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.
I love using all your weapon replacers, especially the FN FAL because it feels pretty lore friendly, so I was worndering if you could make a replacer for the 9x39 Project made by FX0x01. It looks fairly modern, even though the sniper version, the AS Val has a wood stock, I was thinking maybe an assault/combat rife replacer, but if I could only choose 1 it would be the assault rifle replacer.
Hey Cyanide, I've been using your mods for my current playthrough, and I've been very pleased with the results so far. That said, I would be interrested in swapping one of your mods (FN FAL replacer only for the combat rifle), for this one. You take the time to write on your descriptions that "This mod makes data changes that may be irreversible, so you may have to load a previous save that hasn't seen this mod", thus I was wondering what kind of effects I could expect from swapping the mods (bugged spawn, invisible model ?).
Thanks in advance for your insight, keep up the good work !
I assume they would be invisible. That's been my experience so far whenever I do any testing and I overwrite one replacer with another without proper uninstallation.
I've done it before. Any NPC with a combat rifle that you have loaded will either: A- If you keep the FN-FAL mod installed they will carry a broken version of the gun B- If you delete the FN-FAL mod they will carry an invisible gun that doesnt shoot. You can manually give them the Vector but you will have to do it with any NPC you have come across. (Settlers ect.) Oh and the Overseers Guardian will probably be broken.
12 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.
Update: I will Provide a ScreenShot
http://prntscr.com/nwhl7o
Thanks in advance for your insight, keep up the good work !
A- If you keep the FN-FAL mod installed they will carry a broken version of the gun
B- If you delete the FN-FAL mod they will carry an invisible gun that doesnt shoot.
You can manually give them the Vector but you will have to do it with any NPC you have come across. (Settlers ect.)
Oh and the Overseers Guardian will probably be broken.