Just a heads up with the 091a version: This requires a clean install to work properly, you will need to disable the mod with your manager, create a new save game, and then re-enable the updated mod.
This update also brings ba2 archives for everything, to make the best use of these you will need to delete the old loose files in data/textures/cross/weapons/BAL. The mod will still work if you don't remove the loose files, but you won't get the load time advantages of the ba2 archive.
Hello! For an unknown reason, it makes my game crash. I wish it didnt, i had to search to find out which mode made it crash...and its a gun. Which i find weird. I am guessing its because the last update is from a long time ago? If you want my L.O. i will give it.
The shotgun and rifle versions display fine when holstered. But the lobber does not display when slung. Is there some way to fix this? I have some skill in Xedit, and initially guessed it was a keyword issue, but had no luck discovering it. I suspect now it may be a script thing, but why do the other 2 versions work with no problem?
Anybody have a way to make this a complete replacer for the laser musket? Like I want the laser musket gone, and this in its stead, as the primary weapon in minutemen leveledlists
Easily done, with a bit of skill in Xedit: Find the vanilla weapon you want to replace. Note it's FormID and EDID-Editor ID. Find the weapon you want to use. Input those values into the the weapon you want to use. FormID in the right panel, EDID in the left. Save and close Xedit. Rebuild any replaced weapons you have in inventory. I find it's best to revert the weapon back to it's base configuration, then toss in mods. Done! New examples should be correct.
Bethesda logic: nerfing damage on auto receivers, continuous hostile npc health scaling and 50% player damage on very hard. This awesome mod is definitely something that should've in the vanilla togheter with The Zap Gun.
Apologies in advance if this has already been answered. I'm unable to access the Institute skin, as I am far into the game and the institute has been toast for quite a while now. Is there a workaround to access the skin, as the Institute has been destroyed and I can't access the Institute specific weapon.
Great mod: beautiful, detailed model and fits a good niche among the vanilla weapons without being overpowered. The ammo consumption is kinda nuts though--even the laser musket is more efficient! I'd love an option to lower how many cells each firing mode uses. I might try to make a patch that does that...
There are three "Object effect" records you can adjust to change ammo consumption, they can be found with "CROSSench_bal_AmmoCost". The values are offset by -1 (because pulling the trigger always consumes 1 ammo), you can adjust these values to your liking without editing or recompiling the script. The base values are 14/7/4 (15/8/5 actual cost) corresponding to the firing modes grenade/rifle/scatter.
Anyways thanks for the mod it's really great but.. i did try edit it with fo4edit but honestly only 2 shots and reload is really anoying, it keep just shoting 2 times per cell. the single item i find for change is magnitude on "CROSSench_bal_AmmoCost" don't mater if i edit it for 1 it keep just 2 shot per cell
Just wanted to say thank you for all your weapons. They are amazing. Truly some of the best. Also, as a heads up for anyone who might be interested to know, all your weapons work perfect, including positioning in VR.
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This update also brings ba2 archives for everything, to make the best use of these you will need to delete the old loose files in data/textures/cross/weapons/BAL. The mod will still work if you don't remove the loose files, but you won't get the load time advantages of the ba2 archive.
The shotgun and rifle versions display fine when holstered. But the lobber does not display when slung. Is there some way to fix this? I have some skill in Xedit, and initially guessed it was a keyword issue, but had no luck discovering it. I suspect now it may be a script thing, but why do the other 2 versions work with no problem?
Stumped. A little help?
it's not the same weapon, but it's a good weapon. If you don't like it, there are others from the same author (Aquila it's the first that come to my mind)
Find the vanilla weapon you want to replace. Note it's FormID and EDID-Editor ID.
Find the weapon you want to use.
Input those values into the the weapon you want to use. FormID in the right panel, EDID in the left.
Save and close Xedit.
Rebuild any replaced weapons you have in inventory. I find it's best to revert the weapon back to it's base configuration, then toss in mods.
Done! New examples should be correct.
This awesome mod is definitely something that should've in the vanilla togheter with The Zap Gun.
Really neat and beatiful, endorsed!
Use discount code "cross99off" to get the pack free!
i did try edit it with fo4edit but honestly only 2 shots and reload is really anoying, it keep just shoting 2 times per cell. the single item i find for change is magnitude on "CROSSench_bal_AmmoCost" don't mater if i edit it for 1 it keep just 2 shot per cell