Hey folks, I just fixed some of the most prominent bugs:
-Removed unnecessary masters (Automatron DLC no longer required) -Fixed supressor positions -Added AWKCR compatibility -Fixed Dugout Inn bug and removed it from that location.
Not sure what problems other folks are having, but I've been using this for years without issue. I overwrite it with the esp from the No AWKCR Mod Dump file for those wanting to get rid of that dependency. Lots of other great weapons have been added through the years, but I always keep this one in my load order.
I know this is an old comment but thanks for the heads up! I can confirm this works great for anyone exploring this mod but wants to avoid the brokeness of awkcr. There is also a scripted leveled list patch for the replacer plugin as well over here: https://www.nexusmods.com/fallout4/mods/49078
It's gotta be something related to the tactical reload mod, if you have the see through scopes mod, enter the pip boy, inventary and in misc search for the see through scopes options, there you can enable o dissable the tactical reload mod. IDK if this is the issue but try it, and sorry if my english gave you testicular cancer
Very new to Fallout 4 here, even newer to Fallout 4 modding. This, along with many other gun mods (but not ALL of the ones I've downloaded) appear invisible and I'm not sure how to fix it. I've narrowed down something in Vortex, where in the plugins, the mods that have the flag "Loads Archive" work perfectly fine. This is one of those mods that is not listed as "Loads Archive" and appears invisible when spawned in.
Just installing it through Vortex hasn't worked even though it's worked fine for other mods. If anyone can help I would greatly appreciate it!
So for people figuring out the problem of this weapon and for the author itself:
- the author forget to add the workbench keyword in constructible object record so it doesn't show in the workbench - the author use a quest to add the weapon to the leveled list but there isn't the actual script attached to the mod (the .pex file) so the quest turns empty and the weapon don't get added
SOLUTIONS: -add the keyword to the constructible object so you can craft the weapon -write a script to add the weapon to the leveled list and then attach it to the quest OR simply add the weapon to the proper leveled list with CK or FO4Edit, I have done the second
If someone want the the updated esp (for personal use) I can share it; I don't know if I can post it on the nexus
346 comments
-Removed unnecessary masters (Automatron DLC no longer required)
-Fixed supressor positions
-Added AWKCR compatibility
-Fixed Dugout Inn bug and removed it from that location.
Then where did you put the gun?
This, along with many other gun mods (but not ALL of the ones I've downloaded) appear invisible and I'm not sure how to fix it.
I've narrowed down something in Vortex, where in the plugins, the mods that have the flag "Loads Archive" work perfectly fine.
This is one of those mods that is not listed as "Loads Archive" and appears invisible when spawned in.
Just installing it through Vortex hasn't worked even though it's worked fine for other mods. If anyone can help I would greatly appreciate it!
- the author forget to add the workbench keyword in constructible object record so it doesn't show in the workbench
- the author use a quest to add the weapon to the leveled list but there isn't the actual script attached to the mod (the .pex file) so the quest turns empty and the weapon don't get added
SOLUTIONS:
-add the keyword to the constructible object so you can craft the weapon
-write a script to add the weapon to the leveled list and then attach it to the quest OR simply add the weapon to the proper leveled list with CK or FO4Edit, I have done the second
If someone want the the updated esp (for personal use) I can share it; I don't know if I can post it on the nexus