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jsnider193 - iramike - Ragnarr1313 and dannymuncyUploaded by
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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.
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.
autopistol implemented .. next will be shotgun.
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
(You are a God Emperor among modders)
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??
if want more detail please PM me
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.
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
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
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 :)
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.
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