Mod caused an instant CTD when booting up the game. I had to troubleshoot through 100 different plugins to find the culprit. Not sure what was doing it, or what it was conflicting with, but disabling the plugin fixed the game.
This mod does seem to interact with the Vz.52 in a weird way that makes it extremely common, I’ve done multiple playthroughs which is fine but something I found a bit strange. I just headcanoned that a lot of surplus weapons were imported from Czechoslovakia.
it cannot replace the pipe guns with the handmade rifle from nuka world? im looking for that replacer, one that can has all attachments like stocks, calibers etc
well yeah that's cool from your part to help but I have two problems, first my specialty are not the computers, yeah I'm a complete idiot in that way, modifying files and all that, srry. and second I need to still to download vortex by a safe way so it cannot crushes my computer like last time.
The only problem with this mod is that if you have a weapon mod that implements weapons into the level lists starting at a certain level this mod overrides that and causes those weapons to be added into the leveled lists immediately, and also seems to prefer those weapons to vanilla weapons or weapon replacers. I found this out the hard way when I went to Sanctuary at level 1 and got slaughtered by the raiders wielding end-game level heavy weapons from the mod Machineguns Rebirth. Given that, I'll be keeping an eye out for a mod that helps with replacing the pipe guns but doesn't touch leveled lists.
Hi! Sorry for very late response. I'm currently offline from modding, temporarily. I'm catching up on notifications.
That is not an issue from this mod. Let me explain: Without this mod: At level 1, raiders can have pipe weapons and double barrel shotguns, and weapons from mods. With this mod: At level 1, raiders can have 10mm pistol, pipe revolver and double barrel shotgun, and weapons from mods.
From the case you explain, I'm sure that Machineguns Rebirth adds weapons in some list at level 1.
hey would this mess up/get messed up by a mod that basically unlevels everything also i moved to pc YAAAAAAAAAAAAAAAAAAAAAAAAAAY edit: also i just realized when it comes to replacers does keeping the pipe guns in cause problems if you make every small arm have the same spawn value every main arm have the same spawn value every heavy have the same spawn value every launcher have the same spawn value and every melee have the same spawn value
Replacing Institute laser is the same problem though, every Synth and Courser comes with the same gun :( oh well, maybe I ll try that Institute Technology Overhaul mod.
Institute Technology Overhaul looks nice, if you like it.
Maybe you need a different overhaul, with synths/coursers using variety of generic weapons...
Personally, I have replaced lasers (and institute weapons) using Modular Infantry Energy Rifle and it feels good for me.
Also available a replacer by cyanide4suicide using Rheinmetall EG-7 Energiegewehr (it's the new version of Modular Infantry Energy Rifle). But of course, not so much variety.
Maybe perhaps in some case peradventure if I have time I could make a simple plugin to include some vanilla weapons in Institute weapons list, but can't promise. Which weapons do you have in mind?
(For example, adding plasma, laser musket and generic lasers, and installing a replacer for each one, so synths will have variety of energy weapons...)
I actually just found a mod that gives synth different versions (plasma/gauss) of Energiegewehr https://www.nexusmods.com/fallout4/mods/69480 After looking around for two more days I kinda realize there are solutions already exist for this problem, so I guess we dont really need to make another mod for it. Or maybe make a super hardcore version with Utherian's AER15 and X12 Plasmacaster XD Anyways, thanks for taking your time to respond!
While I don't find pipe weapons on enemy corpses anymore, I still find them in loot containers. Also it seems that this mod replaces the classic 10mm pistols from the paid mod "Tunnel Snakes Rule!" with random weapons, including pipe pistols.
125 comments
It can be done. If you can't find the mod you need, check the article attached to this mod:
https://www.nexusmods.com/fallout4/articles/2379
Sorry for very late response. I'm currently offline from modding, temporarily. I'm catching up on notifications.
That is not an issue from this mod. Let me explain:
Without this mod: At level 1, raiders can have pipe weapons and double barrel shotguns, and weapons from mods.
With this mod: At level 1, raiders can have 10mm pistol, pipe revolver and double barrel shotgun, and weapons from mods.
From the case you explain, I'm sure that Machineguns Rebirth adds weapons in some list at level 1.
edit: also i just realized when it comes to replacers does keeping the pipe guns in cause problems if you make every small arm have the same spawn value every main arm have the same spawn value every heavy have the same spawn value every launcher have the same spawn value and every melee have the same spawn value
Could you make a version for Instiute Laser?
A laser version is not necessary, if you don't like it you can simply install a replacer.
The mod "redistributing" pipe weapons is "needed" because they are always everywhere.
oh well, maybe I ll try that Institute Technology Overhaul mod.
Maybe you need a different overhaul, with synths/coursers using variety of generic weapons...
Personally, I have replaced lasers (and institute weapons) using Modular Infantry Energy Rifle and it feels good for me.
Also available a replacer by cyanide4suicide using Rheinmetall EG-7 Energiegewehr (it's the new version of Modular Infantry Energy Rifle). But of course, not so much variety.
Maybe perhaps in some case peradventure if I have time I could make a simple plugin to include some vanilla weapons in Institute weapons list, but can't promise. Which weapons do you have in mind?
(For example, adding plasma, laser musket and generic lasers, and installing a replacer for each one, so synths will have variety of energy weapons...)
https://www.nexusmods.com/fallout4/mods/69480
After looking around for two more days I kinda realize there are solutions already exist for this problem, so I guess we dont really need to make another mod for it. Or maybe make a super hardcore version with Utherian's AER15 and X12 Plasmacaster XD
Anyways, thanks for taking your time to respond!
:P
This barret is a replacer, or is it injected in leveled lists?
:(
It looks that you have other mods modifying leveled lists. I can't confirm compatibility with every other mods...
Good luck!