Fallout 4

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JackRob

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JackRob

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  1. JackRob
    JackRob
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    News: (5/12/21) Updated file to 0.4.  Contains some fixes and an MCM file to allow you to change a couple of settings for now.

    (10/18/2020) Update file to 0.3.  Contains many fixes for bugs and consistancy.  See LOGS section for details.

    (10/17/2020) Updated file to 0.2.  See LOGS section for details.
    While this mod is set up as a framework that could add support for nexus weapon mods, I'm afraid I can't create the patches necessary to do that right now.  For now, this mod only supports Vanilla weapons.
  2. hoangkien
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    Thank you! The minigun belt works great in my game.
  3. HuniPotter
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    Great mod and i love the framework it provides for me to use for some of my modded weps however the restriction on being able to check current mag capacity is really hindering it for me. Is there any possible changes you're aware of that i could make in XEdit to potentially fix this?

    I understand you addressed this issue on the front page already but power armor doesnt really matter to me and im quite desperate as its the last piece of the puzzle for my setup.
    1. JackRob
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      If you would really like to see the "battery charge" of magazines in your inventory like that found on fusion cores, all you need to do is add the keyword "isPowerArmorBattery" to all the ammo magazines you wish to see in XEdit. 

      Otherwise, I have not discovered a good way for users to see an ammo's health (as it's called in the game engine).  Maybe something is possible with F4SE (script extender), but I have not had time to look into that.
    2. minimizer
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      I read the description about it adding "isPowerArmorBattery" will break power armor, will it still break? and if not, would you kindly link me a video or a guide to add it, i tried messing with xedit with your mod and everytime i tried to save it, it shows "You will not be able to save this file with ESL flag active"

      Thanks
    3. JackRob
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      The isPowerArmorBattery keyword will still break power armor if it's found on more than one ammo type in your inventory and I have not discovered anything that can circumvent this currently.

      For the error, it happens because the form ids need to be compacted to properly save as an ESL flagged esp.  You can fix this by running the command "Compact FormIds for ESL" by right-clicking the esp name (I believe).   This however should not be done on the Master file as this will cause the plug-ins/patches that rely on the master to break.  So if you're ok with the master file being a regular esp, remove the esl flag from the plug-in's header and it should save properly.
  4. TheGreystone
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    I like this mod, it's really cool. Especially for my Frost playthrought.

    Do you think you could make up a guide so that we can patch in other weapon mods on our own?
    1. JackRob
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      I suppose I can write up a step-by-step article to do just that soon.  You can press the Track button at the top of the mod page to get a notification when I publish it.

      In the mean time, if you haven't already, you can use FO4EDIT to open up my Basic file to see how I made the vanilla weapons work on my master framework.  It'll be pretty much the same way for any weapon mods you want to patch.
    2. SenatorWary
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      dude that's awesome
  5. deaddreams1986
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    Hi, is it possible to disable the experience? gaining experience when creating magazines breaks the balance.
    1. JackRob
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      Hello, I can agree that the crafting experience gained from magazine loading is off-balancing, but this is handled by a "semi"-hardcoded expression that applies to all recipes regardless of source and I believe it's primarily based off of the crafted items value (I know this is true for Skyrim, can't remember if it's the same way for Fallout 4).  If so, a simple way would be to adjust the value of all magazines to 0.  This shouldn't be too much of a problem since I didn't add magazines to vendors for them to sell, and if you want to sell them, extracting the bullets would be just as effective.  You can do this fairly easily with FO4Edit in case anyone is not familiar with the program.

      Alternatively, if you find crafting experience in general to be a bit much, there are values to adjust the formula and I expect there are mods that do just that, either reduce or disable experience from crafting, though I don't know one off the top of my one.

      A more complicated workaround if you want to keep the values on magazines is to first create a misc item and attach a script to it to add a magazine of a type to the player's inventory if it's received.  I would give the misc item a value of 0 as well as the same name and model/mesh as the magazine type assigned in the script.  Then find the recipe for that magazine and point the created item to that new misc item.  The end result would make it appear like before, that you simply craft a magazine, but the experience formula looks at the misc item's value instead of what the misc item's script gives you. 

