18 comments

  1. MagisterTremere
    MagisterTremere
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    If you don't mind, I have another question...
    I am currently using the Post Apocalyptic Homemade Weapons (Replacer). Your mod works with it except for the fact that it reverts the Automatic Armor Piercing Receiver to the wooden base game receiver. It is the only version of the pipe weapons that it does this with and I'm 100% sure as I've changed the load order around to confirm it.

    I've tried looking in FO4Edit to see if I could make the change myself, but so far I've only made my weapon invisible. I would appreciate it if you could tell me how to make it so that your mod doesn't overwrite the receiver in the other mod.

    Also, for the record, when I changed the load order, the models worked as expected, but I lost the improved damage that your mod provides with armor piercing weapons.

    Thanks in advance for taking the time to read this and helping if you can.
    1. MagisterTremere
      MagisterTremere
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      [Update] I ended up sorting the issue out by changing the model reference in your mod to the model reference in the Post Apocalyptic weapons mod. It ended up being a very simple fix. Still, I'm glad that I brought it up to you, in the event that there's a more elegant fix.
    2. RAZORWIRE666
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      I apologize for the late reply thing have been crazy on my end. The armor-piercing receivers were one of the vanilla automatic receivers that I just copied, renamed, and bumped up the damage on. This means their models will be whatever, that copied receiver's model was. The result of doing it this way is that the receiver is a new gun mod. This means that the replacer that you're using doesn't have a reference to change that receiver's model. The way to fix this would be to go into the replacer, create a reference for that new model for those receivers specifically, and then change the receivers in my mod to use the new model reference that you just created. You will likely have to put my mod the replacer and the plugin you created in the following order to prevent the damage changes from being overwritten:


      • Simple armor and Weapons Rework (all DLC)
      • Homemade Weapons (Replacer)
      • (your created plugin)

      That should fix the issue. When I finally have some free time I will try to make a new, separate version of this mod that works with Homemade Weapons (Replacer). Again sorry for the late reply.
    3. MagisterTremere
      MagisterTremere
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      Thanks! I appreciate you taking the time to answer at all.

      I'm glad that you shared this procedure so I can possibly use it with other mods. It's unfortunate that Bethesda didn't see the wisdom in addressing this particular aspect as you did. I'll need to look at the mods I have to better understand them and then I'll give this a go.

      Again, thanks for the mod and this response. Take care and be well.
  2. MagisterTremere
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    Is this mod responsible for changing the attributes to glasses?
    I ask, because in my game, glasses that should provide a Charisma boost are instead offering +1 Perception.
    1. RAZORWIRE666
      RAZORWIRE666
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      No I did not alter glasses in this mod at all. 
    2. MagisterTremere
      MagisterTremere
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      Thank you for taking the time to reply. I found the culprit.
  3. smaxy3
    smaxy3
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    I wish it does not require AWKCR
    1. RAZORWIRE666
      RAZORWIRE666
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      AWKCR allows it to be compatible with other mods, however i share your frustration as AWKCR added a number of things that this mod does not use, and it actually makes things difficult because AWKCR does not allow for players to disable what they don't need. At least not that i am aware of as of writing this.
  4. VinierAardvark1
    VinierAardvark1
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    Is this compatible with the Marv Rework mods?
    1. RAZORWIRE666
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      It depends entirely on what those mods change.
  5. thesimpsonguy
    thesimpsonguy
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    Thank you very much for sharing your mod. Haven't had much time to play lately with this installed, but so far it's really good. Thank you again.
    1. RAZORWIRE666
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      Of course. I should be adding more changes soon.
  6. ThatLandWhale
    ThatLandWhale
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    Yo, this looks hella nice, but is there a chance for an equilibrium weapons, and armorsmith extended patch?
    1. RAZORWIRE666
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      I am unfamiliar with those mods. I created this about a year ago, and only just now have had time to put it on nexus and start working on it again, I will take a look and see what I can do to make this mod compatible with them if possible.
    2. RAZORWIRE666
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      After looking at the mods the only one that looks like it would be incompatable is the equilibrium weapons mod as my mod changes the instance naming of some of the weapons. and the only thing that my mod does as far as armors is concerned is change the base value stats. so I don't think there should be any issues there. I'm typically not a fan of supper drastic mods like those because trying to make fully flushed out patches for them takes an obscene amount of time that I don't have being an engineering student.
  7. caprithebunny
    caprithebunny
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    I was wondering if this was configurable using the Mod Config. Menu! It would be pretty neat to be able to turn on/off certain aspects of the mod :D
    1. RAZORWIRE666
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      I never use the MCM so I honestly don't know. let me know if it works. Also what aspects of the mod are you trying to disable Just curious?