Literally just breaks it the gun barrel like your AIO fomod installer, I know the gun works because the stand alone works correctly, just not your replacers. No idea why, its the only weapon mod I have installed so its not an incompatibility issue.
What order should the animation mod be relative to replacer? Ive been having a lot of trouble getting the replaced gun to have the new animations.
The order i installed them was base p220 mod. Then replacer, then animations. I also did it the other way, animations then replacer. Both times, ive started a new game and the first 10mm it gives us IS replaced by p220 but using vanilla animations. The load order has the P220.esp BEFORE the animation overhaul.
I believe the animation overhaul only works on the P220 standalone gun instead of the guns it replaces. Going to check now. I have the Greenfiddler replacer
Mange667 below is rite, part of the usual gun is missing, i found the Diplomat and this one is fine, guess it's only common pistols. :s
And that story about LL injection is a mess... I mean what's the point givin us the choice if both are doing the same -_- "only see one instance of the weapon"... and later "all looted 10mm guns will be P220, from corpses, merchants, containers".
Your statement about the LL injection options being the same is fundamentally wrong.
The point isn't to see more of the P220 or less of the P220 by giving you the option. The point is to keep or remove the original mod authors way of giving you the P220.
If you have a problem with the mod, write up a bug report
I noticed that when using iron sights a part of the slide is missing. You can see into the gun and the bullet in the magazine. This was a issue when the orginial mod first got released but was then patched, but here it is apparent again.
gun is invisible https://cdn.discordapp.com/attachments/455135919532539904/509270545494441994/unknown.png it works just fine without the replacer but when I add it breaks
Mod authors like to write scripts for their weapon mods that integrates their weapon into the game. A script is run when you start their mod and it injects the weapon into merchants, containers, and NPC's.
Keeps LL Injection: Weapon spawns on NPC's automatically through a script. It can also be found as a replaced weapon or spawned through console
No LL Injection: Weapon is standalone. No script is run to inject the weapon into NPC's, containers, or merchants. It can only be found as a replaced weapon or spawned through console.
Thanks. I understand that if I were to say add a M16 to the game, it would need to be added to the leveled lists for it to show up on merchants or NPC's. But since this replaces the 10mm pistol which is already in the leveled lists then does no ll injection take it out? So no 10mm pistol in the form of the sig or the original will be on NPC's or merchants with the no ll injection option?
Great idea by the way. I am not a fan of the look of the 10mm pistol in any recent fallout game, this is perfect.
Any time a gunner has to spawn with a 10mm, it will be a P220. Anytime you see a 10mm lying on a table, it will be a P220. Any time you open a container and a pistol is supposed to be your loot, it will be a P220.
No leveled list injection just means you won't see Millenia's Sig Sauer P220 mod show up.
I made a mistake in the description. Thank you for giving me a heads up.
My replacer IS COMPATIBLE with Robersonb1's (aka The Shiny Hax) Pistol Reanimation pack. That mod overwrites all vanilla Deliverer animations, and since this replacer uses vanilla Deliverer anim keywords, they work together just fine.
I've uploaded a video demonstrating both mods working together.
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The order i installed them was base p220 mod. Then replacer, then animations. I also did it the other way, animations then replacer. Both times, ive started a new game and the first 10mm it gives us IS replaced by p220 but using vanilla animations. The load order has the P220.esp BEFORE the animation overhaul.
I believe the animation overhaul only works on the P220 standalone gun instead of the guns it replaces. Going to check now. I have the Greenfiddler replacer
And that story about LL injection is a mess... I mean what's the point givin us the choice if both are doing the same -_- "only see one instance of the weapon"... and later "all looted 10mm guns will be P220, from corpses, merchants, containers".
The point isn't to see more of the P220 or less of the P220 by giving you the option. The point is to keep or remove the original mod authors way of giving you the P220.
If you have a problem with the mod, write up a bug report
it works just fine without the replacer but when I add it breaks
Keeps LL Injection: Weapon spawns on NPC's automatically through a script. It can also be found as a replaced weapon or spawned through console
No LL Injection: Weapon is standalone. No script is run to inject the weapon into NPC's, containers, or merchants. It can only be found as a replaced weapon or spawned through console.
Great idea by the way. I am not a fan of the look of the 10mm pistol in any recent fallout game, this is perfect.
Any time a gunner has to spawn with a 10mm, it will be a P220. Anytime you see a 10mm lying on a table, it will be a P220. Any time you open a container and a pistol is supposed to be your loot, it will be a P220.
No leveled list injection just means you won't see Millenia's Sig Sauer P220 mod show up.
Is it possible to get a Cross Ruger MKV replacer for the deliverer?
My replacer IS COMPATIBLE with Robersonb1's (aka The Shiny Hax) Pistol Reanimation pack. That mod overwrites all vanilla Deliverer animations, and since this replacer uses vanilla Deliverer anim keywords, they work together just fine.
I've uploaded a video demonstrating both mods working together.