Terrific mod! Easy to use and add custom attachments. I was looking for something to replace TAS since it's kinda buggy. And this mod is perfect! Endorsed
These mods when used together completely transform the game with weapon mods that are highly configurable. 1) Mors Attachments Toolkit (swap weapon components on the fly - completely changing the role of the weapon) 2) Weapon Firing Mode Framework (switch between Semi, 3rd Burst and Full Auto with a single hotkey press - and it's customizable) 3) Fine Zoom (variable zoom scope capability)
#1 leverages immersive things like: 1) "folding stock" mods - which allows you to "unfold" the stock when needed and "fold it back" when you don't 2) Swapping ammunition caliber and types in mods that add them (i.e. from .45 ACP to a .45 Super magazine with the Mark 23 SOCOM (NovaFinch). Additionally swapping out things like AP rounds, Hollow Point, Flechette round, etc. 3) Swapping barrels (and in turn weapon calibers) for mods like the Thompson Center Contender. Shoot what you have, swap barrel to something else when you run out..... Imagine having a .308 and .50 barrel for your sniper (pistol/rifle). Hmm, I don't need a .50 (and I'm short on .50 ammo anyway) to take out some raiders - swap to the .308. Hmm, that Yao Guai might need a little extra - swap to the .50. instead of carrying 30 lbs of kit, you just carry 1 rifle and an extra barrel (or two).
#2 essentially allows you to use mods in every possible firing configuration, like an MP5 - switching mode(s) with a single hotkey. Turn it from a sub machinegun to a light assault weapon with a flip of the switch. You literally wouldn't need to have separate Semi Auto and Auto receiver types - just 1 receiver type. Don't want Burst but Semi/Full Auto - done. Don't want Full Auto but Semi/Burst - easy.
#3 allows you to use scopes like you'd use them in real life - dial them in and out as needed. Not meant to be used with reflex scopes, but actual high powered scopes. Too close for that x10 scope? Dial it back.
Imagine having all that customization at the same time - total immersive weapon gameplay.
Hi. Great mod. MY native is russian, so sorry for poor english. I have a trouble when try to add some replaced weapons. Using this mod: https://www.nexusmods.com/fallout4/mods/33523, try to add Beretta M9FS and Ru556. Beretta added as standalone weapon with leveled list injetion, rugger as replacer of assault rifles. I've added muzzles in arrays. It works for beretta, but ru556 won't work. Besides, if i drop ru556 to ground and take it again - it changes it's name to 5.56 assault rifle, and in weapon workbench menu there are mods for 5.56 assault rifle instead of ru556.
So I'm working in the ck making a plugin for the weapons I use, and a good number of them have more than 6 attachment points. Would I need to do anything extra or am I fine just setting the number above 6?
I dont think you need to do anything extra. I guess you looked into "Mors\AT.psc" where you saw those six "Slot_*" variables, and thought you need to create more for your additional attachemnt points? You can ignore those "Slot_*" variables, they are not used, just a leftover i forgot to remove, my bad, sorry for misleading you. You should be fine using any slot numbers you want. No need to make any changes to the scripts.
Thanks for clearing this up, and thanks for making this mod. My mods are very weapon heavy and it got frustrating using TAS with the combination of lag and not pausing the game. One last thing I'd like to know is how to tackle attachments that don't have an associated miscmod. Would I need to make one for it to function?
Yes, you will have to create the miscmod. Without a miscmod inventory item, the system would have no means of attaching the mod. You need something in your inventory to click on, and that is the miscmod item, without it i have no means of how to tell the script what you want to attach (it isn't like there is NO WAY, but i did not implemented any miscmod-independent way).
No ESP option included? So I got all excited for nothing. So far ESL implementation has been not only confusing but also hasn't worked one bit. ESL should be optional, not standard.
@Gaal: What is confusing about ESL? and how does it not work? From a user perspective there is very little difference (more like no difference - install, activate, play)
btw. if you have some doubts regarding ESL files, maybe this may help: https://www.creationkit.com/fallout4/index.php?title=Data_File#Light_Master And some more practical info from both user and modder perspective: https://www.nexusmods.com/fallout4/mods/27644/
ESLs are actually placed below ESMs but above ESPs. So what will happen if I want to create patch for weapon in ESP? As far as I understand patch requires weapon mod as master, but ESL can't have ESP as master.
But why would you want to make a patch? The main mod doesn't contain anything you'd want to patch. Only those " Mors.... - Fallout 4.esl" and "Mors... - Far Harbor.esl", and other "packs" (as i call them) contain the data you MIGHT want to mod, but that wouldn't make any sense ...their purpose is to be a database of sorts. If a "pack" doesn't work for you, then don't use it and make a new "pack" that does, and there is nothing that would prevent you from making it an ESP, ESM, or ESL - that is all up to you and the mods you are making the "pack" for (if they are ESP, then obviously you make the "pack" also an ESP so it can load after the mod, etc.).
