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Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou are allowed to use the assets in this file without permission as long as you credit me
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou must get permission to earn Donation Points for your mods if they use my assets
Console modding permissionThis mod will not be available on Bethesda.net for console users
Author notes
This author has not provided any additional notes regarding file permissions
File credits
GaigeStorm, Wardaddy, Covadonga for the Benelli M3 Super 90 weapon mod EvTital for some of the plate carriers and armors used in the screenshots. Found in the "Resident Evil Military Pack" thread on Gunetwork.org asnavaro for some of the plate carriers used in the screenshots. Found in the "(FO4) Plate Carrier Armor" thread on Gunetwork.org
Donation Points system
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Changelogs
Version 3.0
All plugins are now ESL-flagged ESP's
Added a new option for removing leveled list injection scripts
Version 2.4
General fixes for uniques. Uniques should be replaced properly
General fixes to object mod data
Replaced weapons will now spawn with more randomized modifications compared to the previous version
Added new modcols
Removed VIS-G patches
Version 2.3
Changed the in-game name to "Benelli M3 Super 90"
Changed the "Attack Delay" to match the original weapon mod
Changed the magazine capacity for combat shotguns to more closely mimic the original weapon mod
Other critical data changed to match the original weapon mod
Version 2.2
Adds new modcols. Replaced weapons will spawn with random modifications
Adds plugins that keep the leveled list injection scripts
Added a "bolt-action" flag in the weapon data to match the data of the original weapon mod
Changed the firing rate from (1) to (3), which lets the replacer match the fire rate of the original weapon mod
Changed the reload speed from (1) to (1.5)
Version 2.1
FOMOD installer uploaded
Added plugins that are compatible with VIS-G. They will use VIS-G icons and sorting
Ammo capacity changed for Double Barrel Shotguns. Originally (2) in previous versions, now updated to (4)
About
Replaces vanilla combat shotguns and/or double barrel shotguns into GaigeStorm's Benelli M3 Super 90.
Replaced weapons will spawn with the following modifications:
All replaced weapons will be named "Benelli M3 Super 90" in-game
Replaced weapons will spawn with the Standard Receiver
Replaced weapons will spawn with a random stock (Full Stock, Short Stock, or Recoil-compensated Stock)
Replaced weapons will spawn with a random barrel (Long, S.C.A.T, Ported Long, or Sawed-off)
Replaced weapons will spawn with either the Factory Iron Sight or the SOP Reflex Sight
All replaced weapons will spawn with either a Full choke, Modified choke, or none. No replaced weapons will spawn with suppressors
Replaced weapons will spawn with a random material (Standard Texture or Digital camo)
This mod will also replaced Cait and Hancock's companion weapons into the Benelli M3
2. Make sure the esp for that mod is activated and all the assets from it are in your Fallout 4 data folder
3. Install this mod. Select the replacers you want in the installer and click finish
4. Done
Troubleshooting
1. Place the replacer esp(s) lower or last in your load order. It's possible you have another mod activated that is overwriting the replacer data or your mod manager is auto sorting the esp's in a poor configuration
2. If an NPC/Companion weapon is broken, you can individually update them by entering the console, selecting the NPC, and entering the "Resurrect" console command. You will have to do this one-by-one for each NPC. If the NPC/Companion isn't equipping their replaced weapon after the resurrect command, open the console, select them, then enter the "openactorcontainer 1" console command. You can use this console command to view their inventory and force them to equip their replaced weapon and ammo or force them to equip another weapon altogether
3. Take the replaced weapon to a weapon workbench and re-craft the weapon parts. Crafting a new receiver usually opens up the parent slots for the weapon
Uninstallation
Simply uninstall with your mod manager, but remember: the golden rule of modding is not to uninstall anything mid-game. This mod makes data changes that may be irreversible, so you may have to load a previous save that hasn't seen this mod.
Known Issues
- The reload script isn't functioning on replaced weapons and there are some issues with reloading where you must aim-down-sights first before you can reload.