Fallout 4
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Kaelle

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Kaelle

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  1. Kaelle
    Kaelle
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    Apparently there are mods that remove keywords from items/weapons (a specific example was reported with Better explosives removing the heavy weaponry keyword from the missile launcher) so if you are having issues getting this mod to work with a specific weapon try having a look using FO4Edit to see if any keywords have been removed by other mods (google will be your friend here).

    Alternatively, the optional version in the files tab removes a lot of the keyword restrictions and should allow any gun/weapon to be added. Just remember to only use ONE version of the mod.
    Also, if you do just use the alternative version, instead of finding and re-adding keywords, you will have to add any problem weapons to the definitions manually as the automated system the mod uses still relies on keywords.
  2. Kaelle
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    Hi,

    It's been ages since I've played, or modded, FO4. I've been thinking about playing again recently and figured I'd check in on my old mods while considering a new load order. I was pleasantly surprised to see the number of endorsements, downloads and positive comments :) 
    I also noted that there may be a few issues that need looking into, however unfortunately I don't have the time to do anything about it at the moment - To be honest I thought I'd return to a bunch of comments complaining about the mod being a buggy mess so I'm glad it seems to have held up ok for the most part.

    I may end up tinkering with the mod again at some point but I'm not making any promises and just wanted to make it clear that I'm not currently supporting this, or my other mods.
    This also means the likelihood of converting the hollotape system to a MCM one is pretty slim. If I do ever pick it up again I'll give that a crack but don't hold your breath - having said that, if it's possible for someone else to make a patch to do that (not sure if it is or not) and they decide to do it, let me know and I'll link to it from here.
    1. OscarN1N7
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      Whether you decide to tinker with your mods or not, I just want to say thank you for taking the time to make them. I love this mod in particular and I really appreciate you making FO4 that little bit better for all of us!
  3. shameimaru
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    I want to keep the heavy weapons in my power armor. The storing part went without a hitch, as I can tell my gatling laser is in my T51 when I hover the cursor over it. The trouble is, the weapon is gone and missing when I am actually in the power armor. IIRC, this has something to do with the PA hud switcher mod (to be exact, it is immersive power armor hud based on that mod) I am also using. Is there any workaround to make the two mods to play nice with each other?
  4. followillingly
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    although i’m not sure if it can be, can i request permissions to port to xbox?
  5. 73op07d
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    It seems this mod is broken.
    Would love to see it working as it is a must-have.

    The mod works until you either change cells (go through a door, past a loading screen) or exit the game/reload a save.
    Then all stored weapons/items become locked and inaccessible.
    Resetting or uninstalling the mod from the holotope does not return the weapons/items stored to the player inventory.

    Is this a mod issue or am I doing something wrong?
  6. Jinewill
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    Anyone know the console commands for the holotape? cant get it to spawn in vr
  7. rp20010
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    Doesn't work for me in FO4 VR, I'd like to know if anyone else has it working it the VR version? Says the mod is loaded when I load a clean save but when I enter the power armor the holotape is missing.

    FYI - the VR version doesn't have any 3rd person power armor entry animations.
    1. Jinewill
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      same problem in fallout 4 vr, you must be on the money about the lack of animation
  8. courtofhalls
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    Very cool mod but can't seem to work with either version unfortunately. 
  9. Bladakan
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    First, this mod is excellent. I have no idea how I could have played PA without it for so long, specially seeing as this type of a mod is something I've been searching for.

    I do have a question that I couldn't find an answer to: Can you 'trade' with PA frames' inventory? As in, once you exit the PA, can you then take the stored items out, or do you have to drop/store items before exiting?

    Thanks a lot!
  10. geala
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    The mod is awesome and gives PA a new sexy feature. Very well done. In addition to the convenience of the storage it's also a certain prevention against the FO4 feature I hate the most by a far margin, settlers being able to take weapons from the workbench. Now my minigun etc. is safe without the annoying procedure of putting it in an inaccessible chest each time.

    What I miss is a possibility to store fusion cores. Or maybe it is possible and I'm to dump to find out how.
  11. BlackZero500
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    Hey there. This is one of my Favorite Mods! It actually made Power Armors playable for me. I would really like to see another few features in this mod. First off, that you can only use Heavy Weapons with Power Armor, cause be real how are you gonna grip a Pistol with thos Powerarmor Hands? And Also that i cant access my "Normal" Inventory while im inside the Power armor cause how am i gonna use Stimpaks while in Armor? And how would i even reach for them?? That would be really really cool.
  12. poseidon595
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    I found that the missile launcher is classified as "explosives" with some mods. The Fat man on the other hand, I can't find a matching definition for.