game, for being a source of almost constant amusement, and for giving modders a voice. Your advocacy is appreciated.
    Thank you to Dazzerfong for making that badass MK-14 EBR. It's a real beauty.
    Thank you to Tumbajamba for all the awesomeness you bring into our games. Specifically this time the XM-73 Gauss Rifle, but the Battle Goat will always have a place in my heart.
    Thank you to Doobot for making the AS Vektor. It's one of the most beautiful weapons for FO4.
    Thank you to Sligth for his enhancements to the Desert Eagle, and all of his support for Weaponsmith from the beginning.
    Thank you to Junnari for his G67 Battle Rifle. I really like how many different looks this gun can pull off.
    Thank you to TrophiHunter for his Ka Bar BK-3 and BK-9 tactical knifes, they're blacked out beauties, and the Survival Knife. And now that I can play some I look forward to trying out that sexy Walther P99. It'll definitely be in the first batch of guns that gets added to this down the road.
    Thank you to Undyne777 for his MP-153 Riot Shotgun.
    Thank you to Nonow and Robtest for bringing us a little bit of the Mojave with their great Mysterious Magnum. I always rock this on my revolver harness.
    Thank you to FF7Cloudstrife, Moniterman, and thespaceman0915 for their M-14 and M2216 as well as the other weapons they brought to us right out the gates.
    Thank you to Rakul for bringing us some more Mojave in the form of another iconic revolver, the Ranger Sequoia.
    Thank you to Z06Frank for bringing us an awesome assortment of great guns, Wasteland Ordnance.
    And last, but not least, thank you to zAlteredBeastz, FadingSignal, Descivii and Kikaimegami for making weapon wearable meshes so that we can go adventuring in style.

  4. Battousai124
    Battousai124
    • supporter
    • 70 kudos
    Locked
    Sticky
    A small announcement:
    I know the install process is an increase compared to other mods.
    But please refrain from asking for permission from the other mod authors. We have a standing communication line to them and we are working on it
  5. bluefroggy
    bluefroggy
    • BANNED
    • 1 kudos
    Locked
    Sticky
    So what I learned is that I am going to delete all mods that need this damn mod. Too bad when you made this mod, you couldn't have made it so we don't have to go through the 97 steps to make it work.
    1. Gigadweeb
      Gigadweeb
      • premium
      • 6 kudos
      That's your fault for not following the steps. It takes maybe 45min to do and after that you have a giant list of weapons that play nicely.
    2. spicydeath82
      spicydeath82
      • premium
      • 3 kudos
      he can't include those other mods in his for various reasons, either those mod authors declined or did not respond to his request(likely due to no longer modding). getting mad at gambit for something he has no control over is plain stupid.
    3. Battousai124
      Battousai124
      • supporter
      • 70 kudos
      REJOICE, OUR SUBJECTS!!!
      As of the next update to WeaponSmith Extended, there will be even fewer of separately needed mods to get it to work.

      Fret not, for we are continuing our quest to obtain permissions for asset inclusion to make your install process easier.
  6. WesslanFrimodig
    WesslanFrimodig
    • member
    • 0 kudos
    Had some invisible weapons even after trying the install guide several times. Copied all the texture, meshes and so on folders from assets and required standalone mods directly to fallout data folder an now everything works just fine. That tells me that the ba2 files I made contains all the correct files but does not load for some reason. 

