Fallout 4

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cyanide4suicide

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cyanide4suicide

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  1. cyanide4suicide
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    As of v3.0, replaced weapons will use the rockets from the RPG-7V2 mod as ammunition. Replaced weapons will no longer use vanilla ammunition

    If you need to convert vanilla missiles into rockets for the RPG-7V2, download the RPG-7V2 v1.2e Missile to RPG Ammo Conversion file to convert the missiles you find in-game into rockets
  2. cyanide4suicide
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    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: 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.
  3. Tufturk
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    In the FAQ above you mention choosing to keep LL injection, but the most recent version (1.2d) of the RPG-7V2 doesn't have an LLI script.  Is this meant to be used with the 1.2b version, and not the 1.2d, even though you updated this 5 months after the release of 1.2d? Or is the FAQ not updated, and I should use 1.2d?
    1. cyanide4suicide
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      This replacer is compatible with v1.2b, 1.2d, and 1.2e.

      So just use whichever main file version you want and install the replacer afterwards. I'll make changes to the FAQ so there's less confusion
    2. Tufturk
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      Excellent. Thank you.
  4. bucky699
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    New issue: so RPG shows up fine now however it wont let me use any of the custom missiles.....only the vanilla games rockets
  5. al10jake
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    so i got 
    RPG-7V2
    RPG-7V2 Replacer FOMOD
    Missile to RPG ammo conversion
    but i still get vanilla missile and rocket launcher , all the other replacer mod works fine except for this :(
    also got LL injected 

    also says that the FOMOD is redundant for some reason, i change the esl rpg to esp too
    1. ChimiChungolini
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      Two things there:

      1. This replacer isn't updated for the newest version of the RPG. I'm not sure what sort of issues that would cause

      2. You're getting vanilla stuff because the ammo conversion file is an esp that's named the same. It's overwriting the FOMOD file

      To use this in it's current state, I'd download V1.2a (old files section) of the RPG and delete the ammo conversion file
    2. al10jake
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      does the rpg file/fomod   have it's own missile to rpg ammo conversion? or you jsut cant have one with the other?
    3. bucky699
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      Least yours is giving you the vanilla launcher, i picked up the launcher mid game everything was fine when i picked it up it showed up on the ground, but this morning when i went to equip it and use it it shows as invisible. My last play through a few months ago it worked fine now i getting nothing but trouble.

      EDIT: went back to an earlier save and got the weapon again, now its working....weird times
  6. GrankNutt4
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    Love your replacers, works perfectly when instructions are followed properly. Hope other newbeginners using vortex like myself arent turned away because of the problems some seem to be having. I no longer see the filthy watercooled AR from the vanilla, and the institute is sporting their own beautiful version of the Wattz Laser thanks to this author. Thank you so much!
    1. Geokaifrai
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      Yes, i love a lot that like the AER15 mod are different for Institute from others spawns, its the same from all his replacers.
  7. Geokaifrai
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    Since i never liked the vanilla missile laucher and a lot others vanilla weapons, it works so well this RPG is awesome !! Thanks
  8. OhManRay
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    dumb question but how do i obtain RPG ammo (nuclear) ? ive got plenty of rockets but it says i have no ammo
  9. bcathey
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    this mod keeps showing up as (redundant) in vortex , was wondering because I had no problems with it in the old nmm, all replacer mods keep showing up as redundant in vortex.
  10. deleted1635240
    deleted1635240
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    Is it possible to replace fatmans with this rpg?
    1. jtjrawlins
      jtjrawlins
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      Plus 1 to this. Interestingly it would actually look a hell of a lot more like the real 'Davy Crockett' launcher developed in the 50s...
    2. DaBoMbRmAn
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      +1 to this as well! the fatman is garbage but I wouldn't mind the nuclear tipped RPG in its place.
  11. MadTurin
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    The RPG-7 still uses the original rockets instead of missiles. Missile launcher traps show up … mostly … in-game with the vanilla missile launchers. There might be an inherent conflict derived from the existance of the missile launcher turrets which use vanilla triple-shot missile launchers.
    1. cyanide4suicide
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      I haven't played around with replacing the turrets and traps. The game engine uses different references for calling on the weapon model nifs for turrets and traps.
  12. TheRout228
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    how to fix a file conflicts with a rpg mod?