I was asked to make a compatibility patch for a mod I uploaded here: http://www.nexusmods.com/fallout4/mods/14063/ I did so (added an extra muzzle mod that uses your spread stats, renamed both splitters and updated the appropriate mod lists).
In the process I noticed a few issues (all of them easy to fix): - There's an ITM record modcolgroup_LaserMusket_ShortBarrel_ExtensionWithBracket_AND_Splitter, though this record isn't used anyway so it doesn't really matter. - The OMOD lists modcol_LaserGun_Muzzles_Splitters and modcol_LaserGun_Muzzles_Splitters_AlwaysHave don't have levels set on the new mods, so they can potentially be found in loot or on enemies at any level. Vanilla gates the basic splitter at level 15 and amplified at 22 in the first list, and 0 and 22 in the second. - The two new mods lack misc mod items, which causes the crafting menu to act strangely (wrong mod items linked to the wrong actual mod and so on). In the CK just find your two new mods, co_mod_LaserGun_Muzzle_Splitter_Narrow_A and co_mod_LaserGun_Muzzle_Splitter_Narrow_B, right click them and select "Create Loose Mod" for each of them. That'll create two new forms, the same editor ID as before but with miscmod_ prefixed. Now just set a cap and weight value for them and you're good to go.
I was actually looking at that mod the other day and it should be fairly simple to do. I left the recoil at default levels in version 1.0 because it was kind of balancing, to me, but I can definitely make a compatible version.
Quick Question, does my mod have an affect on the vanilla beam splitters? I renamed the vanilla splitters, but left their stats unchanged and I want to know if that is inadvertently affecting the performance of vanilla beam splitters.
I should have it up later this afternoon or evening, hopefully.
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http://www.nexusmods.com/fallout4/mods/14063/
I did so (added an extra muzzle mod that uses your spread stats, renamed both splitters and updated the appropriate mod lists).
In the process I noticed a few issues (all of them easy to fix):
- There's an ITM record modcolgroup_LaserMusket_ShortBarrel_ExtensionWithBracket_AND_Splitter, though this record isn't used anyway so it doesn't really matter.
- The OMOD lists modcol_LaserGun_Muzzles_Splitters and modcol_LaserGun_Muzzles_Splitters_AlwaysHave don't have levels set on the new mods, so they can potentially be found in loot or on enemies at any level. Vanilla gates the basic splitter at level 15 and amplified at 22 in the first list, and 0 and 22 in the second.
- The two new mods lack misc mod items, which causes the crafting menu to act strangely (wrong mod items linked to the wrong actual mod and so on). In the CK just find your two new mods, co_mod_LaserGun_Muzzle_Splitter_Narrow_A and co_mod_LaserGun_Muzzle_Splitter_Narrow_B, right click them and select "Create Loose Mod" for each of them. That'll create two new forms, the same editor ID as before but with miscmod_ prefixed. Now just set a cap and weight value for them and you're good to go.
Any chance you would/could make it compatible with "Lasers have no recoil"?
Quick Question, does my mod have an affect on the vanilla beam splitters? I renamed the vanilla splitters, but left their stats unchanged and I want to know if that is inadvertently affecting the performance of vanilla beam splitters.
I should have it up later this afternoon or evening, hopefully.
It renamed it, and also prevented the No-recoil from working.
I noticed the uploaded file, will try it today and thanks for the awesome mod!