The main file (not containing any data), can be ESL and can be placed ANYWHERE in the load order - it doesn't matter, EVER. The default "packs" (containing the actual attachment information) are made for official vanilla game and DLCs, and can be ESL or ESP - as long as they are loaded after the main file. If you are using some kind of weapon attachment overhaul, that shuffles around the vanilla attachments, removes them, adds new ones, changes them into something else, etc., then obviously you will not use those default "packs", but make your own "pack".
Creating patches would be against the purpose of these "packs". Sorry, i am already repeating myself, but i dont know how else to explain it :)
btw. i read that you can make ESL dependant on an ESP - but like i wrote, i never tried it, so maybe there is some kind of problem i dont know about. Luckily, that is something we dont need to concern ourselves with, when it comes to this mod.
I agree that the desription could use some improvement, but if you open the plugins in xEdit or CK and see whats inside, i am sure you will understand everything instantly.
btw. here is an "Example Load Order":
Fallout 4.esm DLCs... Unofficial Fallout 4 Patch.esm ArmorKeywords.esm HUDFramework.esm NAC.esm Mors Attachment Toolkit.ESL - (this is the main file, can be placed anywhere, but any "packs" must be placed after it.) Mors Attachment Toolkit - Fallout 4.ESL - (a "pack" containing actual Attachment information related to vanilla game weapons, place anywhere AFTER main file) Mors Attachment Toolkit - Automatron.ESL - (another "pack" for Automatron weapons, place anywhere AFTER main file) Mors Attachment Toolkit - Nuka World.ESL - (another "pack" for Nuka World weapons, place anywhere AFTER main file) Mors Attachment Toolkit - Far Harbor.ESL - (another "pack" for Far Harbor weapons, place anywhere AFTER main file) ArmorsmithExtended.esp PlayerComments.esp Some New Cool Weapon.esp - (some weapon mod you are using, if this would be ESL or ESM, it could be even above the main file) Mors Attachment Toolkit - Some New Cool Weapon.esp - custom "pack" providing support for weapons/attachments from the plugin above, must be anywhere bellow main file and the actual weapon plugin)
Congratulation for the useless first post to the both of you.
On related note. The mod looks very interesting. Tracking for now. Until I understand how to make compatibility patches for all m weapon mods. Which might be never.
Which weapon mods? Maybe i could have a look (no promises). But making new packs for this is easy, maybe only just a tiny bit annoying because of how you need to fill the attachment info array in CK, but there is nothing difficult about it. Like the description says - Copy one of the original pack plugins, rename it, change the name and Form ID of the quest, set the pack name and plugin file variables, put few weapons into the Weapons array property, fill the ModsXX sctructures - all you need is a mouse and your index finger, no brains required :)
Yes, but in this case i'd recommend doing it in the CK, because it will be quicker. At least for me it is - when i click on some field in xEdit to edit what form it points to, it takes at least few seconds until it gives me the list to select the form. In CK, the lists to pick stuff from are ready immediately, so even though it is almost as much clunky as xEdit, filling the data properties will be much faster. But yes, it is perfectly ok to do it in xEdit.
28 comments
I'm too much of a noob to do these things myself :(
1) Mors Attachments Toolkit (swap weapon components on the fly - completely changing the role of the weapon)
2) Weapon Firing Mode Framework (switch between Semi, 3rd Burst and Full Auto with a single hotkey press - and it's customizable)
3) Fine Zoom (variable zoom scope capability)
#1 leverages immersive things like:
1) "folding stock" mods - which allows you to "unfold" the stock when needed and "fold it back" when you don't
2) Swapping ammunition caliber and types in mods that add them (i.e. from .45 ACP to a .45 Super magazine with the Mark 23 SOCOM (NovaFinch). Additionally swapping out things like AP rounds, Hollow Point, Flechette round, etc.
3) Swapping barrels (and in turn weapon calibers) for mods like the Thompson Center Contender. Shoot what you have, swap barrel to something else when you run out..... Imagine having a .308 and .50 barrel for your sniper (pistol/rifle). Hmm, I don't need a .50 (and I'm short on .50 ammo anyway) to take out some raiders - swap to the .308. Hmm, that Yao Guai might need a little extra - swap to the .50. instead of carrying 30 lbs of kit, you just carry 1 rifle and an extra barrel (or two).
#2 essentially allows you to use mods in every possible firing configuration, like an MP5 - switching mode(s) with a single hotkey. Turn it from a sub machinegun to a light assault weapon with a flip of the switch. You literally wouldn't need to have separate Semi Auto and Auto receiver types - just 1 receiver type. Don't want Burst but Semi/Full Auto - done. Don't want Full Auto but Semi/Burst - easy.
#3 allows you to use scopes like you'd use them in real life - dial them in and out as needed. Not meant to be used with reflex scopes, but actual high powered scopes. Too close for that x10 scope? Dial it back.
Imagine having all that customization at the same time - total immersive weapon gameplay.
