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cyanide4suicide

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cyanide4suicide

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About this mod

Combines several weapon replacers into a single installer. Model swaps most vanilla ballistic weapons. Highly modular installer for freedom of choice

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About
This mod packs several replacers into a single installer. If you want the convenience of only having to download one mod to replace many things, then this is for you. This mod contains no model/texture/mesh/sound assets. You must download the original weapon mods first before using any replacers.
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Installation
1. Download the weapon mods you want first. Below is a list of weapon mods supported by Modern Weapon Replacers:

2. Install the weapon mod(s) into your game using your preferred mod manager. Confirm that their esp's are checked/activated in your mod manager

3. Download Modern Weapon Replacers - All In One Pack - FOMOD Installer (this mod)

4. Run the Installer. You will have the option to replace different vanilla weapon types with weapon mods you've downloaded previously. Feel free to select what you like, but there are some things to remember:
  • Do not select multiple plugins that replace the same vanilla weapon type. Doing so will cause a conflict
  • Patches may be available for certain mods (such as VIS-G by Gambit77)
  • There are options to keep or remove leveled list injection scripts from certain weapons
  • Most plugins will overwrite the original ESP. This is intended to keep you from hitting the 255 ESP engine limit of the game. There are also certain plugins that will count towards that limit and will occupy a slot in your load order
  • Read the Known Issues section for bugs and potential fixes

5. Once you've selected what you like, finish and end the installation. Let your mod manager overwrite any files. Done.
  • Don't disable any of the weapon esp's. These replacers need the esp's activated to work
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Compatibility
- (Compatible) Any Deliverer animation replacers that replace the vanilla animations and use vanilla keywords. This includes:

- (Patches Available)(Beretta M9-FS) Battlefield 4 Animation Pack - Beretta M9-FS by zestoflemon - https://www.nexusmods.com/fallout4/mods/34823
- (Patches Available)(RU556 v3.0) RU556 Armoury Project by ghostfc3s - https://www.nexusmods.com/fallout4/mods/35712
- (Patches Available) VIS-G Item Sorting by Gambit77 - https://www.nexusmods.com/fallout4/mods/33383

- (Known Conflict)(Sig Sauer P220) P220 Animation Overhaul by FiddlerGreen
- (Known Conflict) Modern Firearms  

Known Issues
Service Rifle
  • If using any variant which uses Deadpool2099's Service Rifle to replace combat rifles, then the unique combat rifle "Overseer's Guardian" will show up as invisible when you purchase it in Vault 81. You must take it to any weapon workbench and craft the receiver trigger mechanism first, which opens up the upper and lower receiver child slots. Then craft the upper and lower receivers, which further opens the magazine, scope, barrel, and muzzle child slots. You will expend materials doing so and you will need to meet any perk requirements

AUG-A1
  • The Silver Shroud Submachine gun will not be replaced correctly. It will use vanilla animations and aim models making it practically unusable. Avoid this weapon when using this mod.

Wattz Laser Gun
  • Preston will use vanilla laser musket animations (he will perform the crank reload animation when reloading). Changing his animation set would break his replaced weapon, so I have left it alone
  • The weapon model of the Wattz Laser Gun will float in the air whenever an NPC shoulders cover with their right shoulder

TEC-9
  • The small and medium magazines have the wrong ammunition capacity. The small magazine has (20) while the medium magazine has (10). I have circumvented this issue by giving all replaced pipe weapons the "quick eject" versions of the mags which aren't effected by any value changes 

FN P90
  • The Silver Shroud Submachine gun will not be replaced correctly. It will use vanilla aim models and animations making it practically unusable. Avoid using this weapon when using this mod

RPG-7V2
  • Whenever an NPC holds this weapon or the player character holds this weapon in Power Armor and looks in 3rd-person, there will be a small floating object right above the front sight post

AR70
  • The Silver Shroud Submachine gun will not be replaced correctly. It will use vanilla aim models and animations making it practically unusable. Avoid using this weapon when using this mod

Aquila
  • Preston will use vanilla laser musket animations (he will perform the crank reload animation when reloading). Changing his animation set would break his replaced weapon, so I have left it alone

Sig Sauer MPX
  • Overseer's Guardian will have missing barrel, stock, and magazine parts when purchased in Vault 81. Take it to any weapon workbench and craft any new receiver. This will open up all child slots for the weapon. You will still retain the Two Shot perk, but you will expend materials doing so and you will have to meet any perk requirements.
  • The Silver Shroud Submachine gun will not be replaced correctly. It will use vanilla aim models and animations making it practically unusable. Avoid using this weapon when using this mod

Mk14 EBR Redux
  • Aim model is off on replaced hunting rifles with iron sights. This is because they are spawning with the the scope slot empty. To fix this, simply take the hunting rifle to any workbench and craft any sight/scope (just craft an iron sight since it won't cost any materials). I'm unsure why these hunting rifles are spawning with an empty scope slot. This only is noticeable to the player. This will not effect NPC behavior.

