Fallout 4

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  1. Gambit77
    Gambit77
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    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:  
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    [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:  
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    #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.
    #9 - It's been reported that Vortex is installing the Weaponsmith Extended 2.ini file to the wrong location which is preventing the BA2s from loading properly causing invisible weapons. Make sure you have it installed in Fallout 4/Data/.
    Here is my current load order for reference.
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    # 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
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    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?
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    Q: How does hotswapping LOADS ammo variants work?
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    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.
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    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?
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    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
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    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
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    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
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    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
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      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
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      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
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      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. JH275
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    IS YOUR MOD MANAGER GIVING YOU ERRORS FOR BA2 ARCHIVES? READ THIS!

    So the Fallout 4 Creation Kit and Archive2 got updated in the Next-Gen update. It seems that .ba2 archives made with this new Archive2 aren't recognized as being for FO4 mods on Vortex (idk about MO2), so you will get an error message regarding the .ba2 archives and people have been encountering issues like invisible weapons in game. Here's a guide to get the old Creation Kit on Steam, so that you can create functioning .ba2 archives.

    IF YOU ALREADY CREATED THE WEAPONSMITH EXTENDED 2 MAIN & TEXTURES .BA2 ARCHIVES USING THE ARCHIVE2.EXE FROM THE NEXT-GEN CREATION KIT YOU WON'T BE ABLE TO OPEN THEM WITH THE OLD CREATION KIT! IF YOU DELETED THE LOOSE FILES YOU DOWNLOADED MAKE SURE TO EXTRACT THE ARCHIVES BEFORE FOLLOWING THE INSTRUCTIONS BELOW OR INSTALL THE OLD CREATION KIT TO A DIFFERENT LOCATION IN STEP 5.


    Otherwise you will have to download all the files again. Or go back to the new creation kit, extract ba2 archives and rollback again. If you haven't created the Weaponsmith Extended 2 archives yet, you don't need to worry about this.


    • Enter the following in a browser window or Run

      steam://nav/console

    • In the Steam console windows enter the following two commands

      download_depot 1946160 1946161 6928748513006443409
      download_depot 1946160 1946162 3951536123944501689

    • These will download into <your steam install directory>\steamapps\content\app_1946160

    • depot_1946161 contains CreationKit.exe and depot_1946162 contains the rest of the Creation Kit files.

    • Copy everything from inside these directories into the Fallout 4 root directory, or wherever your Creation Kit is installed, to replace the Next-Gen Creation Kit with the old one. Alternatively copy the content of the directories to a different location to maintain both versions of the Creation Kit
    1. Gambit77
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      or use BA2 Archive Version Patcher to make your archives made with Next Gen CK backwards compatible
  7. dud3rino
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    For anyone who has experienced the issue where you buy shipments of aluminium x200 but they don't show up in your inventory, i tracked the issue down to the following.

    Open esp in FO4edit, go to esp -> misc. Item and then search for shipment_aluminum_200. in the right window find the 4 properties, and then on the last property that says "ScrapMisc Objec = c_Aluminum  xxxxx", change it to " c_aluminum_scrap"

