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.
Do not useBeretta M9-FS Pistol [92FS] and FiddlerGreen's M9FS Animation Overhaul together with this mod (You will be sighting into the back of the firing pin and "through" the barrel instead of through the sights and your animations won't work. Slide will also not move all the way back properly when reloading and round will be missing from chamber).
Using the ESL version + Fiddler's anims and a Tactical Reload patch, everything functions as intended but enabling this (10mm replacer) bugs the hammer, when idle it's not there and ADS results in it flying into the correct position. Not a huge deal but a fix would be much appreciated.
However, when replacing the gamma guns the weapon record model still points to the gamma gun, resulting it showing the vanilla gamma receiver in game. Easy fix by copying the correct filepath from Beretta weapon record but thought I should mention this.
In the latest update of this mod, I do not have the option to select the version that uses Fiddler's animation. I did in the last update. It may just be me, but I wanted to give you a heads-up.
Also dropping by to show love. Your mods are absolutely essential to all my playthroughs!
I can't make the weapons added by those replacer mods work with VIS icons. Even if I use standalone VIS patches for them, because the tags added by this replacer are different than the one that VIS uses, they seem to be connected to real callibers, wich I don't use ;(
65 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.
for better "M9-FS" Animations.
Do not useBeretta M9-FS Pistol [92FS] and FiddlerGreen's M9FS Animation Overhaul together with this mod (You will
be sighting into the back of the firing pin and "through" the barrel instead of through the sights and your animations won't work.
Slide will also not move all the way back properly when reloading and round will be missing from chamber).
However, when replacing the gamma guns the weapon record model still points to the gamma gun, resulting it showing the vanilla gamma receiver in game. Easy fix by copying the correct filepath from Beretta weapon record but thought I should mention this.
Thanks!
I cant understand whats you mean!
Also dropping by to show love. Your mods are absolutely essential to all my playthroughs!