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Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Console modding permissionThe author gave permission for someone else to port this mod to console and for it to be uploaded to Bethesda.net. Please credit the author, however
Author notes
This author has not provided any additional notes regarding file permissions
File credits
All thanks goes to the Quad Rioters team and all involved with creating the Projectile Rocket Launcher weapon mod
Donation Points system
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Changelogs
Version 2.0
All plugins are now ESL-flagged ESP's
Added a new option for removing leveled list injection scripts
Version 1.3
Updated the mod Projectile Rocket Launcher version 7
General fixes for uniques. Uniques should be replaced properly
General fixes to object mod data
Removed VIS-G patches
Version 1.2
Changed the in-game name for Projectile Rocket Launchers. They will use the Projectile Rocket Launcher instance naming conventions just like the original weapon mod
Version 1.1
FOMOD installer uploaded
Added plugins that are compatible with VIS-G. They will use VIS-G icons and sorting
Version 1.0
Main files added
About
This mod replaces vanilla Fat Man or missile launchers with QuadRioters' Projectile Rocket Launcher weapon mod. Overwrites Quad_RAWLauncher.esp. The original weapon mod is REQUIRED for assets.
Replaced weapons will spawn with the following modifications:
All replaced weapons will be named "Projectile Launcher" in-game and follow the instance naming conventions
Replaced weapons will spawn with a random magazine
Replaced weapons will spawn with a random scope/sight
Replaced weapons will spawn with a random muzzle (Standard, Thermal Reactor, Standard w/ Seeker, or Thermal Reactor w/ Seeker)
Replaced weapons will spawn with the Standard Colors
Super Mutants are capable of using the replaced weapon, so no leveled list edits are necessary.
2. Make sure the esp for that mod is activated and all the assets from it are in your Fallout 4 data folder
3. Install this mod. Select the replacers you want in the installer and click finish
4. Done
Troubleshooting
1. Place the replacer esp(s) lower or last in your load order. It's possible you have another mod activated that is overwriting the replacer data or your mod manager is auto sorting the esp's in a poor configuration
2. If an NPC/Companion weapon is broken, you can individually update them by entering the console, selecting the NPC, and entering the "Resurrect" console command. You will have to do this one-by-one for each NPC. If the NPC/Companion isn't equipping their replaced weapon after the resurrect command, open the console, select them, then enter the "openactorcontainer 1" console command. You can use this console command to view their inventory and force them to equip their replaced weapon and ammo or force them to equip another weapon altogether
3. Take the replaced weapon to a weapon workbench and re-craft the weapon parts. Crafting a new receiver usually opens up the parent slots for the weapon
Uninstallation
Simply uninstall with your mod manager, but remember: the golden rule of modding is not to uninstall anything mid-game. This mod makes data changes that may be irreversible, so you may have to load a previous save that hasn't seen this mod.