Fallout 4

457 comments

  1. Mandrath
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    great mod
  2. Camerbach
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    i have an issue as better mod descriptions can't recognize this mod's existence, mainly bc the letters GOTY were added to the name of the esp, is it possible to change the name of the esp and that will fix it? or is better mod descriptions just incompatible with this mod now? hoping for a quick response!
    1. frogs345
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      Yeah, it's incompatible. This mod got a complete rebuild at some point, so any older compatibility patches won't work with this.

      Even Better Mod Descriptions does have patch that works with this version of the mod, but it hasn't been updated in quite a while, so there are changes it won't reflect and weapon mods it won't change the description of.
    2. Camerbach
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      That stinks, well, thanks for the reply, great mod btw
  3. WommyJuzo
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    how do i use the underbarrell mods for the combat rifle?
    1. frogs345
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      Assuming you mean the bipods, you can't use them. They're only cosmetic. As far as I'm aware, there's no way to make them function, in both the base game or through mods. There could be mods I'm not aware of that can do it, but even then, compatibility with this would have to come as an addon anyway.

      If you mean any other sort of underbarrel mods, then they're not from this at least. That would have to be some other mod.
  4. kuroyure
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    can there be an option that adds a separate scope slot for the fat man instead of 2 new launcher types that make it incompatible with nuka nukes and the bowling ball launcher + any other fat man mods, i love this mod but id like to use it with mods that fix the glitch that makes it so any nukes shot at a downward angle explode at your feet, i basicaly never use the fat man because of it
    1. frogs345
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      No, that's not possible. The way that the game handles adding targeting to a weapon means that there has to be new launchers for it. There's not really any way around it as far as I'm aware.

      If you want Targeting Bowling Ball and Nuka-Nuke Launchers, there's a compatibility patch in Unique Weapon Mod Recipes for it.

      As for the incompatibility with other mods, the best thing you can do is create a compatibility patch in FO4Edit yourself for it. I believe there's a reason I didn't do something like that in my mods, but it's been a while since I've looked at that sort of thing, so I can't say what it is.
  5. Mustang052484
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    So I looked around and couldn't find an answer so sorry if this has been covered. How does this play with extended weapon mods?
    Extended weapon mods at Fallout 4 Nexus - Mods and community (nexusmods.com)
    1. frogs345
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      I believe it's come up before, but I wouldn't know what page to look on in here either.

      Personally, I wouldn't use that mod, as it's pretty buggy and will cause problems with your weapons. But if you do decide to use it, there won't be many issues with this mod specifically. The only thing would be that NPC/vendor/world versions of the Hunting Rifle, Combat Rifle and Sledgehammer would only spawn with the mods from whichever mod is lowest in your load order.
    2. Mustang052484
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      I see, thanks for the response, I'll just stay with yours!
  6. scruffles01
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    this mod makes me stuck in an infinite loading screen
    1. frogs345
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      Have you tried loading the game with just this mod activated?
  7. IllusiveMan196
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    What's the purpose of HPVW ba2 file? And if I merge in this new shards fix, which of the two ba2s it should be in?
    1. frogs345
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      The HPVW BA2 is for compatibility with High Poly Vanilla Weapons. It's an alternate version of the Main BA2, with the meshes changed to use their higher poly versions. If you want to use it and you're installing it manually, you'll want to remove the existing Main BA2, and rename the HPVW BA2 to CutWeaponModsRestored-GOTY - Main.BA2. Hopefully that makes sense.

      As for merging the shards fix in, it'll go into the Main BA2, with the rest of the meshes. This applies whether you're using the standard Main BA2 or the HPVW version of it. I am planning on releasing a full update that will merge it in officially, along with including other changes, but I don't have an ETA for when that will come out right now.
  8. Double Glass Shards mod for the Boxing Glove appears to have a strange bug that causes its glass shards to turn pink, which is only fixable by hovering over other glass shard mods in the workbench.
    1. frogs345
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      Good catch! I must have only ever scrolled down the list rather than going straight to that option. I'll look into what I can do to fix this.
    2. frogs345
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      I've uploaded a file that appears to fix it on my side, but I'd appreciate if you could test it for me to make sure as well.
    3. Enesore
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      Looks like that did the trick. Thank you.