  8. FedoraStorm
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    Is there any way I could find the armorsmith-weaponsmith CC patch, but without having to use VIS-G? I was never a huge fan of sorting mods, but I like the rest of what the patch does
    1. Gambit77
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      I don't recall what's exactly in the patch, but you could change the INNR entries in Armor/Weapon records to use vanilla ones if they're using new ones in the patch. Also you know that Weaponsmith Weapon naming is an expanded version of VIS-G naming right?
    2. FedoraStorm
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      I'll work on that later when I have some time. And yes I know it uses the same sorting, but I just don't like what VIS-G does to EVERY item, and I had some crashing issues with it a few years ago so I just have avoided it since. I might give it another try, I am sure it's great, everyone keeps telling me I should give it another shot.
    3. Gambit77
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      Yeah, it can be kind of easy to hit the vanilla scaleform memory cap sometimes. I assume you had featured item popup CTDs? Have you seen No Featured Item popup? Also while I haven't played much Fallout 4 since it came out, Buffout 4 increases the amount of scaleform memory available to the game, and has other stability benefits.
  9. jojo2222k
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    Hey, I followed all the installation steps exactly, used post update ck and have a post update game. None of the guns are craftable at weaponsmith stations and none appear in game. I am however using vortex, which gives me no error messages. Is there anything ive missed?
    1. Gambit77
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      Sounds like the plugin isn't activated. Did you remember to install the required framework mods (AWKCR, LOADs, New Calibers). If one of those is missing it would disable the WSE plugin.
  10. BertardMontdumbery
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    I only wind up with 1 texture.ba2 instead of 6 when saving from Archive2, what've I goofed?
    1. Gambit77
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      When configuring the settings for your texture BA2, you didn't put a 1GB file size cap on them so it packed them all into one instead of breaking it up into multiple files.
  11. egoroff33
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    I did everything as written in the instructions, but the weapon models never appeared, the character is holding shooting air in his hands. Everything loaded fine in the Mod organizer. Mod organizer doesn't show any conflicts.
    Help
    1. Gambit77
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      invisible = missing meshes, so your BA2s aren't being loaded properly. Are you playing pre Next Gen version of the game but packed your BA2s with the current release of CK? If so see the bottom sticky post on how to get the older version of CK, or use BA2 Archive Version Patcher to make your archives made with Next Gen CK backwards compatible.
  12. MooseisHD
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    Really unhelpful, sarcastic, and rude mod author. The author needs to get some mental health help because they have no idea how to talk and help people install this mod, I got it done but they provided incorrect info to replies in the past that have made the process harder. they also left out some easily completed steps just making the installation more rough. Good compilation of gun mods but its not worth dealing with the mod author if you have any issues while installing. overall 2/10 just because the author has a bad attitude about everything.
    1. Gambit77
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      What are you talking about?
    2. NossyWinston
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      Maybe try posting less nonsense and be a bit more appreciative of the thousands of hours someone else has put in for a mod that has cost you absolutely nothing
  13. nicksp12
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    I cant for the life of me get the archive2.exe to add the materials folder without crashing..... If anyone can please help me. 
    1. nicksp12
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      Figured out how to make it work.  Dont use the add file option, click and drag files onto the program..... 3 hours to figure that out... sad but happy
    2. Gambit77
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      Did you miss step 5
      #5 - In the Materials/Weapons/mjp/ptrs folder delete the file with Japanese characters in the file name.
      That will crash Archive2.exe
  14. Lokiath
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    do i have to use the weapon and perk scaling. I dont really like pistols doing less damage. I also think the scaling might be off now due to the mod being so old
    1. Gambit77
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      All the firearm damages are based on real world ballistics data.
    2. Lokiath
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      Yeah, which is fine. You also change the damage values of the rifleman perk, and the pistols perk. So I can understand that if you are using caliper for different damage ranges, which depending on there damage values, would cause you to have to change the perk values. But also arent you essentially nerfing pistols? What if I want to make a pistol build? I think these things are pushing some ppl like myself away from your mod. I LIKE GUNS so Im sad lol

      Just a suggestion, because I would love more weapons is: 1. You should make is so you can turn Loads and the dmg respec off. And balance the guns accordingly. 2. Do pistols have any significance anymore? If they do cool, but if not, make it work with pistols. 3. Have both your real world settings enabled, but make pistols and rifles ok to use. That would bring some options to how you use your mod, giving others access to your guns based on how they want to play.

      Maybe I just dont understand exactly how your mod works. I did read your description and some posts to try and understand.  I want your guns and I may even try your set up on a different play through just to see how it feels. But that lack of info makes me question this mod. So I guess also

      1. With the settings you have, is pistols ok to use 2. Are your rifles and pistols overpowered, thats why you change the perk effects? 

      You could just tell me to install it and find out haha. I just dont want it messing up my current playthrough for now.

      Finally, I don't mean to critique. Im sure your mod is great. I just dont fully understand it. But I appreciate and value that you make these mods. SO thank you. Im hoping for some clarification. 

      I have read your post and description on what this mod does. Looks like is a large focus on rifles. I think I might try it in another play through. but im already doing a rifle build rn and im half way through. Will definitely have to try this on another play through. SO many guns!
      1.So is there no focus on pistols then? Is it all rifles, shotguns, melee, and heavy weapons? I just would like to know these things so I can build around it.

