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  1. Umedyn
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    NOTE: You need the ESP version of the Star Wars BlasTech Weapons mod (Not the ESL version) or the weapons will show up invisible!

    Changelog:

    Changelog 1.16 - Changes the Handmade Rifle replacement to the LC-1 Laser Carbine (https://www.nexusmods.com/fallout4/mods/31217)

    A small but substantial update, changes the Handmade rifle replacement from the AQUILA - Laser Rifle to the LC-1 Laser Carbine. The LC-1 Carbine is now a required mod, and the AQUILA has been taken off the required mod list. I still recommend the AQUILA, as it is a cool laser rifle, and I think fits in with the style of this mod, but I just felt that the LC-1 Carbine better fit with the Handmade Rifle as a replacement. I also slightly buffed the damage the LC-1 Carbine does to better match the handmade. If you have the No DLC version, then this change doesn't effect you.

    If you still want the  AQUILA - Laser Rifle as the replacement for the Handmade Rifle, you can still download version 1.15, but note that any update further on will have the LC-1 Carbine as the Handmade replacement.

    -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    I have marked the original weapons and ammo from the Star Wars BlasTech Weapons with [Blastech Special] in the name, so you know which weapons and ammo go together.

    I have added a "more damage" optional mod that increases the damage of the weapons, making them much deadlier. I felt like the weapons were too weak when compared to Star Wars itself, so I increased the damage in a separate, optional, mod. Just replace the original ESP file, and make sure to update your merged patches, if you have them.

    There is also a No DLC version of the mod, that means that Far Harbor, Nuka-World the LC-1 Laser CarbineCOBRA - Officer's Revolver, and Accelerator Plasma Energy Weapon are not requirements for the No DLC version, but I still suggest getting the weapons, as they are good mods.

    Oh, and for anyone who is wondering, I do use all of the recommended mods in my game, so I know they all play together.

    As A Note: If you have a merge patch, be sure to RE-MAKE the merge patch after downloading whatever new editions of the mod, otherwise sounds and other stuff most likely won't be fixed.

    EDIT:  the mod More Super Mutant Weapon Animations allows the Super Mutants to use their blaster replacements, I have tested this, and found it works.

    There are two new optional files:
    - Imperial Patrols of the Commonwealth Armor Patch - Lowers the armor of the Stormtrooper armor to more manageable levels for the raiders they replace. Imperial Patrols of the Commonwealth A Faction Replacer Required
    - SynthTroopers Armor Patch - lowers the full body armor defense. Synth Stormtroopers and Imperial Institute and Commonwealth Stormtroopers Required.
  2. Doomlurker42
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    Alot of the guns in star wars weapon pack have broken reload animations

    Shame this was very close to finally replacing all the garbage guns without worrying about tr support
  3. Ausarq23
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    because i know some people won't read the description (you know who you are) Galac-tac: retribution uses the RU556 mod which will hurt the whole no ballistic weapons vibe of this mod (and it's new expansion also adds in non starwars esque armors and weapons) IF you don't mind having one ballistic weapon then absolutely download the mod it's amazing and the armor looks fantastic (another good armor set is nimrout's synth combat armor standalone (which is based off of the clone commandos) i personally also use 2 mods which gives the BOS clone armors and the DC-15A (i'll link the weapon mod you can find the armor mod  in the comments (which isn't on the nexus as i think it rips assets i'm not linking the armor mod as doing so is kinda taboo)) DC-15A mod)
    1. Umedyn
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      Yup, which is why I recommended the Tactical Military Equipment in my recommended mods, and not Redux, since that just adds the armor and not the requirement for the extra gun.
  4. Wolftiger470
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    Having run a few tests I restored all of my CC content (that didn't have just a rifle, pistol or other slugthrower - so no tunnel snakes or CR-74 rifle - also no anti-material rifle or prototype gauss gun (the one in Fo3 was better anyway (they messed up importing it as it only used one fusion cell as ammo and you got 10 shots (I think, been a loong time) I also re-added Lima Detachment which works perfectly with this mod... You may want to amend the requirements and description to note that they need the ESP not the ESL/ESP... That way they don't have to run through the same mess I ran into.
    1. Umedyn
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      Yup, made a note at the top of my sticky post! Glad we could get it to finally work! I suggest checking out the mods in my recommended list too, they really make the game feel like Star Wars.
  5. Wolftiger470
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    Ran into a weird situation... was looting in sanctuary (start of the game) and nabbed a DH17 Blaster from a safe - equip it and there's no mesh... and the weapon doesn't show on the weapons bench... so I figure there's a problem with stuff missing and I went down to the end of the lake (small cabin - big strange robot head and 4 nasty mirelurks) ... the DH17 Blaster in the robot head (AT-ST) shows in inventory (where the DH17 from the safe is invisible) and can be seen and equipped with no problems (just need ammo as it can't/won't change from the SC ammo)  I I'm thinking that the DH17's that are lootable (from bandits and boxes) aren't linked to the one you get from the AT-ST... The rest of the mod runs great so far - the one bandit I ran into was using a DH17 (poorly - I hit, he didn't) and his looted weapon was invisible as well.
    1. Umedyn
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      Did you start a new save or install in an existing one? The meshes usually don't show from already existing modified weapons in middle of the save installs. Try starting a new game and seeing if the weapons (like the 10mm pistol in the vault, or the gun next to the skeleton in one of the sanctuary houses) are showing or not. If they're showing, then no problem, keep playing! If they're invisible, then most likely it's a mod conflict where either a mod (or a merge patch) is overwriting the gun, if that's the case, then move the weapon replacer mod to the bottom of the load list and start a new game to see if that fixed the problem.