      If you want me to elaborate more on any of these points above, feel free to ask.
    2. deaddreams1986
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      Thanks for the answer. I want to complete the game without dying, but honestly, so needs crafting experience, but I don’t need extra. Unfortunately, I don’t have the skills to work with FO4edit, maybe your idea would work.
    3. JackRob
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      I would still encourage you to give FO4Edit a try, as it's very easy to set up and open up a game or mod file to tweak most variables to your liking, for example increase the damage on a new weapon mod if you find it a little lacking.  The hardest part initially would be getting use to the User Interface and figuring where the values are that you want to edit.  If you do decide to give the first option a try, just open up my master file and you can find all the magazines under the Ammo section and just find and set each of their Values to 0.  Then save, close FO4Edit and see if it does what you want it to do.
    4. deaddreams1986
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      Okay, thanks, i will try 😊
  6. Outrora
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    I can't set the ammo or LL or enchantments for only a few weapons. I get a: "warning, could not be resolved but is possibly hardcoded into the engine", or it simply points to a different thing with a similar formID, usually some cell.

    Do you know why? It's driving me mad. Most weapons work just fine.

    EDIT:
    Found a workaround, just had to copy as override the Mags OMODs into a new esp/esl and was able to make the changes needed. Still don't know why I can change some weapons directly while several others give me this error though.
  7. Outrora
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    Hey man I've tried to add a new ammo type to the framework but I'm getting errors when setting that ammo on a magazine omod. Am I missing something?
    1. Outrora
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      Never mind, it is not working with only one gun, load order issue apparently. 

      I've managed to create a new mag based on caliber complex and added it to a modded gun with no issues. Amazing framework!

      Now I'm trying to come up with a system that makes the unload mechanics more convenient and immersive, perhaps adding the possibility to craft the munition or the empty mag, so you can choose depending on the situation. 
  8. Outrora
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    The best implementation of the system I've seen. I would change two things only:

    1 - I would make the unload mag turn on to an empty mag instead of the total amount of bullets (as it is not possible to create two cnam or a dynamic one apparently);

    2 - I would make crafting requirements an empty mag instead of the scraps, plus the bullets of course.

    These would make the game more difficult, as you would lose ammunition when you need to unload, and make it more realistic I believe in using the empty mags as the main source material (having to scrap an empty mag than make a new one every time seems a bit immersion breaking to me).

    Would you allow me to make a patch with those changes, and maybe some patched mod guns?
  9. Momohonaz
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    Amazing mod. I'd endorse it twice if I could. 

    For anyone who is interested it works fantastically with Weapon Carry Limit (https://www.nexusmods.com/fallout4/mods/63708). It restricts you to one primary weapon, a sidearm and a melee weapon. But if you take your weapon mods with you - you can use BAIM's magazine loading kit menu to hot swap your mods out on the fly. Means you've the realism of not carrying 10 different firearms with you. But also gives you the ability to customise on the fly.

    Example: having a pipe rifle set up as a sniper rifle in the open world. But then swapping in a shorter barrel, reflex scope,  automatic receiver and a 60 round drum mag for when you go into an interior. So much fun.
  10. DominationPRO
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    It's been awhile since I played Fallout 4, I really like the mod, however I have notice 2 bugs, the fist one is I cannot craft .45 magazines (20) It shows 2 times the 30 version. The second bug is the one that actually got my attention for post it, this mod complety makes any weapon ammo conversor like the combat rifle .308 receiver non functional, the ammo type will remain the same. Sorry for my english, it is not my native language :(
    1. JackRob
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      First problem is indeed a bug as the crafting recipes for the small .45 magazines outputs the large instead.  If I come back to updating this, I'll have it fixed, but you can also correct it yourself with XEdit.  Just load up the Master file and under "Constructable Object" find the entries "co_Reloading_45RifleSmall" and "co_Reloading_45RifleSmall02".  You'll then change the output (CNAM - Created Object) to Ammo45CaliberMagSmall instead of Ammo45CaliberMagLarge for both entries.

      Second problem is intentional, as changing ammo types (and therefore magazine types) on a weapon would need more work and is something I would have worked on later perhaps.  Plus I believe the benefits of the Advanced receiver on the Combat Rifle should not warrant consuming more expensive ammo.
  11. Zaxen069
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    Delete, Sorry for the inconvenience I was being dumb due being tired.