RU556 v3.0
  • Uniques may be partially invisible. This is due to the way RU556 v3.0 is made and how vanilla weapon nif model files are called upon by the game. To fix this, take the unique to a weapon workbench and craft any receiver. This opens up the barrel, stock, pistol grip, magazine, and sight child slots. You will expend crafting materials doing so and you will have to meet any perk requirements.

FN FAL
  • Any uniques (Overseer's Guardian, etc) may be broken and spawn with vanilla receivers. To fix this, go to any weapon workbench and craft any receiver. You will expend materials doing so and you will have to meet and perk requirements. 

Benelli M3 Super 90
  • After adding the "bolt-action" flag (version 07 and up), you cannot reload manually unless you ADS (aim down the sights). You will still reload automatically after expending all shells that are chambered
  • The reload script isn't functioning on replaced weapons. You will always reload 4 shells regardless of how many shells you fired/have chambered

Credits
Deadpool2099 and the team that made the Service Rifle, Wattz Laser Gun, Bullpup Bozar, and Hunting Shotgun Weapon mods
cydonianmystery for permission in editing his Mysterious Weapon Replacer - Service Rifle Redux file
FX0x01 and team for their work in creating the RU556, AK74M, AUG A1, and H&K G36 Complex weapon mods
DMagnus for his work on the RSh-12 Assault Revolver
ajhakra and team for creating the MCMillan CS5, TEC-9, and MP-412 weapon mods
TrophiHunter for his work making the Walther P99
Skibadaa for making the IF-88, WH-Mk.19 Shrike, and Personal Minigun weapon mods. All in his Skibadaa Weapon Pack
GaigeStormWardaddy, and Covadonga for creating the Benelli M3 Super 90 weapon mod
GaigeStorm for creating the Beretta PX4 weapon mod
Millenia and team for creating the M3D Sig Sauer P220 weapon mod
Robersonb1 (aka The Shiny Hax) and team for creating the P90 and RPG-7V2 weapon mods
Michau2 for creating the AR70 weapon mod
QuadRioters for creating the Accelerator and Projectile Rocker Launcher weapon mods
Fallout4Why and team for creating the MK14 EBR Redux
asXas for creating the Ak5C weapon mod
fadingsignal for creating the Beretta M9-FS weapon mod
ExpoAlt and team for creating the MTs-255 Revolver Shotgun Weapon Mod
VigVam33 for creating the Aquila Laser Rifle weapon mod
ehtyeci for creating the Sig Sauer MPX weapon mod
DOOMBASED and team for creating the FN FAL weapon mod
RageYT0 for creating a few of the VIS-G patches used in this mod as well as creating v001 of the fomod installer
- L0rd0fWar for the Mercenary outfit and Rebel Scarf used in some screenshots
- AmaekilShath for the ACU texture edit for the Mercenary Outfit used in some screenshots
- EvTital for some of the plate carriers, outfits, and armors used in the screenshots. Found in the "Resident Evil Military Pack" thread on  Gunetwork.org
- asnavaro for the plate carrier used in some screenshots. Found in the "(FO4) Plate Carrier Armor" thread on Gunetwork.org
- slothjelly for the COD Ghosts ops core helmet with NVG seen in some screenshots. Found in the "[FO4]Cod ghost armor packv3 WIP" thread on Gunetwork.org
- haloruler1449 for the tan retexture of slothjelly's ops core helmet used in some screenshots. Found in the "[FO4] slothjelly's FAST Ballistic helmet overerhaul" thread on Gunetwork.org
- kjh1222b (aka Outlawer) for the ops core FAST helmet used in some screenshots. Found in the "Outlawer's Fo4 outfit pack" thread on Gunetwork.org
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