Q: Are the weapon names still vanilla? A: No, they are not vanilla. All replaced weapons will use the weapon mod instance naming instead of the vanilla weapon names
Q: What is the difference between "Keeps LL Injection" and "No LL Injection"? A: When you keep the leveled list injection scripts, you will see two instances of the weapon you select in-game. One instance is the weapon injected into your game by script. The second instance is the selected weapon as a replacement for vanilla weapons.
When you choose to remove the leveled list injection scripts, you will only see one instance of the selected weapon. This instance is as a replacement for vanilla weapons
Q: Why is my mod manager not installing the mod correctly? A: If you are having trouble with your mod manager, you can install the plugins manually. Open the file structure, find the plugin(s) you want, and drag/drop or copy/paste into you Fallout 4 Data folder. Let Windows overwrite the original esp with the plugins from this mod.
Q: Does this mod change the stats of the guns? A: Most stats are changed to more closely mimic the original weapon mod. Some stats like magazine capacity, attack delay, etc are changed to mimic the original weapon mod. Other stats like base damage are left alone to avoid issues with balancing
Q: Can I still modify the replaced guns like normal? A: My replacers have the same modification parent slots as the weapon mod. So yes, you can change the damage modifier or paint job etc. of your replaced weapon
Q: What is the armor in your screenshots? A: Please read the credits section of the description where I describe where I get them. I don't post any direct links.
When I use this the iron sights of the rifle are off. It's like I'm pointing the gun at an upward angle. Unable to use this mod because of this, unfortunately.
Any way to do a single esp file for all of the awesome weapon replaces that u have been doing or no?? It's ok if u can't do it just asking keep up the work though.
Dude you've been going hard on these replacer mods and I have to say they're pretty great. I don't know what Bethesda was thinking with the weapons they put into this game but they're pretty awful so thanks for making my game significantly better.
Thanks. I started making these partly because the vanilla weapons looked awful and partly because I hate wood furnishings on weapons and I was eager to add something tacticool looking to my weapons.
Update 2.1: Removes AWKCR as a master and it is no longer a requirement Update 2.0: properly model swaps the unique "Reba II", and "Tinker Tom Special" rifles as well as all vanilla hunting rifles
oh goodie, even with the animation replacers i'm still having this disgusting feeling when using the hunting rifle. thank you for making a replacer on a good bolt action sniper btw not accusing that the animation replacer are bad its just that the vanilla rifle is just damn awful.(Bethesda's fault)
It will have the same base stats 1:1 with the vanilla rifle. The only exceptions are when modifications (such as receivers) are randomly applied to the weapon when it spawns on an NPC, then stats such as damage may vary based on the modification.
21 comments
Q: Are the weapon names still vanilla?
A: No, they are not vanilla. All replaced weapons will use the weapon mod instance naming instead of the vanilla weapon names
Q: What is the difference between "Keeps LL Injection" and "No LL Injection"?
A: When you keep the leveled list injection scripts, you will see two instances of the weapon you select in-game. One instance is the weapon injected into your game by script. The second instance is the selected weapon as a replacement for vanilla weapons.
When you choose to remove the leveled list injection scripts, you will only see one instance of the selected weapon. This instance is as a replacement for vanilla weapons
Q: Why is my mod manager not installing the mod correctly?
A: If you are having trouble with your mod manager, you can install the plugins manually. Open the file structure, find the plugin(s) you want, and drag/drop or copy/paste into you Fallout 4 Data folder. Let Windows overwrite the original esp with the plugins from this mod.
Q: Does this mod change the stats of the guns?
A: Most stats are changed to more closely mimic the original weapon mod. Some stats like magazine capacity, attack delay, etc are changed to mimic the original weapon mod. Other stats like base damage are left alone to avoid issues with balancing
Q: Can I still modify the replaced guns like normal?
A: My replacers have the same modification parent slots as the weapon mod. So yes, you can change the damage modifier or paint job etc. of your replaced weapon
Q: What is the armor in your screenshots?
A: Please read the credits section of the description where I describe where I get them. I don't post any direct links.
Update 2.0: properly model swaps the unique "Reba II", and "Tinker Tom Special" rifles as well as all vanilla hunting rifles
thank you kindly! :)
Look at my replacer mods or another replacer mod here on the nexus through FO4Edit and try to emulate it.
btw not accusing that the animation replacer are bad its just that the vanilla rifle is just damn awful.(Bethesda's fault)