      There's a settlement that needs your help couple more things I've compiled over time, if I may:
      1. I would appreciate it if Gamma Gun's Splitter Dish used a dn_HasBarrel_Shotgun keyword instead of dn_HasMuzzleBeamSplitter and would rename the weapon to Gamma Scattergun, in the same spot where Target Seeking Fat Man used to be. This would make Electric Signal Carrier Antennae and Splitter Dish not overlap with each other, and would make things tidier in my work-in-progress INNR project, which includes out-of-the-box CWMR compatibility.
      2. Combat Rifle Short Fluted Barrel's crafting requirement should be bumped down from Gun Nut 4 to 3, as the barrel after it has a Gun Nut 3 requirement, causing unevenness.
      3. Combat Rifle's Drum Magazine and Small Quick Eject Magazine should both require Gun Nut 2 (instead of 4 and none), as their current progression is very jagged instead of linear. Combat Shotgun's Standard Quick Eject Magazine should also have the same perk requirement (though that might be more down WMF's alley).
      4. Fat Man's Targeting Computer could be made into a functional mod by making it reduce AP cost in V.A.T.S. Its crafting requirements would need to be changed accordingly.
      5. Long Ported Barrel (Alternate) mod for the Lever Action Rifle could be changed to Long Light Ported Barrel, with its stats, crafting requirements and MiscMod name altered.
      6. Speaking of Boxing Glove, its Glass Shards don't really mesh with the weapon's progression. For example, Small Glass Shards and Large Glass Shards are both inferior to Lead Lining in terms of damage, but they're treated as a straight upgrade when it comes to crafting and the modcol.
      7. There's a small typo in Fat Man's No Sights mod description: it's missing a period at the end.
      8. High Explosive and Nuclear receivers for the Broadsider are a bit underpowered, given the cannonballs' rarity and Nuclear Receiver's rate of fire. I turned their explosion damage up to 200 and 250, respectively, but it's ultimately your call.
      9. Raider Bayonets currently aren't really worth crafting due to them requiring Blacksmith instead of Gun Nut and having high Adhesive cost.
      10. Broadsider's receivers would benefit from having keywords for use in INNRs, using the same principle as the freezing rocket mods (repurposed vanilla keywords).
    4. frogs345
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      Good to hear that works. I'll put that in as part of a full update later on, but it can stay as an update file for now.

      On that note, I wasn't expecting so much, but I appreciate it! Balance has never been my strong suit after all. I'll have a look at implementing those soon, and seeing if there's any reason as to why some of those are set up the way they are.

      Two that I can comment on are the Fat Man Targeting Computer and Raider Bayonets.

      While I think the suggested change for the Targeting Computer is good, it's not something I'd do. The Targeting Computer was supposed to be part of the Targeting Launchers, but to avoid issues with combining the models and to provide compatibility with other mods that change the models, I split it into its own mod. It's not the most ideal way for it to work, but it's the best solution that I was able to find for it.

      As for the Raider Bayonets, I think what happened was they originally were supposed to cause a bleed effect when bashing, but it ended up being bugged, and I guess I just removed that effect without ever tweaking the crafting requirements to match.
    5. Enesore
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      On the topic of #4 and #7, I think the better option might be to just detach loose mods from both No Sights and Targeting Computer (they cost nothing to build and thus should not have MiscMods), remove stat changes from the latter so that it's not a detriment, and remove the description from No Sights (No Muzzle and No Upgrade don't have descriptions).
  9. audiodef
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    Would you be willing to make a patch between this and Weapon Mod Fixes? Or alternatively, would you be willing to comment on whether only one of these two mods should be used? I have both in my load order, and making a patch looks pretty simple. It's just that there are items that look like they should not both go together, so I'm not sure which one would uphold the intent of either or both mods. For example, dn_HasBarrel_Ported [KYWD:0002D9A6] or dn_HasBarrel_Finned [KYWD:0002D9A7]? Anyway, some advice from the source would be super awesome.
    1. frogs345
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      There is a patch for this and WMF in the download for this mod, though. It's accessible either through the options when installing this mod in a mod manager, or in the Patches folder alongside the rest of the files if you're installing it manually.
    2. audiodef
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      Perfect, thank you!
  10. DeNooZeRX
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    mod adds alot dmg to several weapons without any reason 

    laserrifle given to me by paladin danse has 47 dmg with mod enabled and 27 without , any idea what could cause this? i would like to keep using this mod 
    1. frogs345
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      It's not caused by this mod. All this mod does in regards to the Laser Pistol/Rifle is add the shape to the name of the existing Reflex Sight, restore the cut Reflex Sights, and make it so the game can spawn weapons with them. Nothing in there touches weapon damage at all.

      There must be something else causing this for you, like another mod.