Fallout 4

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cyanide4suicide

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cyanide4suicide

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  1. cyanide4suicide
    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.
  2. kelsiorcontact
    kelsiorcontact
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    Hi, issue I'm hoping someone can assist with: this weapon does not seem to be scrappable, probably because it's modifying a weapon that's originally meant to be unique. I've dug around in xEdit a bit but haven't been able to find what flag I'd need to change in order to restore their "scrappable" status. Appreciate any help!
    1. mcleod777
      mcleod777
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      +1
  3. cstarkey42
    cstarkey42
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    Hi, thanks for these great mods.  I'm using a few and they work great.  This one, however, is crazy powerful and I can't figure out how to tone it down.  It's putting out 670 energy, while most of my other guns are between 30-120.  This one mows down a supermutant with one hit.  Any suggestions?
  4. mange667
    mange667
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    Can I install/un-install this mid-playtrough or is this something I should have thought of before starting?
    1. bucky699
      bucky699
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      No never install or remove any of his replacers mid game, fresh game start always required
  5. judogabe
    judogabe
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    Hi, I absolutely cannot get the weapon replacer to work properly. I am using MO2 and have tried using manual install as well, would the Better Locational Damage patch for Aquila be contributing? I can spawn the weapon fine but it is not replacing any of the weapons.
  6. lazloarcadia
    lazloarcadia
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    Is there any chance the replacer list could be expanded to include the Plasma and Gauss rifles as options?

    Please & Thank you!
  7. bucky699
    bucky699
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    First person seems to have the old laser rifles dimensions, new gun but when aiming it blocks out the screen and looks weird? thoughts?
  8. villings
    villings
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    random question: why this one doesn't have as many options as other replacers of yours? like, I'd like to replace institute weapons AND laser muskets but NOT the regular laser or plasma weapons
  9. RedKnight
    RedKnight
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    Hey, thanks for the mod. However, in my version of Fallout.esm (latest), the two "Institute Gun"s changed weren't the one everyone was using. They were using the MQ203InstituteLaserGun version, which remains untouched. I'd love it if you'd take a look into it
    1. cyanide4suicide
      cyanide4suicide
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      Yeah I'll take a closer look when I make some revisions to this mod in the next couple of days

      EDIT: I've added MQ203InstituteLaserGun into the weapon data. Let me know how the new version goes
    2. RedKnight
      RedKnight
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      Hell yea, much appreciated!
  10. gaby1712
    gaby1712
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    I suppose when I get a laser pistol, it holds like 2 handed pistol and 1 hand when not aiming
  11. User_39439645
    User_39439645
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    Thank you! Now I can give the institute a decent looking weapon