Hey I dowloaded this and encountered the weapon in the wild but it has the appearance of the Thompson machine gun even though it named M2216. Did I do something wrong?
I'm having the same issue. I noticed when I look at the M2216 in FO4Edit the line PTRN - Preview Transform has xTranSubmachineGun [TRNS:00248AB7] . I wonder if this is the problem but I really don't have any idea what to do about it even if it was. 'Little help here from anyone that knows how to fix it?
I am also having the same issue. If I spawn the gun it is an M2216, if I pick it up off a raider, it is named m2216, but it looks like a SMG.
*edit* I made my own leveled lists using this: http://www.nexusmods.com/fallout4/mods/17782/?tab=4&&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fcomments%2F%3Fmod_id%3D17782%26page%3D1%26sort%3DDESC%26pid%3D0%26thread_id%3D4802985&pUp=1
It still shows up as a Tommy Gun SMG... very weird.
According to Apefelsator post named <<Missing weaponmesh with "Standalone Weapon Level List Patch">> in the bugs section of original mode (page 2), its the meshes problem. However, he stands for a bug, caused by game level list code trying to spawn a m16 with mods that doesn't belong to. If you cheat weapon via console, it appears a "right look". Idk how to fix this.
Hi, same problem here. Started a new game with this mod (only the LL file) already installed, now at level 29 and the M2216 has not shown up anywhere.
I do have a few other weapon mods installed, namely all four weapons by Skibadaa and the Chinese AR by Wasteland Melody. They add their guns via script and they do show up. I also was about to make a merged patch with FO4edit, but there are no conflicts in the leveled lists.
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Update - finally got one dropped at level 44, so it does seem to work yet extremely rare compared to the other custom guns.
So...this makes the M2216 spawn in the wasteland as equipped by Gunners and raiders, right? I'm somewhat confused by this. (Sorry if I seem a little dense; I don't know all the technical things that go into modmaking).
It does. Also, if you want to remove that Assault Carbine thing you just need to load the included plugin in fo4edit and edit the places where it says assault carbine and change it back.
I'm not really sure how leveled items work, but don't you need to create an unique leveled item for the m2216 where you specify the chances and that item then include in the leveled list not the weapon itself? I repeat I don't have a lot of knowledge about this, but other FF7CloudStrife weapons have it like this.
BTW, I fully agree with cloudstrife's decision for m14. Gunners are better organized group with access to military weaponry, it make perfect sense they have better weapons sooner than some crazed psychos.
No, not unique leveled list, but the item where you set the spawn chance and whether the weapon get the legendary status. Look for example at the last leveled item record in m14.esp, that is what I think. That seems to be then placed into the vanilla leveled lists.
There is no need to include the ESPs for the guns unless you are doing something special such as Gambit77 is doing with Weaponsmith Extended, but even then it is a totally merged patch and all the guns get new formids.
Your patch overwrites the original esps, which is going to prevent updates in the future and just cause confusion.
I am certain I need to include some type of esp, the weapons or not. Also, on an unrelated note, did the mod install correctly? I am pretty new to publishing my (extremely simple) mods.
I only looked at it in fo4edit but it installed in the right place.
You really don't need the 2 esps for the guns, your mod works fine overriding the original esps if they are not included in the download.
I even checked, created a new archive without them in it and installed that instead (just in case you had inadvertently changed something), and then loaded them in fo4edit.
Little odd that gunners get m14 at lv1 but raiders not til 11 for a boss or 16 otherwise
I don't think you are understanding Your original merged patch was fine... other than the balance issue from the original author... other than you included the esps for the guns.
Your new one isn't a merged patch
You need NEITHER M14.esp nor M2216.esp for your original merged list to work 100% fine, because your esp will override the original plugins installed with all the other necessary assets.
Including them breaks some of the error checking performed by NMM. e.g. if you uninstall both original guns, in the load order your plugin wouldn't show red, because it would still have the master esps, but it would be your plugin causing the crash. In addition you have the unnecessary overwriting which could overwrite an original esp and cause a crash if the original had some changes. It is true the same could happen with an override... but as you are not modifying those files, why give yourself more maintenance work. If a leveled list is out of sync for a week it doesn't matter
The original point of this was to add a leveled list, not a merged patch. I only added it because I could. I decided to delete it because not everyone wants it. Also, check the update. It should only contain one esp that is neither of those plugins.
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*edit* I made my own leveled lists using this: http://www.nexusmods.com/fallout4/mods/17782/?tab=4&&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fcomments%2F%3Fmod_id%3D17782%26page%3D1%26sort%3DDESC%26pid%3D0%26thread_id%3D4802985&pUp=1
It still shows up as a Tommy Gun SMG... very weird.
If you cheat weapon via console, it appears a "right look". Idk how to fix this.
Currently im lvl 25 and i didnt see a single m2216.
I do have a few other weapon mods installed, namely all four weapons by Skibadaa and the Chinese AR by Wasteland Melody. They add their guns via script and they do show up. I also was about to make a merged patch with FO4edit, but there are no conflicts in the leveled lists.
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Update - finally got one dropped at level 44, so it does seem to work yet extremely rare compared to the other custom guns.
nvm
BTW, I fully agree with cloudstrife's decision for m14. Gunners are better organized group with access to military weaponry, it make perfect sense they have better weapons sooner than some crazed psychos.
Your patch overwrites the original esps, which is going to prevent updates in the future and just cause confusion.
You really don't need the 2 esps for the guns, your mod works fine overriding the original esps if they are not included in the download.
I even checked, created a new archive without them in it and installed that instead (just in case you had inadvertently changed something), and then loaded them in fo4edit.
Little odd that gunners get m14 at lv1 but raiders not til 11 for a boss or 16 otherwise
Your original merged patch was fine... other than the balance issue from the original author... other than you included the esps for the guns.
Your new one isn't a merged patch
You need NEITHER M14.esp nor M2216.esp for your original merged list to work 100% fine, because your esp will override the original plugins installed with all the other necessary assets.
Including them breaks some of the error checking performed by NMM.
e.g. if you uninstall both original guns, in the load order your plugin wouldn't show red, because it would still have the master esps, but it would be your plugin causing the crash.
In addition you have the unnecessary overwriting which could overwrite an original esp and cause a crash if the original had some changes. It is true the same could happen with an override... but as you are not modifying those files, why give yourself more maintenance work. If a leveled list is out of sync for a week it doesn't matter