1161 comments

  1. jsnider193
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    Sticky
    Version 3.7.0 is now up.  Adds in the CAWL version bolt rifle and a power sword plus fixing some items for the player.

    Some weapons are in the wrong construction category at the chem station .. will fix in few days. 

    This will be the last fix to the MOD as changing how weapons and other items will be added in the future.  We will be adding items as stand alone mods with this as a parent to them .. thus if do not want the weapon you do not have to add it in .. hopefully we can make them all as flagged esp so will not count against the load limit.  So not done adding in 40K weapons just gonna change how do so as the mod has grown a tad past what we thought it would be.
    1. jsnider193
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      BIG NOTE: If d/l the alternative esp you still need wither the 3.7.0 update or the full release as the alternate is nothing but the esp with none of the meshes or textures.
    2. jsnider193
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      3.7.1 up for the alternate esp .. no schematics to build the weapons.
      Fixed 3 weapons that were in the wrong recipe area and also the manuals missing that may cause crash for the mod

      3.7.1 up for the standard esp .. schematics to build the weapons.
      Fixed 3 weapons that were in the wrong recipe area,

      Special Request: 3.7.1 up for the standard esp .. schematics to build the weapons and all insects placed have been removed.  thanx to italiangamer89 for the request and input on this one.
    3. jsnider193
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      Quick note the ma_ for the templar cawl bolt rifle is set wrong and will need to be updated.  will have a new esp out for this shortly.
    4. jsnider193
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      Added patch to fix Templar CAWL bolt rifles and add in the wav files for the laser weapons that got missed in the uploads prior.
    5. jsnider193
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      Posted image of the M40 Autogun in the game.  Should have it up in a week  or so and will be standalone as indicated will try to do with all new weapon/content adds.
    6. jsnider193
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      autogun fix is a texture fix only for certain weapons to correct missing sayings not on it.
    7. jsnider193
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      AutoPistol in final testing .. should be released in a couple of days.

      autopistol implemented .. next will be shotgun.
    8. Arnelios
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      Um a, could you pls do make the robot version? its been just AWESOME see protectrons, assaultrons and sentry-bots with bolt-guns :)
      Only weapons of course, make servitor/ dreadnought and mechanicus-kastelan parts is really tall order, but boltguns and plasma-guns for robots be so cool enough to! <:o
    9. jsnider193
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      not sure if can do but will look into what is required and see if feasible with my time limits right now.  Oh will be finishing up the 40K gravgun and releasing it as stand alone for those needing another 40K fix.
    10. Rydogg21
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      WORKS FINE THANK-YOU !
      (You are a God Emperor among modders)
    11. JuuzouSuzuya13
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      A real power fist would be goddamn amazing!
    12. jsnider193
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      i'll think on that fist .. trying to finish some lasers but just can not get into it right now.
  2. funsnailz
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    Why cant I craft all the weapon mods? For example id like to craft the Cawl Ultramarine imperatoris bolt rifle mod and it wont let me because I lack the requirments. I have 4 science and 4 gun nut. Thanks.
  3. SomeAsianGuy420
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    I have a slightly dumb request. Could you make a version of this mod to have the sound effects for the one chain gun in this mod to share the minigun sound effects as the vanilla miniguns?
    1. jsnider193
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      I'll double check but I thought I used the vanilla in game sounds for them????  Right now not sure but can look with CK or FO4edit and see what be there
    2. SomeAsianGuy420
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      Np, its just for some reason, the power chaingun's firing sound seems to have a bug where there's no firing sound, either that or the firing sound does not match the vanilla minigun's firing sound effects.
    3. jsnider193
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      thanx will help when get a go at checking it .....
  4. Flemming
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    I have a deeply ignorant and stupid question. I cannot figure out which ammo recipe translates to HBP-1 ammo. Could someone please help?
    1. jsnider193
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      need to get my notes out but will be back with an answer ... as a guess should be for the heavy bolter

      before open up the mod have you looked at: 4B. AMMUNITION: Other then the ammunition found in boxes you may build all rounds at the Chemical Workbench under 40K Ammo.  The general formula for this is as indicated below.

      in the description??
  5. jord2117
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    Can I ask where the barges are please? I tried looking in the description but couldn't make heads or tails of it, also I noticed the Imperial Guard las rifle makes no sound when firing, is this intentional? Also how do you get the key card for the cathedral on the Glowing Sea barge?
    1. jsnider193
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      location in read me but 1st one is at a place build a colony above a pond from there can go to the 2nd over the atlanic and there get key to 3rd in the radioactive wasteland.

