Fallout 4

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  1. jimmygitto
    jimmygitto
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    Really hope some folks give this a go and enjoy it. Would love to hear any feedback, thoughts. Been a long time trying to share it. Lots of potential to make it bigger and better, I think, but gota start somewhere.

    *** If you find this mod has an armor slot conflict with another mod you like, or with an animation (Slot 59 with some animated objects or blocking, for example), please read the sticky posts and the mod description about how these can be deconflicted. I am confident almost all can be resolved, and you can enjoy conquering the wasteland with both! ***
  2. jimmygitto
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    Thanks everyone for the kind words. I'm really happy to see it being used, I hope it adds to people's enjoyment of playing and re-playing this game.
  3. jimmygitto
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    Thanks again folks for the feedback and ideas. As always I welcome a post, and feel free to PM me too if after reading this and the description page you still have a question and you might need some more detail. I know the mod page is long, but it's that way for a reason- to try to help people get the most out of this mod with the least difficulty.

    There have been some helpful questions that have been asked, so I've summarized several of them here in this sticky. Click the Spoiler tag to see them:
    Spoiler:  
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    - You do not need any other mods to use this mod. The other ones in the description are just recommendations.

    - However, to get the draw/holster effect, you DO need Visible Weapons by registrator2000. To get the draw/holster effect for companions, you need a companion mod that let's you manage their outfit changes

    - If you find that any of the holstered weapons from this mod are "unequipping themselves," it is either because of a slot conflict with another item you are using, or because of your Visible Weapons settings. I use the "Default" setting from VW (it has to be set for each holster) and it works great.

    - The exception to the above is slot 59 items go away temporarily during workbench and water pump animations (maybe others?). It comes back when the animation is over. I hope that's no big deal for folks, there's nothing to be done really.

    - If you have a slot conflict you'd like to resolve, you can use the UserSlot items I've offered, by replacing the placeholder User slot nif (which is just a copy of the Combat Rifle nif) with your nif of choice, using the same User Slot file name. Or you change the armor slot of one of the conflicting items yourself in FO4Edit. This is not hard, but you do have to be careful to do it correctly. If you have a mod that has a single item that conflicts, I recommend changing that item, so you can use all of the things this mod offers in that slot.

    - The "Texture Pack" optional ba2 file provides a usable material swap for each mod weapon, to offer a fix for pink textures for mod weapons if you don't have them or your filepaths are different. It needs to be applied at the workbench, though, it's not automatic.

    - This mod does not create holstered versions of whatever weapon(s) you have. This is inordinately complicated to do (especially as far as I'm concerned). For the longest time this could not be done at all, but slevin92 has apparently cracked the code with Working Visible Weapon. But other than this new effort, holstered weapons must be their own objects - just Armor objects that look like the weapons. This mod just offers a set of them for you to use. It's simple and direct, once you get it set up, so this is how I've done it.

    - I'm happy to hear requests, I just can't guarantee when I'll get to them.

    - Believe it or not, with some homework and some patience, any of you can make the things you want- and then you could share them with all of us! :) This is especially true if there is already a visible holstered version of the weapon by the mod author or by one of the awesome visible weapons mod authors out there. I would be very, very happy if this helped contribute to there being more "pack versions" of visible weapons. There are so many awesome, fun weapons out there, and a ton of cool packs too.

    - Anyone could also help me out by doing the legwork to confirm a weapon mod author wouldn't mind their weapon being included here.

    - Thanks again for the feedback, it's great to be able to share this and I'm glad people are having fun with it.

    - Can't get enough of the screenshots, if anyone would like to submit some. I think it's really fun when people share what they've done with mods.

    - Sorry for repeating myself and rambling so much. Sometimes I wish I could control it.

    (- But I can't.)
  4. jimmygitto
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    There are two great mods I know of out there that offer some awesome holstered weapons set up for the Rebel pack:
    Visible Weapons Extended, by ngabber, and
    Combined Visible Weapons Add-on Series, by zachtan1234

    They might work really well with this mod. (I have edited the pack a bit and added the straps, but they could still look great.) However, these mod authors did not necessarily use the same slot system that I have used. I would love to work with these authors to make a patch and/or coordinate slot usage, but that may take time.

    But in the meantime, in case anyone would like to use those weapons in conjunction with this mod, check the description about the UserSlot method to change a weapon you like to another slot. But I would also like to offer a brief tutorial to show you how easily you can "deconflict" armor slots using FO4Edit:
    Spoiler:  
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    With FO4Edit you can check the armor slot of any item you would like to use, to determine how they can work together with other items. Check the diagram I provided on my page and the one zachtan1234 provided on his to see the differences in slot choices. Those two mods have items that have a "backpack" choice that puts it on the right of the Rebel pack. But if I'm not mistaken uses Slot 57 or 58, where I use 59 for that placement. Items that use 57 and 58 will unequip the left and back items from this mod, respectively.