      Question List:
      1. With the settings you have, is pistols ok to use
      2. Are your rifles and pistols overpowered, thats why you change the perk effects? 
      3. Is it all rifles, shotguns, melee, and heavy weapons? (Better melee would be sick)
    3. Gambit77
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      There are pistols that do a lot of damage, stuff in the heavy revolver class. But they do have more recoil, slower rate of fire, smaller ammo capacity, and being revolvers slower reload. Pistols aren't garbage, they're just realistic. Your average small caliber semi-auto-pistol will be less effective against a heavily armored foe. Doesn't mean you can kill one with one.
    4. Lokiath
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      Ok. Thanks for replying Gambit! I think with what Im doing with difficulty and Mob scaling with my game conflicts with your mod to much because of the scaling you added. I dont think the bullet scaling would be to much of an issue, but the perk scaling would compromise my other mods Im using.
      Im using mods that increase the longevity of my playthrough. Adjust enemy level scaling, damage scaling, and unlocking cells so they respawn enemies in the earlier cells that go with my level.  Basically all the cells that arent locked reset every few days to go with my level. So then all the commenwealths combat is not filled lame easy combat. Also the damage outputs and inputs are adjustable. So I can adjust the difficulty of my playthrough in a way to work go with my build and my level. Better combat experience basically. 

      Im using your armor mod though! its frickin sick.  I was excited to use this one, but unfortunately it just conflicts. 

      Thanks buddy! Appreciate your work :D
    5. Gambit77
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      The balance scaling on this is setup to be used with normal difficulty. So even 100% damage scaling for player and NPCs.
      Besides this I find it's better to scale difficulty not though damage scaling mods, but mods that make NPCs more challenging and increase NPC spawning.
      Here are the mods I use for setting the balance of combat.
      *Endless Warfare.esm
      *Unique NPCs.esp
      *Unique NPCs FarHarbor.esp
      *SuperMutantRedux.esp
      *Unique NPCs - Creatures and Monsters.esp
      *Unique NPCs - Creatures and Monsters - NonLore.esp
      *DeadlierDeathclaws.esp
      *DeadlierDeathclaws_Insanity.esp
      *Weaponsmith Extended 2.esp
      *SuperMutantRedux_AE-WSE-VIS-G-Insanity_AIO_Patch.esp
      *UNPC - WSE Patch.esp
    6. Lokiath
      Lokiath
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      Hey sorry it took so long to reply. I was taking a break off the modding in general cause it was starting to do more modding then playing haha.

      Yeah that definitely looks more lively! I love the variations of monsters, and enemies you added. Very cool. That is what my set up lacks. The balancer I use, is only for vanilla actors which does not look as exciting as your set up haha.  They way I set it up, it has a bit of a shooter element, but also and rpg. Ferals can take 1-4 shots, on a low tier, and the higher tiers take more. My crits usually one shot, unless they are bad ass robots. No bullet sponges though, and I play on very hard, so I get more legendries. I use the combination of difficulties and damage curves. I think my next play through, I will definitely give your set up a try. I really like the unique actors. It looks very exciting.

      I would recommend:

      Encounter Zone Recalculation (Continuous Level Scaling) at Fallout 4 Nexus - Mods and community (nexusmods.com)
      NPCs Travel at Fallout 4 Nexus - Mods and community (nexusmods.com) since ur adding unique characters anyway, here more! and it has a random encounter set up built in, which is customizable with MCM. I had to stop using it, cause of my vanilla scaler. It will come back when I try ur way lol
      Raider Overhaul WIP at Fallout 4 Nexus - Mods and community (nexusmods.com) He has a patch for extender mod, but It needs to be updated. Hes missing your ability to change them between light med and heavy look and make them invisible which I very much enjoy. Thank you (#fashion)
      Also Warsaw2135 has a bunch of faction overhauls too that add random encounters through random encounter frameworks.
      I think encounter zone is the highlight out of that list i just gave you though. If you were to add anything. It basically makes the whole common wealth and DLC remain viable combat wise. Some areas are locked though regardless, but most reset.

