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.
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!
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?
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.
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
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
20 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: 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.
Please & Thank you!
EDIT: I've added MQ203InstituteLaserGun into the weapon data. Let me know how the new version goes