Frequently Asked Questions 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: The stat values are almost 1:1 and identical with the original weapon mods you select (with some exceptions). I've left damage values vanilla or close to vanilla 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.
Well boys, we did it. I am honored to be on the same page as the Master Chief, a big boob CBBE preset, and the chick that showed her boobs that one episode of True Detective.
I don't see how. Even after all these years, the mod(s) are still broken and replaced guns still show up where the parts are all blown up. And the mod maker acts like ignoring the bug reports and issues makes the issue go away when it doesnt.
Yes. No timeframe yet. I'm sure various frameworks and mods will be updated in the coming weeks due to the latest Bethesda updates, so it's better to wait and see
Great mod. I tried using modern firearms replacer, which is great for ballistic weapons with the numerous varieties and loadouts. Only issue is that it also replaces energy weapons, and I don't know how to override it, so I luckily I found this mod. Not as much varieties, but at least energy weapons aren't affected.
my thoughts too, way to many different authors who would never agree to have all there guns lumped together in one download, thats big fallout project stuff like frontier, london, and fusion city type stuff!
I downloaded all the weapon mods individually that i need for this mod. I chose the beretta px4 storm replacer for 10mm and it replaces them just fine, my issue is that whenever it spawns on enemies, they always get mismatched with the parabellum ammo that also comes with combined arms. I looked around in xEdit but i have no idea what to change specifically
I have the Glock19x by FX0x01 and the replacer mod at the very bottom of the load order. I have the Leveled List Injection disabled one loaded. I still get the Glock in Leveled List and the replaced 10mm pistol is the Glock but blown up. I installed correctly and all the weapons still do this.
Im having this exact issue, the old 10mm mag is coming out the top of the glock and when i aim the iron sights are off. I have not have any luck in fixing it, but i tried using the HK mark 23 SOCOM but it had the same issue with the 10mm mag. any luck with a possible fix?
No, Apparently the issue will never be fixed. The mod maker simply ignores the bug reports and issues and denies them and pretends nothing is wrong as if that will make the issues go away. I even tried reporting this mod here but Nexus doesn't allow anyone to report mods.
Hi. I replaced the assault rifles with this mod and ticked the box for super mutants with assault rifles to spawn with miniguns, but now ALL super mutants spawn with miniguns
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Future Updates
Frequently Asked Questions
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: The stat values are almost 1:1 and identical with the original weapon mods you select (with some exceptions). I've left damage values vanilla or close to vanilla 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.
Thank you for sharing your excellent new mod with the Nexus Mods Community!
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Keep up the awesome work!
- Nexus Mods Staff
https://www.nexusmods.com/fallout4/mods/64111?tab=files