So, I have a strange problem. When I add the weapon to my inventory, it works fine when I equip it and wield it, but as soon as I highlight it at a workbench or inspect the model in my inventory, I get an immediate CTD. Are there any compatibility issues that I missed, or is this a new issue altogether? I love the idea of the mod and really want to use it, but I'm not sure what's happening.
Is there something that AWCKR or Any Mod Any Weapon might not like about viewing the model in Pipboy or workbench? Trying to figure out possible issues. What's weird is that it works fine otherwise. I can equip it, fire it, drop it and carry it around, but the second I look at it in Pipboy Inspect or workbench, it crashes with no error message. No matter the load order or manual install vs NMM install.
Can confirm that it works after update. Creation Crap sucks, but I don't want to miss out on mods like this. Works great, by the way. Excited to see more from this.
Aesthetically, these new mods look great. Well done!
Just an idea...I always liked the fundamental look of the combat rifle and the combat shotgun. (Are you planning to include the shotgun in this mod eventually? Given that it's basically the same weapon, I really think you should). What bothered me about the original vanilla weapons was that they lacked detail, moddability, and that they looked identical, though the new Creation Kit skins have really helped with the weapons' appearance. Now if these weapons were part of a modular system, then the identical looks would make a lot of sense. I think calibers are key. This would allow the player to create anything from a .38/.45/.44/10mm SMG to a 5.56/7.62/.308 automatic assault rifle to a 7.62/.308/.50 sniper rifle to a 12g shotgun. That would be a great modular system.
Anyway, looking forward to seeing how this mod develops and keep up the great work.
Check out some of my VWE teaser images on the image share, you might be surprised!
Shotguns will be part of the mod eventually, but in their own class rather than as part of other guns. Once I can work on animations I will remodel the combat shotgun into a pump action.
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How about melee weapons too? They are lacking customization atm.
Just an idea...I always liked the fundamental look of the combat rifle and the combat shotgun. (Are you planning to include the shotgun in this mod eventually? Given that it's basically the same weapon, I really think you should). What bothered me about the original vanilla weapons was that they lacked detail, moddability, and that they looked identical, though the new Creation Kit skins have really helped with the weapons' appearance. Now if these weapons were part of a modular system, then the identical looks would make a lot of sense. I think calibers are key. This would allow the player to create anything from a .38/.45/.44/10mm SMG to a 5.56/7.62/.308 automatic assault rifle to a 7.62/.308/.50 sniper rifle to a 12g shotgun. That would be a great modular system.
Anyway, looking forward to seeing how this mod develops and keep up the great work.
recievers:
- standard
- hardned
- advanced
caliber:
- .38
- .45
- 10mm
firing mod:
- automatic
- semi-automatic
- carbine
- salve
so that we can change between these options
and a option for seethrough scopes
that would be great addition
Shotguns will be part of the mod eventually, but in their own class rather than as part of other guns. Once I can work on animations I will remodel the combat shotgun into a pump action.
https://www.nexusmods.com/fallout4/mods/22801