    You can use FO4Edit to make a patch, or to change slots. I don't want to suggest that you edit someone else's mod, that's probably unwise and generally bad form. You can certainly do this by editing only my mod. But I know these two mod authors are super cool and want the most fun for the most people, like I do. :) ) I thought I'd offer this so people could have a way to use those great weapons too, or any other conflicting mod they like. It's already helped one user resolve a conflict, so I thought it might be useful.

    FO4Edit is an amazing program, and even if you've never used it before, you can learn the basics pretty quickly. This edit is pretty straightforward.
    It is always recommended to save a copy of your working esp's before you tinker, just in case. But don't be afraid!


    Important Note!
    Spoiler:  
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    If you are careful, this is not a "dangerous" edit- in my humble, optimistic opinion. This is the only reason I would ever suggest you consider editing a working mod. I am confident about this. But, if you are reckless and impatient by nature, maybe don't do it!


    This is how you do the edit -
    Spoiler:  
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    You open FO4Edit and load the mod you want to alter. Find the Armor Addon items for the weapon:

    Change the armor slot for each Armor Addon for that weapon item to the slot you want (I suggest 59 for the right side of the pack):

    Make sure you get all of them for that weapon, if there are more than one. (These are the different position choices offered by that mod.)
    Then you go to the Armor item for that weapon and make the same edit:

    Make sure you did everything consistently and didn't change anything else, and close and save FO4Edit.

    Now, when you go in game, and use that mod's item, it will be just like it was before except it will use your new slot and not conflict. And you can have it alongside any of the back and side weapons from this mod that you liked!

    I hope this helps. Those mods have some great weapons that I would love to add also, but I'm not sure when. Please PM me if you have any questions. Save copies, be careful, and it will work just fine!
  5. jimmygitto
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    ** I have added a patch to the optional files which provides backpack versions in both Slot 58 and Slot 59 options for zachtan1234's C-VWAS mod. With this mod and patch, you can have the updated RU556, with all the customization options. **

    *** Uploaded a patch for C-VWAS containing 8 weapons from that mod. ***
    C-VWAS Wasteland Tactical Patch

    This fixes the missing textures for the RU556 in the base mod, as well as allows you to customize your weapon.

    I hope to add some more of my favorite other weapons sometime soon.
  6. bananaandshrimp
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    Is there any way you could add the guns from Combined Arms and its extension? i really like this mod but im also using those guns and would love to be able to add them and im really new to modding so adding them myself seems like a daunting task :\
  7. NourMashaal
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  8. sinox717
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    Can not act on a companion
  9. kellenperrymods
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    Can you run the Main version with the texture pack?
    1. jimmygitto
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      If I recall correctly the plugin files are identical, so yes. But you can check by going to the armor bench with one of the mod weapons and seeing if the material swap option is there. (If you apply it you will just get a pink weapon.) Then you could just swap in the texture pack version ba2 files.
      This is what you are asking, correct? You installed the main version but want to try the texture pack now?
    2. kellenperrymods
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      Yes, thank you! Would this work with a backpack animation mod/accessible backpacks?
      EDIT: Yes it does, Does anyone know how to edit models in Nifskope? The only issue I'm having is because the weapons are "apparels" they ofc arent a part of the backpacks model so when the animation plays its only the Base Gobag, no weapons attached, id love to be able to add them if possible for the most immersion possible
    3. superjhhguih
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      Hello, i wanted to know which Animation/Accessible Backpack you used with this. Thanks!
  10. kangviethoagame
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    Mình chỉ được mang súng bên trái ba lô thôi, mặt sau ba lô không có tác dụng :(((
  11. SLICKeggs
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    You are a legend my dude.  This mod is awesom! Forgive my question but how do I link my combat helmet to my go bag? I mean when I use the config menu the helmet isn't considered a weapon so I can't continue the link process.  Thanks.
  12. mnixjr
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    Unfortunately there's no draw/holster animation.
    1. cronodoug
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      ...and that's Bethesda's fault, not the Mod creator.
      The Power Armors changed all the gameplay (skeletons and animations) that existed in Skyrim and Fallout 3/NV.
  13. Lucarioyo
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    g
  14. deleted184529628
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    How do I get the stealth schematics?
  15. Midmaster
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    hey so i saw this content creator use this mod and he had one of Skibadaa's minigun mods attached to his backpack and im trying to find a way to get the minigun to be equipped on my backpack