Fallout 4
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  1. ImmortalAbsol
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    I consider this an essential mod and it would be awesome if it were updated for next-gen 😊
    1. frogs345
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      I'm glad to hear you like it!

      I've kind of just been waiting for the dust to settle with the next gen update in case there's any more changes down the line. The update's changelog doesn't suggest any changes that would conflict with this, so that's part of why I haven't rushed to update this.

      Other than the recent UFO4P update, are you aware of any changes I'd need to make for this?
    2. ImmortalAbsol
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      No rush at all, just wondered if it would still be supported.
      I haven't tested it but I don't know enough to not break things by not waiting for updates.
    3. frogs345
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      No worries, I understand.

      I'm definitely still going to be supporting this. I've got some updates in the line even outside of just supporting the latest version of the game, but Starfield and life stuff has delayed that some.
  2. bananaandshrimp
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    Is this the mod that is adding rifle barrels to the pistols crafting list?
    1. frogs345
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      Sorry for the delay!

      It shouldn't be this mod though, all weapon mods that this mod touches are set up to only work on their appropriate weapons.

      That said, what weapons/mods have you seen this with? It'll be easier to narrow down to be on the safe side if I know where to look.
  3. gedward1
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    love this mod just can't get the baseball bat grips to show up in game
    1. frogs345
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      My first thought would be that you have another mod that's editing the Baseball Bat. I had to add a new weapon mod slot for the Baseball Bat Grips, but unfortunately that's easily overriden if another mod edits the weapon as well.

      The best thing you can do is use FO4Edit to see what mods are conflicting, and to create a patch for it.
    2. Enesore
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      There seems to be some sort of issue with the grips themselves. I can get the mods for them to show up, but they don't affect appearance.

      EDIT: Disregard. This bug only affects the crafting menu for whatever reason. The grips show up in the actual gameplay.
    3. gedward1
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      i found that out to if i drop the bat or put it on display i can see the different grips just don't show up in pipboy or workshop menu
    4. frogs345
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      Oh, you mean it doesn't show up like that. In that case, I think that's just an issue with how the game shows things in menus. I think there's the same issue with the Baseball Bat logos in this, and I think other mods have encountered it too.

      As far as I'm aware, there's not really a good way to fix it, but it's purely just a visual bug in the menus caused by the game itself. When held by someone or out in the world somewhere, the grips should show up fine, assuming no other mods are overriding my changes.
  4. bonjungowow
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    I love you so much for these. Thank you for your effort, your good taste and design sense, your attention to detail, and your conscientious presentation/craft. You're an unfortunately rare breed among modders.
  5. DonLasagnaMod
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    Hopefully someone is still moderating this, but im having problems with the increased weapon mod distribution. Idk how much variety i am supposed to expect or if the mod is even working. Right now I see a lot of "short" weapons or auto weapons, but not much else. I saw a glowsighted 10mm...once. I remember this mod having a lot more variety than this even in low levels a long time ago. there would be nearly every mod slot filled even at low levels, and as the game went on the mods found on weapons would increase in level. I dont have many mods that edit leveled lists (even then im pretty sure those mods are scripted. I even put your mod at the bottom, both in mod organizer's installed mod list and the load order. I also tried to install your increased weapon mod distribution separately. 

    Anyone have any ideas? Is my mod working right and im supposed to have this little variety, or is something not working properly?

    Edit: Ran only this mod and unofficial patch and I genuinely see no difference from Vanilla, at least as far as leveled lists are concerned (the rest of the package works fine). No idea whats wrong here but I remember this mod giving me a lot more variety off of npcs weapon drops when I installed it a while ago. I think this mod is no longer working with the latest update of Fallout 4 unless there is something wrong with like, the vanilla version of my game. Would love to be wrong though, this is my favorite mod for Fallout 4. 
    1. frogs345
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      You'd have to be a little more specific with the weapons you're seeing issues with, so that I can see if there's anything wrong with the lists. But as for the 10mm, you would see glow sights less often after levels 5 and 10, as I gave it the cut reflex sights at 5, and the recon scope at 10. But by the sounds of it you're not seeing those either.

      The way mods are distributed is a little confusing, so let me explain. Rather than levelled lists, there's "mod collections", which are essentially lists of mods with a level assigned to each one. These lists can then be attached to a weapon, and when that weapon spawns, the game will randomly pick a mod from the list that you've reached the minimum level for. Simplified, a levelled list would select a weapon, and then that weapon would generate the mods for it.

