Fallout 4

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Kaelle

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Kaelle

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  1. Kaelle
    Kaelle
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    Hi all.

    I haven't touched fallout 4 (to play or mod) in a long time. I've been thinking about playing again recently and figured I'd check on my old mod pages while trying to decide on mods to use for my own playthrough - It seems there may be a few issues using this mod with current versions of the game so install at your own risk!

    I may end up picking it back up again if I decide I can't play without this feature, and if I do I'll update it here as well but I'm not making any promises and probably won't be looking into bugfixes or otherwise supporting this mod. However, if anyone else want's to take the concept, borrow from the scripts etc. and run with it feel free (of course credit is always appreciated where appropriate).
  2. raroquick
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    Just want to share, because this mod or variant is better than other mods (IMO). This mod or variant is very simple & highly customizable, you can apply it to vanilla or mods weapons & can apply to every misc mod of the weapons modification (scope, barrel, receiver, etc).  

    Regarding the problem of this mods which can remove legendary effects, I create very small modification & it can solve the problem, as you can see in the video below. NB: I use this mod Tactical Attachment System, which is variant of this mods, i post comment in this thread because that mod doesn't get many traction, which is unfortunate.



    As u can see in the video, i use overseer guardian as example, i change several modification (scope, barrel, receiver) on the fly but the legendary effect is still exist (there are 2 mark of bullet on the floor for 1 shoot).

    to create the patch: Copy object-modification for "TAS_mod_Legendary_Blank" as override info from TAS.esp to new plugin (example TAS-Patch.esp). Remove "Data" in the new plugin. This is the plugin which I create:

    Spoiler:  
    Show
  3. PhoenixKnight13
    PhoenixKnight13
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    Long-time user of this mod (currently using v3), huge fan of its simplicity and functionality. No need to patch any modded weapons to work with this, it's 100% compatible out-of-the-box. I recently did a full update and switch from NMM to MO2 (from my previous playthrough on v1.10.82) and it's still 100% functioning, however there is one warning for new users - don't use this with your prefix legendaries (the ones generated on random drops using the vanilla legendary slot, or uniques with a star are also susceptible). It has a tendency to strip the legendary mod right off of your weapon in some cases (I haven't tried testing thoroughly as I don't really use many legendary weapons but it's pretty consistent). Unique variants of modded weapons and other named vanilla uniques are fine. It also works great if you just want to rename your equipped weapon on the fly! Is this mod a little quirky? Sure, but it does work (and I tested it through two separate 6-700 active mod playthroughs).

    If you're looking for a simple means to swap mods in the field in seconds, this is still a viable option. It works with all mod slots not just muzzles/sights, you just need the miscmod present in your inventory and applied to the compatible list via using the activator on a weapons bench (it also works out-of-the-box with mod slots that use no miscmod and require no components to craft, such as most damage modifiers setups). Couple things also worth noting, when using the activator you'll pop out of stealth and it's best to be in 1st person view, as you will T-pose in 3rd. Also, it bumps you ever-so-slightly in reverse so try not to use it up against any walls or other obstructions, it'll f*#@ your camera view all up while using the TAS window (you snap back to where you were once you close out). It will also unequip your currently equipped grenades on use, another fun little quirk lol. Just remember to re-equip whatever you had in your grenade slot after use. Best not to use in laggy conditions (like waiting on things to load in after changing zones), as the script can get delayed or bug out altogether.

    I use this mod in conjunction with FadingSignal's excellent Mobile Mechanic benches which are light enough to throw in one of these fine backpack mods while on-the-go -
    Accessible Backpacks which has its own add-on - Animated Backpack Inventory
    or
    Improved Animated Accessible Backpacks which can be used in conjunction with the backpack from Q.M.W. I personally prefer this setup for all the extra functionality Q.M.W brings, however for some unknown reason I could not get its weapon mod swap functionality to work with my setup. The menu opens and I can move things around, but nothing actually applies to my equipped weapon. The ability to set its animation for whatever backpack you're currently using is one of my favorite points though, and the extra carry weight can be managed in settings.

    I would really love to see an update to this mod, if nothing else just to fix the little quirks, but even without it's totally worth using.
  4. kerbal7
    kerbal7
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    No longer works.  Abandoned mod.  AVOID
    1. PhoenixKnight13
      PhoenixKnight13
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      Um, incorrect on the no longer works part.
  5. brokensamurai
    brokensamurai
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    this was one of the first mods I used in FO4, it no longer works as intended. It's a cool Idea that worked well in older game versions. 
    Anyone removed it without issue? 
  6. SixesWild
    SixesWild
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    Would be kind of nice to be able to switch receivers out too (hear me out) since several weapons in real life, have the ability to switch between semi and full auto fire. Being able to swap between them would be an effective way to emulate that switching ability that many weapons possess. Otherwise, this seems to be a very very nifty mod.
  7. ThatStrangerManMarty
    ThatStrangerManMarty
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    The fact I need to download the 2.0 version to this mod is strikingly appalling. The idea for this mod is great, but 3.0 doesn't work. It's incredibly disappointing.
    1. dpsampson
      dpsampson
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      3.0 is from FEB '18 so downloading this in 2020 and wondering about malfunctions/bugs... Is strikingly hilarious! HA!

      Also, 4 pages of posts (in '21) available with plenty of warnings from differen't players and... Yeah, no, not interested. I'm just here for the free stuff and to complain when I don't know what I'm doing.


      FOR THE BENEFIT OF ANYBODY READING THIS IN 2021 AND THE FUTURE:

      • Old mods + an up-to-date game = a (potentially) bad mix
      • New mods + an outdated game = a (potentially) bad mix
      • Summation from both = an outraged newbie
  8. framedryno
    framedryno
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    I'm only familiar to the most recent update but the mod works great with one big problem which is I can't attach weapon mods in the menu, only take away. not sure if I'm the only one with that problem. otherwise this mod has great potential!
    1. kerbal7
      kerbal7
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      • 3 kudos
      @framedryno: I have the same problem. I can remove mods, but not add them. This mod used to do both.
  9. Stickman939
    Stickman939
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    This mod removes legendary enchantments, if you can even edit the legendary weapon in the first place, It "picks up" the weapon then leaving the entire screen blank forcing a game restart.

    A pretty ridiculously obvious bug. Guess Portable Workbench still reigns supreme
  10. Daemoni73
    Daemoni73
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    Yeaa..... Removed legendary effects from weapons when i switched scopes.. Great mod.
    1. Pushover1985
      Pushover1985
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      Yep. This happened to me just now. Do NOT use this mod on legendary items!
  11. ST0057
    ST0057
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    Really like this mod. Was actually looking into making it myself after playing Metro Exodus but figured I'd see what was in the community so far.

    Noticed there was an animation when used in Gophers review but when I use it no animation plays. I actually prefer the no animation at least in first person. Don't know if the animation has been removed though or if this is a bug. Also thank you for including the source code. I enjoy looking through other peoples work.

    p.s. I almost didn't post this comment b/c there were 76 comments lol.