Love all these fun ass f*#@ing weapons. Sadly, in FO4VR, with my 500 or so mods, this mod specifically crashes my game in certain areas like University Point. The new RE Pack does too so not alone. Any suggestions or thoughts would be welcome. In FO4VR new animations, like the pulse mailman gun thing, crash the game so maybe that has something to do with it.
Sorry if this is mentioned on the individual page- I haven't looked yet- but do you have the codes for all the postman-related stuff?
I may or may not have been in Sanctuary which may or may not have a ton of turrets which may or may not have blasted the postman to hell whilst I may or may not have been busy doing something else, and the body may or may not be lost God knows where.
My current headcanon for this is, Vault Tec created a vault filled with weapon scientists and charged them all with making the greatest weapons known to man and incorporating it into their culture, but the first generation of scientists said screw that and then the generations from then on started creating wacky fun nonsense items to amuse their children It's a bit hamfisted, but not exactly stupider than a lot of the vaults in FO3 and 4
Since I haven't changed anything for quite a long time now, it's very possible a patch did something to mess with it and I will look into it when I get Fallout 4 reinstalled, but could you be more specific? I know a patch caused problems with the Ergospheric Albondigizer a while back (and any mod that referenced new collision layers).
I know it isn't much help to those who don't have all the DLC, but the Season Pass version has been much more recently maintained. It too will get one update when the next, and almost assuredly last, weapon mod releases, but this year has been pretty tough.
Just to point out that for me the quest does not start although I have your note. And I would like to know if it is normal that several objects of the section bricabrac are found in the section mod or if this is a bug? Thank you for your reply
It's a bit hard for me to parse what you are getting at. Are you saying that some weapon mods at the Workbench related to the Bric-A-Blast are available for other weapons too? I will try to reproduce the quest not starting.
no , try to say that in the workshop or in the pip boy many objects are to pass from the section bric to brac to that of mods for example abraxo cleaner which I need for my washing machine is found in the section mods of arms And no longer in that bric a brac, so abraxo is considered as a mods of weapons and no longer as a component junk (bric a brac). And it's the same for many objects, I can make a list at my next games if needed. Hoping to be understandable because English is a problem and google is barely better than me. thinks a lot
Okay, it sounds like I know exactly what the problem is there; thanks for letting me know. A fix for that should be out within the next few days.
EDIT: Take a look at Version 1.21e, which should have fixed this recategorization problem by removing spurious loose mod selections from various object mod records. Let me know which junk remains in the Mods section, if any.
For general interest, 1.21e also has some fixes to a few weapons (e.g. Contrafister, GrabbityGun, Zetan Poltergun) and a "secret" method for completing the Scavenger Hunt quest and immediately getting all the weapons. If you take the note out of the Dugout Inn, put it on the ground, and then read it while crouched and leave, a container menu should pop up with everything in the mod (including Postman notes & clothes).
shovel ,anti freeze bottle , ashtray , abraxo cleaner ,abraxo cleaner intact , baby rattle , makemaster alarmclock alwais in mod section but the quest is good now
i wish you would have put them all around the commonwealth, i was disappointed when i saw most of the weapons were just lying around diamond city. searching far and wide would be fun.
I would have liked to do that, but there were a few considerations.
One, I initially thought I was just going to bring my Propulso mod over from Fallout 3 to Fallout 4. Then, I swore I would be done after pulling off the Portal Gun... I did a few one-offs, promising myself that it was done. And then it ballooned from there: I never planned to do all of this, so I stuck with the Diamond City shtick because it seemed almost a challenge to fill most of the cells with weapons.
Two, people really didn't like the experience of having to find the first two weapons! The whole wait for the Postman to attack you thing confused people mightily (at least that was funny) and a whole lot of players didn't even know what Choice Chops was, let alone that it had a meat freezer. The number one comment/question/complaint/PM is "where do I find this?", and these are not the kind of weapons that belong in everyone's leveled lists!
That said, if I did plan this or do it over again, I would want to put them in appropriate and odd places and make it a real hunt, add more minibosses who use some of the weapons on you, make little quests, etc. Then again, people might have passed the whole thing by if it was too hard to find even a fraction of the weapons. That's why I added the afterthought "Scavenger Hunt" quest with quest markers, and now the secret backpath, to make it easier for players to mess around with.
No, you have to get DLC requiring mods (Robo Rumble, It Came From Far Harbor!, Beverageer's Stash, and Chicago Typewriter) separately for now. This just packages the older mods from months ago, and that fact should now be clearer in the file description.
As of Version 1.2, all the wacky weapons in the main file should be weightless, since there isn't much point for this mod in complaining about realism. The next update to the DLC packs should add weightless weapons too (with them installed, there are closer to 80 wacky weapons, or, at least, affiliated items.)
60 comments
I may or may not have been in Sanctuary which may or may not have a ton of turrets which may or may not have blasted the postman to hell whilst I may or may not have been busy doing something else, and the body may or may not be lost God knows where.
It's a bit hamfisted, but not exactly stupider than a lot of the vaults in FO3 and 4
I know it isn't much help to those who don't have all the DLC, but the Season Pass version has been much more recently maintained. It too will get one update when the next, and almost assuredly last, weapon mod releases, but this year has been pretty tough.
EDIT: Take a look at Version 1.21e, which should have fixed this recategorization problem by removing spurious loose mod selections from various object mod records. Let me know which junk remains in the Mods section, if any.
For general interest, 1.21e also has some fixes to a few weapons (e.g. Contrafister, GrabbityGun, Zetan Poltergun) and a "secret" method for completing the Scavenger Hunt quest and immediately getting all the weapons. If you take the note out of the Dugout Inn, put it on the ground, and then read it while crouched and leave, a container menu should pop up with everything in the mod (including Postman notes & clothes).
i wish you would have put them all around the commonwealth, i was disappointed when i saw most of the weapons were just lying around diamond city. searching far and wide would be fun.
One, I initially thought I was just going to bring my Propulso mod over from Fallout 3 to Fallout 4.
Then, I swore I would be done after pulling off the Portal Gun...
I did a few one-offs, promising myself that it was done.
And then it ballooned from there: I never planned to do all of this, so I stuck with the Diamond City shtick because it seemed almost a challenge to fill most of the cells with weapons.
Two, people really didn't like the experience of having to find the first two weapons! The whole wait for the Postman to attack you thing confused people mightily (at least that was funny) and a whole lot of players didn't even know what Choice Chops was, let alone that it had a meat freezer. The number one comment/question/complaint/PM is "where do I find this?", and these are not the kind of weapons that belong in everyone's leveled lists!
That said, if I did plan this or do it over again, I would want to put them in appropriate and odd places and make it a real hunt, add more minibosses who use some of the weapons on you, make little quests, etc. Then again, people might have passed the whole thing by if it was too hard to find even a fraction of the weapons. That's why I added the afterthought "Scavenger Hunt" quest with quest markers, and now the secret backpath, to make it easier for players to mess around with.
I'm glad you like the effects.