      So, rather than mods with levelled lists being an issue, it's mods that add other mods for the same weapons, or mods that modify the base weapon that could introduce issues. The former is much more likely than the latter, but even then, not many authors add new mods to the "mod collections" in the first place.

      Putting my mod at the bottom would resolve that sort of conflict, but you'd have to wait 72 hours ingame (or however long it's supposed to be) for people's inventories to reset. I wouldn't recommend it though, as then the bug fixes and such from this mod might end up overriding changes in other mods that you might be more interested in. Installing the standone IWMD separately wouldn't help much either, as while you might get the increased distribution from that, you'd then lose all the cut weapon mods spawning.

      Sorry this is a bit long, but I wanted to cover it as best I could to try and clear things up for you.
    2. DonLasagnaMod
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      No apologies needed, this was very informative. Yeah, that is different than a lot of how Fallout 4 works. I will say, I am fairly certain that I had your mod at the bottom and still ran into the issues, but hopefully this next piece of information may help you more (if you still have the time to look into this). The mods I can think of that would modify the weapons and their mods are as follows, please let me know your opinion on if any of these can conflict, assuming your mod is at the bottom:

      Definitely

      • Handmade Rifle Extension? + Extended Weapon Mods?: add weapon mods, have these toward the top of my load order, dont mind them not spawning on people but I wanted to have access to the mods for my own crafting
      • Double Damage Perk Overhaul?: Doubles base damage of weapons while removing the damage modifiers from weapon perks
      • Thompson SMG Replacer: replaces the vanilla SMG assets with newer ones. Not sure if this is purely visual (texture and animations, maybe some mesh changes) or if its more significant?
      • The below Gunmetal mods add a bunch of weapon skins and distribute them. They rely on a modified awkcr plugin that is packaged with the mod that only has the keywords and not all the major changes that bloated plugin normally does (at least according to the mod author):


      Maybe

      Also some mods I feel are only replacing meshes and textures are:

      • All Weapons HD
      • dpillari's weapon texture mods
      • Nina's pipe Guns Replacer
      • Mods that replace gun sounds
      • Mods that replace gun animations
    3. DonLasagnaMod
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      Oh one more thing - I use the FallUI Item Sorter.  
    4. DonLasagnaMod
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      Sorry, a few more that may or may not conflict: 
      Loot Logic and Reduction With optional Harvest Restrictions
      Vendor Diversity Overhaul
      NPC Loot Drop rebalance

      Again, these are toward the top and yours is the very last mod. 
    5. DonLasagnaMod
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      am playing around with spawning level 5 enemies and all of them are spawning crossbows from Crossbows of the Commonwealth (I wonder if that mod is interfering with the leveled lists directly).
    6. DonLasagnaMod
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      After playing around with leveling up and spawning (level myself 5 levels, wait 72 hours, spawn enemies and see what weapon they drop) I think something is making your mod not work. the only thin g that changes when I level up are the weapon types. The weapons are also spawning with the different colors from that gunmetal pack I posted first, but your mod is bottom of the load order. None of the weapons dropped by enemies have any random attachments except for new mod added weapons.
    7. DonLasagnaMod
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      Disabling every weapon related mod still does not make enemies spawn with any variety for any gun. Any ideas? this mod used to work for me when it was released a while back, or at least the variety was definitely there.
    8. DonLasagnaMod
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      Edit: see below post
    9. DonLasagnaMod
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      Just tried playing with only your mod and unofficial fallout 4 patch, and still the same issue. I just see, "short" and "auto" but no sights, nowhere near the variety I remember when i first installed the mod years ago. At least based on my testing, this mod currently does not work with the latest version of Fallout 4. 
    10. frogs345
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      I'll leave a lot of the stuff about other mods to the side, seeing as you've tested it without mods too, but I'll say that I'm fairly certain Extended Weapon Mods does conflict, and I wouldn't be surprised if Handmade Rifle Extension does as well. The rest with plugins probably don't, but without looking into them I can't say for sure.

      The mod works fine, there's just a lot of NPCs/levelled lists that are set up to generate weapons with specific sets of weapon mods rather than all of the variety. Perhaps in the past you had a mod that made it so that the NPC/levelled list side of things could allow for more variety too, but I think at this point it's probably hard to say. It's definitely possible to make that kind of mod, but NPCs and levelled are both not my area of expertise and are out of scope for this mod, for the most part. You could do it with just the weapons so they generate with mod collections rather than specific sets of mods, but that would introduce conflicts with any mods that modify those weapons, such as changing their stats or like that Gunmetal Distribution mod, and I'd rather avoid doing that.