    Anyhow, copying everything to Data worked for me.
  7. Xenodrom086
    Xenodrom086
    • member
    • 1 kudos
    So, how does one install this mod now? Archive2.exe or rather the F4 Creation Kit is unavailable from the Bethestad.net Launcher, it says you should go to Steam when you hover over the Install button.
    1. Nebvbn
      Nebvbn
      • member
      • 0 kudos
      Only available from Steam. It's free though, so at least that shouldn't bother you.
  8. Evilboy26
    Evilboy26
    • member
    • 0 kudos
    im just going why some weapons are so over power. an example of this are the mini guns with a fast fire rate and 300 DMG.
    how to fix this?
    its too much

    help
  9. falloutfan576
    falloutfan576
    • member
    • 0 kudos
    i have the mod installed and working but for some reason a good chunk of texture assets are purple? any idea what i could have done wrong? ive tried compileing everything again but i got the same result. could this be a mod conflict? or possibly something wrong on the vortex end of things? I assume i have done something wrong but cannot figure out what any help would be greatly appreciated.
    1. bromleyben2004
      bromleyben2004
      • member
      • 0 kudos
      I'm having this issue too, I've compiled the files twice now and all the textures are showing up as purple.
    2. bromleyben2004
      bromleyben2004
      • member
      • 0 kudos
      Fixed it! Vortex was putting the ini files in a separate Data folder. Once they were placed in the main Data folder everything worked!
    3. falloutfan576
      falloutfan576
      • member
      • 0 kudos
      thanks! that resolved my issue as well
  10. Bananier2122
    Bananier2122
    • member
    • 0 kudos
    Been trying to make it work for some time but I cant find a way to fix it. Most of the weapons I find have purple / pink textures. I followed every step from the guide, checked twice to see if im doing it right, installed the mod, and I get purple guns. The Vektor, which I previously had installed separately worked just fine but when I deleted the mod and used this pack to install it, it became purple. I dont usually mod games so Im not sure what else to do here.
  11. DoctorFrantic
    DoctorFrantic
    • supporter
    • 0 kudos
    Due to the Textures1.ba2 and possibly the other ones, I can't use FO4Edit to clear ITM records. It blocks it out, any idea how to work around this?
    1. DoctorFrantic
      DoctorFrantic
      • supporter
      • 0 kudos
      In fact, it's the files Animations, Interface, Materials, Misc, Shaders, Sounds, Startup, Textures 1-9 and Voices.ba2. Any idea why or how it disables cleaning through the FO4Edit?
  12. Meaterman
    Meaterman
    • premium
    • 0 kudos
    Hey, quick question is there a bit of an updated install guide as some the these mods have either been updated or are now outdated so you can no longer use the same mods?
    1. Gambit77
      Gambit77
      • premium
      • 973 kudos
      I would recommend using the version listed in the description if possible. An update may or may have not changed asset files in some way which could break that weapon. Let me know if there are particular mods in which the recommended version is no longer available to download.
  13. emerson123
    emerson123
    • member
    • 0 kudos
    i downloaded all stuff for this mod but now im just stuck, i found some of those guns are already in the game from weapon packs from the authors i dlded, if i put this thing with those weapon packs it will mess up my game right?
    1. Gambit77
      Gambit77
      • premium
      • 973 kudos
      You will have two versions of the weapons in game, one with all the enhancements from this mod, and one without them.
  14. Achelash
    Achelash
    • member
    • 0 kudos
    Feels like damage balancing is all over the place with this. 45.acp on the stock submachine gun does more than the 7.62mm and 5.56 rifles. 44 Magnum only does 2.5 or so the damage of the 380acp handguns (18 vs 44), etc. (This is with no other re-balance mods or perks, just base values).
    1. Gambit77
      Gambit77
      • premium
      • 973 kudos
      A Thompson Submachinegun in .45ACO base damage is 31, An assault rifle base damage in .556 is 57, and it's even higher when in 7.62x39mm. I'm not sure what your talking about. All the calibers damages are based on real world ballistics data.
  15. TastyFibre
    TastyFibre
    • premium
    • 1 kudos
    Just a question.. do I really have to follow that very detailed installation instruction or can I just install the whole thing with the requirements mentioned and that's that?

    Just a small question, no hate or anything. I'm trying to figure out if it's worth installing or maybe I should install the gun mods one by one instead.
    1. Gambit77
      Gambit77
      • premium
      • 973 kudos
      Unfortunately the complicated installation is required