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: Most stats are changed to more closely mimic the original weapon mod. Some stats like magazine capacity, attack delay, etc are changed to mimic the original weapon mod. Other stats like base damage are left alone 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.
Not sure how feasible it is, but would it be possible to also add Fat Man launchers to the weapons this replaces? I am a terrible Fallout fan as I still think too much like a soldier to take that weapon seriously :D Would be amusing to scale the Mini-Nuke ammo model down to be able to fit the barrel, or just have a mini-nuke missile, but that may be way too much work considering how wonky things can get with modding those level lists and placement in the world
Agreed. I despise the vanilla weapons in Fallout, and none is more cartoonish and lame than the Fat Man. Every time I encountered one in the game, I'd have to turn my head and strain my make-believe powers to their breaking point trying to pretend I didn't see it. Thank you so much for making that an option. Endorsed.
17 comments
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: Most stats are changed to more closely mimic the original weapon mod. Some stats like magazine capacity, attack delay, etc are changed to mimic the original weapon mod. Other stats like base damage are left alone 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.
Would be amusing to scale the Mini-Nuke ammo model down to be able to fit the barrel, or just have a mini-nuke missile, but that may be way too much work considering how wonky things can get with modding those level lists and placement in the world
It's found on the "[FO4] UNSC Armory 1.0" thread on Gunetwork.org
Like, Partystarter uses QuadRioter's model, but normal launchers uses the vanilla models?
In all the testing I've done, once you start the process of swapping models, it effects everything.
If I target the uniques and leave the job half finished, then standard misslile launchers will spawn with floating models or be invisible completely.