So, I ran this mod again with a new game and it seems to work in my case. That being said I'm going to look through the code again and make sure perhaps make some tweaks. I'll give you guys and update later on.
The mod works perfectly, thank you for sharing. I installed it midgame (level 62) because the huge 10mm vanilla always annoyed me and even with the reduction mod (by 20%) it still looks too big. At the beginning there were still a few vanilla 10mms to be seen, but now I found my first Browning in a box. I see that there are also one-handed animations. Which brings me to the question of whether there are also animations with 2 Brownings, one in each hand? The high power update of the original mod is shown as redundant (Vortex) as soon as I install this mod. That's correct, right?
From what i've experienced, you don't need a new game :
If you have a 10mm pistol that still looks like vanilla, you need to go to the weaponbench and rebuilt EVERY parts - receiver, grip, scope, magazine, paint, etc... - with the mods available from this mod. then you will have the new look for the pistol, and also the new stats. Nevertheless, i cannot tell you if somehow all this things will or will not cause bugs in the future. Because it doesn't look very neat. And surely if you uninstall this mod, then your guns will be invisible cause no more meshes nor textures.
i love the original 9mm mod , beautifuls pistols and they are effective, not too strong nor too weak, the only sad thing was it didn't have the full automatic receiver option, i'm glad this mod keeps the unique weapons i already found as they were in original mod, except of course the ammo type.
the only thing : the advanced automatic receivers , vanilla 10mm have 127 speed, this mod make the speed for automatics only 100, but still compensate with higher dmg. so i guess it's same thing in the end. but as you mentionned it feels a bit weird. But still, 127 speed feels better when shooting than 100. so i don't know , why 100 with more dmg and not 127 with vanilla dmg ?
Nevertheless, thanks for this mod very much, i didn't have the mood to use my 2shot 10mm till now cause it looks like s***, now i can, oc you add the fullauto option which is very important for me to have, . for now i endorse.
Edit : after playing a little, the full auto version is not pleasant to use, it is and feels same as with the Overseer's guardian which is 90 speed in automatic i think, while the vanilla fullauto 10mm was more like a smg. Maybe if you can change this (use the vanilla 127 speed) while keeping the dmg higher than the vanilla which has weak dmg. it would be nice.
there is the rapid automatic receiver which feels better with 122 speed (vanilla is 150) which correspond to the vanilla powerfull automatic receiver in term of speed but sadly with less dmg than the vanilla. For exemple in vanilla, i do 54 dmg with rapid auto receiver at speed 150, now i do 58 dmg at speed 122 with the rapid auto receiver. Basically it is weaker than vanilla. Anyway.
I kinda dropped the full auto versions for all the reasons you mention. The sounds got grating on me too. Hopefully now that I have Adobe Audition I can make a good full auto file to worm with.
This works - but a Browning being called a 10mm and firing 10mm ammo - thats a bit too much for my old brain to deal with. I'd expect that from a Colt Delta Elite or a Sig Sauer P220 - not a Browning (circa 1935).
I work with a lot of 1911's. A hi-power being retrofitted to accept 10mm ammo is not a big leap.
Edit: Actually, you seem pretty experienced with handguns. It's a bit of a stretch but I can imagine people forcing hi-powers to use 10mm especially if all of the 9mm was used up. It just means it won't be pretty when the pressure curve blows up the gun ;(
So quick question(s): You say in the requirements that we need the Browning 9mm Pistol installed for it's resources, but this mod uses 9mmPistol.esp, same as that one, so this one overwrites that ESP, making it essentially redundant (Vortex calls it redundant and shows the original mod's ESP isn't even loaded). So do we actually need the original mod, and if so, why not just ask the original mod owner if you could just include their assets, or just change the name of your esp? Maybe I just don't understand how this is set up and you NEED to disable the original ESP to make this work?
Edit: I should clarify - I did read the description, but the thing is, Vortex doesn't overwrite ESP's, it just loads them in order, so there is only one 9mmPistol.esp, but it's complaining that the original mod is redundant. Do I just copy this into that mod's zip folder, overwriting their ESP in there, reinstall using that new file, and it should work, right?
Edit 2: I tested this out by taking both archives, replacing the original ESP in the original mod with the ESP from this mod. I uninstalled both of these mods and installed the new modified one, and it works just fine. This is how you clear this redundancy. I could remove this post, as I solved it myself, but I will leave this here for posterity, in case there are others like me that didn't know this.
3 months late but hopefully still useful. The replacer only contains the esp files, you still need the original for the other assets like the texture.b2a.
Actually, it is best to have the replacer as a separate mod just for flexibility in the future. Why? Because it allows you to change your mind and use a different weapon as a replacer (or not use one at all) but still keep the other mod as a standalone in your load order.
That is as simple as deactivating the replacer. That requires reinstalling the mod if you overwrite the original .ESP.
Not all warnings or errors are bad things. Tell Vortex to go pound sand......
Doesn't work, not for me at least. Tried 2 new saves, both have the same issue. It doesn't replace the 10mm model, but it spawns as a tradable item via vendor like the original mod.
If you had a 10mm pistol in your inventory already it will be the old textures. Try to find a new one and it will be the new replacer. Did you download the original mod?