      For my game balance I use
      NPC Level Scaling (Once you make a character with this, that character is hard locked to it. It takes away the hp scaling which I dont entirely agree with)
      Encounter Zone Recalculation (Continuous Level Scaling)
      Raider Overhaul WIP (compatible with npc level scaling) (patch in install)
      Institute Technology Overhaul (also compatible)
      Random Encounter Manager by SKK (compatible)
      Armorsmith Extended
      Added a bunch of armor and clothes that are compatible with your mod
      added a bunch of guns (they are scaled through NPC level scaling, the damage scaler is reflected on all weapons regardless. Compatible with anything you add)
      Addiction Overhaul
      Better Chems

      Its very vanilla though. Thats the problem. You have a bunch of variety and you can adjust there health pools by difficulty. Only problem I see with that is lack of legendries. I wouldnt know though. You would also have the bullet sponges at higher levels if you were on very hard. You got me interested though. Im going your route next playthrough. I might tweak it a bit, but I really want that enemy variety!

      Also I wanted to do something with this NPC Level Scaling and Tougher Enemies Overhaul at Fallout 4 Nexus - Mods and community (nexusmods.com). ( it makes every enemy scale with you. I think its vanilla?) But i dunno howd that go lol. If it worked with the scaler mod and they were all vanilla that would defs work with my set up. Its an overhaul though, so I dont know if he made new actors or just buffed their stats.

        
    7. Lokiath
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      So hows the feel of your set up? Is it alot of quick kills, like realistic. Or more of an rpg vibe. I imagine the random encounters are crazy. Id make them that way at least haha. Hows the health pool late game? Hows the damage fall off late game as well? Eventually you cant gain any damage anymore so. I like a long playthrough so. Thats what i really like about the scaling. If s#*! gets to thick, just tweak the dmg. Done. (also has an xp scaler) I really think ud benefit from random encounter zone and npcs travel. The scaler really keeps the little guys somewhat viable through out the game. The low teirs. I wish eventually they just stopped spawning on other playthroughs lol. I really wished it worked with new npcs. God that would be a game changer.
    8. Lokiath
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      I couldnt wait. Your setups filled with a bunch of new monsters and I want it. Im making a new character on a separate mod profile and throwing these babies in there. Lets go!

      Can I rely on mod manager to install this mod correctly? Id like to be able to disable/enable it. I read the instructions. There is some things I dont quite understand. Mostly the archive2.exe what it actually does. and if I can use it if I use a mod manager. Imma google what I can. There is some videos out there I seen. Im excited for the end results. leeeets goooooo lol 
    9. Gambit77
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      There is a replacer plugin (AE Replacer Raider Overhaul v11.4c v4) on the Armorsmith page.
      Archive2.exe unpacks and packs BA2 archives (which store the assets). Use the top sticky post installation instructions (they're better than/more concise than the old video), pics in spoiler.
      You can use a mod manager, but that's at the end of the install process, there is prep work to complete first, because this mod covers mod weapons whose assets are needed to download separately because we didn't have permission to bundle them and didn't want to exclude them because of that.
    10. Lokiath
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      Ok so there are required files basically is what your saying. Yes i did see that in the description, your pin and the required mod section. So I would download those first through mod manager, weapon extended through mod manager after. Load order is all required mods, then weaponsmith after all of them, essentially the bottom of the group. Sound right?

      Thanks for replying and you're help :D
  15. juancho18699
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    Hi, the testimonial seems pretty accurate, although i haven't installed it yet, i have a question, when i already got all the .ba2 ready to go, can i just put them directly in the game folder and just install the esp and ini? it's just to save some time packing and unpacking all the files.
    1. Gambit77
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      yes
  16. Grizzly696
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    I just wanted to say, and this probably doesn't come from just from me, but from all the mod developers that rely on this mod, and us lowly modders, a huge thank you for keeping this absolute gem of a mod alive over the years!

    Modding really wouldn't be possible without essential mods like this, and the constant upkeep it must take.

    Also I was getting CTD, and thanks for mentioning that concealed armors might be CTD when entering the weapon workbench. I though it could make my game crash entering the armor workbench, but I wouldn't think it would effect the weapon workbench. I moved it  above AWKCR and problem gone, you just saved me hours of sobbing over the keyboard trying to figure out what the issue could be lol!
    1. Gambit77
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      You don't need Concealed Armors, as that functionality is in Armorsmith Extended.
    2. Grizzly696
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      Yeah I was embarrassed to find out that it was in fact including in armoursmith extended so the standalone mod wasn't required, so I removed it. Regardless thanks for the great work!