It's a fix for a single mesh file that I uploaded while working on a larger update for the mod, with the plan to include it in the main mod when that update came out. Unfortunately, it's been delayed thanks to Starfield and life things, but I'm intending on getting the update out this year.
Yeah, it works without significant issues. There's a minor bit of inconsistency with the the base plugin but nothing significant, while with the implementation patch, NPC weapons will spawn with the weapon mods for either this mod or that mod, depending on which loads last.
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!
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 Descriptionsdoes 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.
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.
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
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.
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.
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.
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It's a fix for a single mesh file that I uploaded while working on a larger update for the mod, with the plan to include it in the main mod when that update came out. Unfortunately, it's been delayed thanks to Starfield and life things, but I'm intending on getting the update out this year.
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.
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.
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.
Extended weapon mods at Fallout 4 Nexus - Mods and community (nexusmods.com)
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.
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.