I have a trouble when try to add some replaced weapons. Using this mod: https://www.nexusmods.com/fallout4/mods/33523, try to add Beretta M9FS and Ru556. Beretta added as standalone weapon with leveled list injetion, rugger as replacer of assault rifles. I've added muzzles in arrays. It works for beretta, but ru556 won't work. Besides, if i drop ru556 to ground and take it again - it changes it's name to 5.56 assault rifle, and in weapon workbench menu there are mods for 5.56 assault rifle instead of ru556.
I guess you looked into "Mors\AT.psc" where you saw those six "Slot_*" variables, and thought you need to create more for your additional attachemnt points?
You can ignore those "Slot_*" variables, they are not used, just a leftover i forgot to remove, my bad, sorry for misleading you.
You should be fine using any slot numbers you want. No need to make any changes to the scripts.
Without a miscmod inventory item, the system would have no means of attaching the mod.
You need something in your inventory to click on, and that is the miscmod item, without it i have no means of how to tell the script what you want to attach (it isn't like there is NO WAY, but i did not implemented any miscmod-independent way).
From a user perspective there is very little difference (more like no difference - install, activate, play)
btw. if you have some doubts regarding ESL files, maybe this may help: https://www.creationkit.com/fallout4/index.php?title=Data_File#Light_Master
And some more practical info from both user and modder perspective: https://www.nexusmods.com/fallout4/mods/27644/
I cant find any problem with it.
PS: Just a noob question, I never used ESL yet.
The main mod doesn't contain anything you'd want to patch.
Only those " Mors.... - Fallout 4.esl" and "Mors... - Far Harbor.esl", and other "packs" (as i call them) contain the data you MIGHT want to mod, but that wouldn't make any sense ...their purpose is to be a database of sorts.
If a "pack" doesn't work for you, then don't use it and make a new "pack" that does, and there is nothing that would prevent you from making it an ESP, ESM, or ESL - that is all up to you and the mods you are making the "pack" for (if they are ESP, then obviously you make the "pack" also an ESP so it can load after the mod, etc.).
The main file (not containing any data), can be ESL and can be placed ANYWHERE in the load order - it doesn't matter, EVER.
The default "packs" (containing the actual attachment information) are made for official vanilla game and DLCs, and can be ESL or ESP - as long as they are loaded after the main file.
If you are using some kind of weapon attachment overhaul, that shuffles around the vanilla attachments, removes them, adds new ones, changes them into something else, etc., then obviously you will not use those default "packs", but make your own "pack".
Creating patches would be against the purpose of these "packs".
Sorry, i am already repeating myself, but i dont know how else to explain it :)
btw. i read that you can make ESL dependant on an ESP - but like i wrote, i never tried it, so maybe there is some kind of problem i dont know about. Luckily, that is something we dont need to concern ourselves with, when it comes to this mod.
btw. here is an "Example Load Order":
Fallout 4.esm
DLCs...
Unofficial Fallout 4 Patch.esm
ArmorKeywords.esm
HUDFramework.esm
NAC.esm
Mors Attachment Toolkit.ESL - (this is the main file, can be placed anywhere, but any "packs" must be placed after it.)
Mors Attachment Toolkit - Fallout 4.ESL - (a "pack" containing actual Attachment information related to vanilla game weapons, place anywhere AFTER main file)
Mors Attachment Toolkit - Automatron.ESL - (another "pack" for Automatron weapons, place anywhere AFTER main file)
Mors Attachment Toolkit - Nuka World.ESL - (another "pack" for Nuka World weapons, place anywhere AFTER main file)
Mors Attachment Toolkit - Far Harbor.ESL - (another "pack" for Far Harbor weapons, place anywhere AFTER main file)
ArmorsmithExtended.esp
PlayerComments.esp
Some New Cool Weapon.esp - (some weapon mod you are using, if this would be ESL or ESM, it could be even above the main file)
Mors Attachment Toolkit - Some New Cool Weapon.esp - custom "pack" providing support for weapons/attachments from the plugin above, must be anywhere bellow main file and the actual weapon plugin)
On related note. The mod looks very interesting. Tracking for now. Until I understand how to make compatibility patches for all m weapon mods. Which might be never.
But making new packs for this is easy, maybe only just a tiny bit annoying because of how you need to fill the attachment info array in CK, but there is nothing difficult about it.
Like the description says - Copy one of the original pack plugins, rename it, change the name and Form ID of the quest, set the pack name and plugin file variables, put few weapons into the Weapons array property, fill the ModsXX sctructures - all you need is a mouse and your index finger, no brains required :)
At least for me it is - when i click on some field in xEdit to edit what form it points to, it takes at least few seconds until it gives me the list to select the form.
In CK, the lists to pick stuff from are ready immediately, so even though it is almost as much clunky as xEdit, filling the data properties will be much faster.
But yes, it is perfectly ok to do it in xEdit.
Aside, I like that these comments are all in response to that Republic Commando one at the top hahah. <spamming intensifies>