The mod works and is accurate +1 Endorsement and Kudo. Fallout Default 10MM is not realistic and this is a perfect replacement to the overweight Fallout 10mm that you can technically only use in Power Armor. A realistic 10mm size in the 40s would have been a Colt Delta Elite or a Browning Higher Power.
B1shop and KeltecRFB: I highly appreciate the support. I've been listening to the bug reports and discussion posts. Knowing Fo4 edit it's likely a simple one word fix that'll be a pretty easy update. If you'd like a quick spoiler from me I'm currently working on replacers for an "underutilised" section of the fo4 gun market. I'm pretty close however there's the issue of working full time getting in the way. That, Thanksgiving, and New Vegas. With luck you'll be hearing from me soon.
I just downloaded your replacer. I still need to test it out. I had a game with a "few" mods, had a "few" bugs, and lost track of the order which was tedious trying to recover so I decided to wipe the slate and start over.
This might a bit too late for this comment but you don't need to start a new game for the replacer to work, if you load up the game and it's still showing the old 10mm pistol just take it to a workbench and modify it, it will change to the new model of the browning
55 comments
At the beginning there were still a few vanilla 10mms to be seen, but now I found my first Browning in a box.
I see that there are also one-handed animations. Which brings me to the question of whether there are also animations with 2 Brownings, one in each hand?
The high power update of the original mod is shown as redundant (Vortex) as soon as I install this mod. That's correct, right?
If you have a 10mm pistol that still looks like vanilla, you need to go to the weaponbench and rebuilt EVERY parts - receiver, grip, scope, magazine, paint, etc... - with the mods available from this mod. then you will have the new look for the pistol, and also the new stats.
Nevertheless, i cannot tell you if somehow all this things will or will not cause bugs in the future. Because it doesn't look very neat.
And surely if you uninstall this mod, then your guns will be invisible cause no more meshes nor textures.
i love the original 9mm mod , beautifuls pistols and they are effective, not too strong nor too weak, the only sad thing was it didn't have the full automatic receiver option, i'm glad this mod keeps the unique weapons i already found as they were in original mod, except of course the ammo type.
the only thing : the advanced automatic receivers , vanilla 10mm have 127 speed, this mod make the speed for automatics only 100, but still compensate with higher dmg. so i guess it's same thing in the end. but as you mentionned it feels a bit weird.
But still, 127 speed feels better when shooting than 100. so i don't know , why 100 with more dmg and not 127 with vanilla dmg ?
Nevertheless, thanks for this mod very much, i didn't have the mood to use my 2shot 10mm till now cause it looks like s***, now i can, oc you add the fullauto option which is very important for me to have, . for now i endorse.
Edit : after playing a little, the full auto version is not pleasant to use, it is and feels same as with the Overseer's guardian which is 90 speed in automatic i think, while the vanilla fullauto 10mm was more like a smg. Maybe if you can change this (use the vanilla 127 speed) while keeping the dmg higher than the vanilla which has weak dmg. it would be nice.
there is the rapid automatic receiver which feels better with 122 speed (vanilla is 150) which correspond to the vanilla powerfull automatic receiver in term of speed but sadly with less dmg than the vanilla. For exemple in vanilla, i do 54 dmg with rapid auto receiver at speed 150, now i do 58 dmg at speed 122 with the rapid auto receiver. Basically it is weaker than vanilla.
Anyway.
I'd expect that from a Colt Delta Elite or a Sig Sauer P220 - not a Browning (circa 1935).
Edit: Actually, you seem pretty experienced with handguns. It's a bit of a stretch but I can imagine people forcing hi-powers to use 10mm especially if all of the 9mm was used up. It just means it won't be pretty when the pressure curve blows up the gun ;(
Edit: I should clarify - I did read the description, but the thing is, Vortex doesn't overwrite ESP's, it just loads them in order, so there is only one 9mmPistol.esp, but it's complaining that the original mod is redundant. Do I just copy this into that mod's zip folder, overwriting their ESP in there, reinstall using that new file, and it should work, right?
Edit 2: I tested this out by taking both archives, replacing the original ESP in the original mod with the ESP from this mod. I uninstalled both of these mods and installed the new modified one, and it works just fine. This is how you clear this redundancy. I could remove this post, as I solved it myself, but I will leave this here for posterity, in case there are others like me that didn't know this.
Why? Because it allows you to change your mind and use a different weapon as a replacer (or not use one at all) but still keep the other mod as a standalone in your load order.
That is as simple as deactivating the replacer.
That requires reinstalling the mod if you overwrite the original .ESP.
Not all warnings or errors are bad things. Tell Vortex to go pound sand......
It doesn't replace the 10mm model, but it spawns as a tradable item via vendor like the original mod.
The mod works and is accurate +1 Endorsement and Kudo. Fallout Default 10MM is not realistic and this is a perfect replacement to the overweight Fallout 10mm that you can technically only use in Power Armor. A realistic 10mm size in the 40s would have been a Colt Delta Elite or a Browning Higher Power.
I just downloaded your replacer. I still need to test it out. I had a game with a "few" mods, had a "few" bugs, and lost track of the order which was tedious trying to recover so I decided to wipe the slate and start over.
Thank you for your time and sharing.
Edit: Oh my goodness, ignore this, apparently I don't UTILIZE my own eyeballs!
Great mod!