Future Additions - Sig Sauer P320-M17 by FafnyB - MW M19 by XCADAVER
Future Updates - Update to MK18 CQBR v1.0.5
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.
*As I'm using a translator because I'm not familiar with English grammar, I apologize that my story may sound a little strange.*
First, thank you for your mod. Thanks to your mod, the play has become more satisfying. Other users may have already requested it, but I also have some ideas for the parts I think are necessary.
laser musket -> Cross Break Action Laser Mod (https://www.nexusmods.com/fallout4/mods/27050) or -> Mobius Laser Musket Mod https://www.nexusmods.com/fallout4/mods/65100
-Other weapons were satisfying in their own way, but especially this weird Minute Man weapon is making me suffer.
- Any replays you've ever offered require you to laser the moment you replace this weapon, and turn the beggar-like crank.
-Thanks to that, my immersion was shattered every time, and I searched for other replacements, but I couldn't find anything satisfying.
-I've found an alternative weapon mode, but no one on Nexus is replacing this freaking Minute Man stick with this mode.
- I think you can put this mod on your laser musket replacement list if it's enough to create a collection of replacers.
-I think it'll be a pretty good replacement if we adjust the balance between parts, and use the Sniper version as the default musket version.
-Break action's unique single-shot loading and shooting and high-power shooting also go well with the conventional laser musket. If you can afford to do additional work, I would really like to ask you to do it.
Does anyone know how to solve it or had the same problem? When I give the weapon to an NPC and equip him with it, instead of shooting he attacks with a punch
Hi there,just want to say thank you for this amazing mod and your work :D Just posted this to track the future updates,at this moment there's 4 weapons mods that are either missing or hidden.
Does anyone know how can I disable or remove the flashlights of NPCS? some of the NPCs spawn with flashlights on their weapons and I don't want them to.
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!
820 comments
- Sig Sauer P320-M17 by FafnyB
- MW M19 by XCADAVER
Future Updates
- Update to MK18 CQBR v1.0.5
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!
We like it so much we're going to promote your mod on our Social Media.
Look out for your mod appearing on our Facebook or Twitter over the next few days!
Keep up the awesome work!
- Nexus Mods Staff
First, thank you for your mod.
Thanks to your mod, the play has become more satisfying.
Other users may have already requested it, but I also have some ideas for the parts I think are necessary.
laser musket -> Cross Break Action Laser Mod
(https://www.nexusmods.com/fallout4/mods/27050)
or
-> Mobius Laser Musket Mod
https://www.nexusmods.com/fallout4/mods/65100
-Other weapons were satisfying in their own way, but especially this weird Minute Man weapon is making me suffer.
- Any replays you've ever offered require you to laser the moment you replace this weapon, and turn the beggar-like crank.
-Thanks to that, my immersion was shattered every time, and I searched for other replacements, but I couldn't find anything satisfying.
-I've found an alternative weapon mode, but no one on Nexus is replacing this freaking Minute Man stick with this mode.
- I think you can put this mod on your laser musket replacement list if it's enough to create a collection of replacers.
-I think it'll be a pretty good replacement if we adjust the balance between parts, and use the Sniper version as the default musket version.
-Break action's unique single-shot loading and shooting and high-power shooting also go well with the conventional laser musket.
If you can afford to do additional work, I would really like to ask you to do it.
Just posted this to track the future updates,at this moment there's 4 weapons mods that are either missing or hidden.