      if want more detail please PM me
    2. FoxFire1225
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      how do you get the key card for the cathedral on the Glowing Sea barge
  6. GamerMan43906
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    So I tried out your mod, and downloaded the one without schematics via Vortex.   Problem is the weapons are invisible (they're not showing when viewed on a workbench or Pip Boy, and they don't show whenever I'm holding/equipping them). All of the mods I downloaded from Nexus I used Vortex, because it's easier for me to use and understand.  I have the AWKCR mod (downloaded via Vortex), if it's possible to have your mod put there.
    1. jsnider193
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      vortex does not d/l my mod correctly many times.  puts things in the wrong location from what one of my testers found out.  Can go through the details on what to check if interested.  It is not for all folks but this has happened to me when tested vortex, why stayed with NMM
    2. GamerMan43906
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      So I searched through other comments talking about the same problem here and on Reddit and to me, both tell me to go to the Fallout4.ini file and edit something under [Archive], right?  Well I have two Fallout4.ini files:  Fallout4.ini.baked and Fallout4.ini.base.  Which one should I go into for the editing?  And yes, can you tell me the details on what to check?   I'm not exactly a genius modder or computer programmer so I don't know if I should touch those .ini files.  Thank you.
    3. jsnider193
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      Hi ... sorry for delay had to work for the wife here a bit

      well the description for the mod here tells u what to add and what to put in the ini (in documents/my games/fallout4/Fallout4.ini).  U can try making the changes to the custom ini version but I have never had that work for me or the testers for the mod.

      As for looking check data/meshes (where your F4 folder is on your PC) and make sure have the directories there for 40k Bolt Pistol, 40k Bolter, and 40K Weapons.  Under each of them should have a long list of colors plus barrels etc that set what show in game as a model.  If they are there then textures should be in the right directory also.
    4. GamerMan43906
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      Ok I checked all the meshes in all the directories you mentioned and they're there.  I also did what the description said concerning the .ini files and the lines were already there exactly as instructed, like bInvalidateOlderFiles=1 and sResourceDataDirsFinal= .  I also went to FalloutPrefs.ini and added under [Launcher] bEnableFileSelection=1, which I got from a Reddit answer also mentioning a similar problem involving Fallout4.ini.  That step didn't help.   I also tried uninstalling the mod from Vortex then reinstalling manually, but that also didn't work.  At this point I'm at my wit's end and don't know what else to do.  The only thing I think that's wrong is Vortex moved everything to the Fallout 4 folder within the x86 Program Files, instead of the Fallout 4 folder in the Documents section.  I think that's the "wrong location " you mentioned initially.
    5. jsnider193
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      if have nmm might try using that as so far no one has had issues with it installing the mod.

      will be doing a ba2 of this at some point as only have a few more fixes/adds to do so that might make it work with vortx
    6. GamerMan43906
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      Ok thanks.   I made a mistake, what I meant to say was Vortex moved the files to the Data folder within the Fallout 4 folder in the x86 files.  But I think NMM's like outdated and skipped over for Mod Organizer 2.   Can't wait enough for the BA2 but take your time. Oh and please upload a ba2 with no schematics.
    7. jsnider193
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      NMM is still being maintained here, not as robust as the others but for just installing a mod works fine with no xtra adds to it
    8. GamerMan43906
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      I tried downloading NMM but it needs Net 4.5 installed, and apparently Net 4.5's no longer available for downloading.  I'm on Windows 11 just so you know.
    9. jsnider193
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      on 11 also as for 4.5 might try

      https://dotnet.microsoft.com/en-us/download/dotnet-framework/net45

      in small print off to the side they have the d/l button for it although most of the page says go to 4.8
  7. psyyo
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    Really weird folder structure..
    You don't need and shouldn't have the 40K_NEW or DATA folder in the mod archive, that's why Vortex doesn't install it.
    Archive root should just be ESP, BA2 files, and relevant folders.

    Cool mod though, fits in well with all the other similar themed mods for a kickass Space Marine overhaul :)
  8. kingvars
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    Hi sir
    I downloaded the mod and it works,
    i cleared the barge over jamaica plains
    but the one over the Atlantic can't reach it because i'm in the water and no way to reach although it's on my HUD map but when i reach under it i can't reach to it and no entrance like the first one
    could you give me a help here.
    1. jsnider193
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      the transport on the raised portion of the barge at jamaica will take u there ... have to activate it and should get the option to go there
  9. donot1
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    im sorry but i cant find the coords to any of the key cards for the cathedral 
    1. jsnider193
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      the cathedral is in the radioactive area near a temple like structure??  not sure what coords referring to for it?.  Thought posted an image of location will have to check
  10. SirTerminate
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    The battle barge with the settlement seems to have a bug where you can't claim the workshop, and it says there are enemies nearby, even though there are none, neither on, over, or in the ocean under the barge itself. Workarounds with console commands seem also not to work.
    1. jsnider193
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      Aware .. have run into with one tester but so far none of us have been able to find the dang thing.  So we are still looking but not sure will get fixed unless strip out all critters and redo them.
    2. nogard53
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      Yeah. I'm having the same issue. Found one assaultron in the ocean and hacked it to self destruct. still can't claim the place. 
  11. trainEvantgse
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    How do i install it manually it was very obsucre
    1. jsnider193
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      If open up the zip file will see the 'data' directory under 40K_NEW, now can either in separate area open up FO4 and go to data directory (do not click on it to open) there then copy the data directory in mod and paste to FO4 (common\FO4).

      Other way is open your games FO4 data directory and then copy the sub directories (data is one level down from 40K_NEW directory) in the mod's data directory to FO4 game