I finally got around to updating the mod, just in time for my birthday.
This is a big update, so I would recommend doing a fresh install to re-place any files that are obsolete. when loading an older save, some of this mod's modifications might be missing on your guns, so there's no shame in giving yourself just enough materials to re-make those modifications.
In the future, I would like to start making patches for the various weapon mods on the Nexus, as well as adding more features, like extra ammo types and caliber conversions. I was also thinking of making an experimental addon that would include changes not everyone might like, re-name some guns to make a bit more sense, add a quality system where you would need to fix the various issues with guns found out in the wild, etc.
Has anyone tried Dak's attachment pack with this mod? Curious how the two play with each other since Dak's attachment pack adds attachments that convert weapon calibers.
I've tried a few caliber conversions from both mods and some guns were rendered un-modable and un-usable after the conversion, I'm not sure which mod is to blame though
i actually forgot that i have this mod cause it felt natural and yah i hav Dak's attachment pack and some others that add attachment and i didn't experience any problems weapons added by mods does not benefit with this im currently trying to start another playthrough and thinking of removing this for balance purposes cause using powerful receivers while being automatic is op
So I've noticed that different receivers for ballistic weapons don't add damage to my guns, they add other attributes like accuracy, but no damage. At first I thought this might be intended behaviour but I've made sure this is loaded after anything FO4Edit identifies as conflicting with it except for the Gunsmith Patch for ECO and complex item sorter and the description says they're meant to increase damage. Is this intended behaviour? Or should I be looking for a conflict that FO4Edit isn't picking up?
ETA: Issue found, Armament - Ammunition and Ballistics Overhaul adds a roboco patch that messes with damage, Leaving this comment up in case anyone else runs into the same problem.
Would it be hard or just tedious to patch this with caliber complex in order to facilitate the 6.2 grendel automatic pipe pistol caliber conversion of my dreams?
Thinking about switching back to this mod from weapons overhaul redux (largely because this mod is much lighter in weight) curious if anyone has tried this with munitions (is it something that has to be patched?).
How hard would it be to integrate the Burst Fire framework mod into the fire selector?
I had both installed but was getting ctd while trying, because they were showing in the receiver list instead of the fire mode. I may poke around both mods and see if i can make a patch to put a fire mode burst into GO but i figured i'd ask first
Nice mod, I love it. Thx for the good work. I wish there could be more ammo conversion like .44 or 45-70 for more weapon. Anyway the mod really already good enough, thank you mate!
I can't find any of the vanilla weapon paints in my workbenches (only for weapons, works fine with armor). I didn't see the paint slot in the images, so i'm wondering if this got removed by design. (I want a brotherhood laser rifle lmao)
98 comments
This is a big update, so I would recommend doing a fresh install to re-place any files that are obsolete. when loading an older save, some of this mod's modifications might be missing on your guns, so there's no shame in giving yourself just enough materials to re-make those modifications.
In the future, I would like to start making patches for the various weapon mods on the Nexus, as well as adding more features, like extra ammo types and caliber conversions. I was also thinking of making an experimental addon that would include changes not everyone might like, re-name some guns to make a bit more sense, add a quality system where you would need to fix the various issues with guns found out in the wild, etc.
Anyway, I hope you enjoy the update!
and yah i hav Dak's attachment pack and some others that add attachment and i didn't experience any problems
weapons added by mods does not benefit with this
im currently trying to start another playthrough and thinking of removing this for balance purposes cause using powerful receivers while being automatic is op
ETA: Issue found, Armament - Ammunition and Ballistics Overhaul adds a roboco patch that messes with damage, Leaving this comment up in case anyone else runs into the same problem.
I had both installed but was getting ctd while trying, because they were showing in the receiver list instead of the fire mode. I may poke around both mods and see if i can make a patch to put a fire mode burst into GO but i figured i'd ask first
does your mod also support the Wattz Laser Gun I've recently installed beside ECO?
I wish there could be more ammo conversion like .44 or 45-70 for more weapon.
Anyway the mod really already good enough, thank you mate!
Anybody knows if the see through scope Patch is still up-to-date? (Replacer)