Q: Are the weapon names still vanilla? A: No, they are not vanilla. All replaced weapons will use the weapon mod instance naming instead of the vanilla weapon names
Q: What is the difference between "Keeps LL Injection" and "No LL Injection"? A: When you keep the leveled list injection scripts, you will see two instances of the weapon you select in-game. One instance is the weapon injected into your game by script. The second instance is the selected weapon as a replacement for vanilla weapons.
When you choose to remove the leveled list injection scripts, you will only see one instance of the selected weapon. This instance is as a replacement for vanilla weapons
Q: Why is my mod manager not installing the mod correctly? A: If you are having trouble with your mod manager, you can install the plugins manually. Open the file structure, find the plugin(s) you want, and drag/drop or copy/paste into you Fallout 4 Data folder. Let Windows overwrite the original esp with the plugins from this mod.
Q: Does this mod change the stats of the guns? A: Most stats are changed to more closely mimic the original weapon mod. Some stats like magazine capacity, attack delay, etc are changed to mimic the original weapon mod. Other stats like base damage are left alone to avoid issues with balancing
Q: Can I still modify the replaced guns like normal? A: My replacers have the same modification parent slots as the weapon mod. So yes, you can change the damage modifier or paint job etc. of your replaced weapon
Q: What is the armor in your screenshots? A: Please read the credits section of the description where I describe where I get them. I don't post any direct links.
Hello! I've installed the mod and everything seems ok. I've replaced only n99. So, I visited several places with guaranteed spawn of n99 and it was indeed replaced by p99. But I've noticed that n99 is not completely removed from the game, I can still get it through the console, but it has messed up textures. So, I have a question, will the game spawn n99?
I don't like modded weapons on the LL so I was using a mod that removes modded weapons from the LL that didn't have a remove option from the original mod authors. The one gun that refused to get off the LL was the p99, really annoyed me but this actually removed it so I would like to suck ur dick, ty for the mod x)
OK so forgive my ignorance, but if this mod requires the original P99 mod, including the esp, and since the P99 mod inserts itself into the game, does that not mean im stuck with two different versions of the pistol? If I'm not missing anything here intelectually, is there a version we can get that DOESN'T need the original P99 ESP (but still needs the mod itself for model/textures) ?
does this just replace the model? Or does it replace the stats and mods too? because I have Weapon Realism Overhaul and I would like to keep the way the 10mm pistol works in that, just replace the model with something that looks less like anus.
It just replaces the model and keep stats 1:1 with vanilla. Although random mods like receivers may be generated on the weapon when it spawns on an NPC and that may change the stats slightly.
You can try loading any overhauls after my replacer esp and see if the changes are better.
I use an overhaul called Unbogus Fallout and I haven’t noticed any drastic changes or conflicts so far.
24 comments
Q: Are the weapon names still vanilla?
A: No, they are not vanilla. All replaced weapons will use the weapon mod instance naming instead of the vanilla weapon names
Q: What is the difference between "Keeps LL Injection" and "No LL Injection"?
A: When you keep the leveled list injection scripts, you will see two instances of the weapon you select in-game. One instance is the weapon injected into your game by script. The second instance is the selected weapon as a replacement for vanilla weapons.
When you choose to remove the leveled list injection scripts, you will only see one instance of the selected weapon. This instance is as a replacement for vanilla weapons
Q: Why is my mod manager not installing the mod correctly?
A: If you are having trouble with your mod manager, you can install the plugins manually. Open the file structure, find the plugin(s) you want, and drag/drop or copy/paste into you Fallout 4 Data folder. Let Windows overwrite the original esp with the plugins from this mod.
Q: Does this mod change the stats of the guns?
A: Most stats are changed to more closely mimic the original weapon mod. Some stats like magazine capacity, attack delay, etc are changed to mimic the original weapon mod. Other stats like base damage are left alone to avoid issues with balancing
Q: Can I still modify the replaced guns like normal?
A: My replacers have the same modification parent slots as the weapon mod. So yes, you can change the damage modifier or paint job etc. of your replaced weapon
Q: What is the armor in your screenshots?
A: Please read the credits section of the description where I describe where I get them. I don't post any direct links.
You can try loading any overhauls after my replacer esp and see if the changes are better.
I use an overhaul called Unbogus Fallout and I haven’t noticed any drastic changes or conflicts so far.
EDIT: You got your wish, newest version removes AWKCR dependency