      The best place to see the variety is with legendary weapons, as I believe they should be set up to spawn with much more variety, but obviously that's not the easiest thing to reliably test.
    11. DonLasagnaMod
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      The thing is, I genuinely see no differences in loot drops between your mod and vanilla. Weirdly, when I used the mod lunar fallout overhaul (which according to it's mod page has your increased weapon mod distribution mod packed within it) I did see more variety on npcs dropped guns. I saw more of the guns full of attachments. Granted, it was not as much as I remember from the first time I used your mod, but that likely has more to do with intentional balancing from the mod author. Either way, it was variety I was getting there that I was not getting with your mod. I almost want to record some gameplay or screenshots and show you what I am seeing. I would love to hear from others that use this mod. I do not know if your character level affects anything, but I have tried killing raiders that were level 10 and nothing changes on the attachment front. The weapon class changes, but they dont drop guns with attachments any more than they do in vanilla.
    12. frogs345
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      I still think it's likely that you had a mod in the past that was influenced things. Nothing in the IWMD part of this mod has fundamentally changed since I released it, even with the Creation Kit rebuild and the GOTY merge (the former was more about making sure the plugin wouldn't cause errors and the latter really just merged all the files into one single plugin), and I doubt Bethesda has made any large changes to this sort of stuff in patches either. All the IWMD part of this mod does is make it so that the mod collections have a wider variety of mods in it, there's a lot of other changes that can be made to increase the variety of mods, and it's not something I'm going to do here.

      Pretty much everything is tied to level, though. The NPCs, the weapons they can have, and the attachments on those weapons. All of that stuff is tied to level.
  6. villings
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    an update! amazing.
  7. novastark
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    If I wanted to use this with the mod See Through Scopes (https://www.nexusmods.com/fallout4/mods/9476), would addressing conflicts be a matter of loading one mod after the other or would a patch between the two mods be required?
    1. frogs345
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      There's no major conflicts I can see with either the standalone version or replacer version, so there's no real loss if you don't use a patch. As far I could see, it comes down to if you'd rather have my changes to scope/sight spawns (like the cut reflex sights) on enemy/vendor weapons, or if you'd have rather have the STS scopes spawn instead. Either way, they'll be available to craft, so you're not losing much.

      Of course, the cut Assault Rifle recon scopes I reimplemented won't have STS support without a patch, so ideally one should be created that addresses both that and the spawns (and anything else I might have missed, seeing as I just checked for conflicts in FO4Edit).
    2. novastark
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      Ok, I'll see if the STS author would be willing to make a patch. My patching skills amount to forwarding records into new esps. Adding making a see through scope for your cut scopes is beyond my abilities (well, maybe. I'll have to look into it)
    3. frogs345
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      I know that there's an article on that mod page that goes through how to create your own patch, so you could try having a look at that, but I've only had a cursory glance at it and can't say how complicated the process is.
  8. LustforCheese
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    awesome comp, but what exactly do I need the unoff f04 patch for?
    1. frogs345
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      I make changes to some of the things they've done to be more complete fixes/fit better with other changes I've made, and there are other changes they've made that mean I don't have to duplicate them in my mods.
    2. novastark
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      So any conflicts with UFO4P that show up in xEdit are intentional?
    3. frogs345
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      Yeah, I've just double checked, and they're all intentional overrides I'm aware of.
    4. novastark
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      Great, thanks!
  9. rayhne
    rayhne
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    Thank you for this ... is there a AWKC and/or Vis-G patch anywhere?
    1. frogs345
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      Glad to hear you like the mod! But so far, there's no patches that I'm aware of.

      Anyone can make one if they want to, but I'm not going to be the one to do it, those mods have gotten too complicated and bloated to keep up with.
    2. rayhne
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      no problem ... just checking.
    3. Kelsenellenelvian
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      Thanks for the mod frogs! Here;s the requested patch - https://www.nexusmods.com/fallout4/mods/44422/?
    4. frogs345
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      Oh, thank you! I appreciate you putting in the time and effort to make the patch!
  10. Lancars
    Lancars
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    This mod work. It does the job of improving my experience. Thank you for the combined file of all your other mods.