      also the guns from my mod, and the ones from the blastec mod are technically different weapons, and use different ammo. I labeled all of the OG blastec weapons and ammo with the [Blastec Special] tag to denote one from the other. the [Blastec Special] weapons are those from the "robot heads" or crafted, while the weapons and ammo without are the replaced weapons and ammo, and are not compatible between each other.
    2. Wolftiger470
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      OK - I'll move the mod esp down (I use Vortex) so I'll make it load just before start me up... I've been using this on a new game from the start... I was going to tell you that the DT29 was having the same problem but I'll move things and see what happens.

      Edit I moved the esp to the absolute bottom of the load order (185 out of 185) and it still shows invisible... so I'm getting rid of all my extra weapons mods (navy stealth suit - xanders aid and any others + creation club weapons)

      Edit 2: Well I got rid of multiple slug throwers, the zetan arsenal, Doom BFG, Quake lightning cannon and the tesla cannon + the captain cosmos armor and ray gun (the Hellfire armor as well)  will start with new game in the morning and update...

      Edit 3: removed all weapon mods except Star Wars (ones needed for this mod) and after about 10 seconds with the mods and creation club areas lit (not greyed out) FO4 CTDs - am currently scrubbing everything except for this mod + the ones needed for it and start me up (which allows skipping the whole starting sequence)  Don't worry I'm going to get thing working...
    3. Umedyn
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      oh, another thing I thought of is to make sure you have bInvalidateOlderFiles=1 in your fallout4.ini, under the [Archive] section, as well as this

      [Archive]
      bInvalidateOlderFiles=1
      sResourceDataDirsFinal=

      in your fallout4custom.ini (located in your My Documents/My Games/Fallout 4 folder), I know that causes problems with BSAs and loose files. I know the mod works (I have it in a modlist with well over 200 mods) so it's just narrowing it down to a mod conflict or if everything is set up correctly.
    4. Wolftiger470
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      I just checked (never know when the system will replace something that you saved) and both the .ini's have the items in the proper places... I've finally gotten my system back up and running after removing every mod except the ones needed to run your SW weapons replacer mod (+ the mod itself) except for the unofficial fallout 4 patch... since that is the only mod I was running maybe there's a conflict there (don't see how as it's at the very top of the load order right after the main files (Fallout 4 + DLC's) anyway after testing and the gun still showing invisible I've replaced all the mods that I took out (except the weapon (slugthrower) mods)  Either way I'm running with it the way it is for now, I'm keeping the mod running and will enjoy it (even if I have use some invisible weapons - they still fire properly)
    5. Umedyn
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      This is very odd. When I get back home, I'm going to download the mod and check to make sure there isn't some problem with the site download, that I'd have to reupload it or something, because I've been using it for my star wars playthrough, and it works for me, and I have a crap ton of mods installed with it. You said the og mod's weapons showed up, so the BSA is in there, otherwise both would be invisible...

      I remember something I worked on with someone earlier who had a similar problem a while back, something about there being two instances of the fallout.ini/fallout custom.ini, either installed by their mod manager or steam or something. Could you check somehow to make sure your installation is pointing to the right ini files? That may be the problem.
    6. Wolftiger470
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      As far as I can tell I only have one set of .ini files (those located at username/documents/my games/fallout 4)  Vortex copies the .ini's in that location and renames the end to .baked and .base (so it looks like Fallout4.ini.base/.baked) the only other .ini's are in the base game folder and is Fallout4_Default and low, medium, high, and ultra repectively...  Went digging into Appdata/roaming/vortex/fallout4/profiles/insertprofilename/  and found another copy of Fallout4.ini.  copied original... will see if that fixes it.

      Edit: no luck with that idea so I ran a search and the only copies of Fallout 4 ini or fallout 4 custom ini are in either the vortex folder or fallout 4 my games folder.... just checked and the Star Wars Weapons .80 mod doesn't have a bsa (if your mod is looking for a bsa that isn't there)  all of the files are loose.
    7. Umedyn
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      I just tested it with the site's mod, and it works, I did look at the Blastec weapons mod, and they are loose files... I had another thought. are you using the ESL version of the blastech weapon mod? I'm not sure if there is anything different about them, but that might be the issue if you are? I have no idea after that, it's odd.
    8. Wolftiger470
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      Was using the Esl vers however I switched and no change... Can't really think of anything else it might be I'm using vers 1.16 of this mod and .80 of the Blastech mod... + all the other requirements ... no clue - might be something weird like when I'm playing Skyrim or SE you're supposed to have a 33.3% chance of any of the three hold Jarls (per Jarl) contacting you to start the HearthFires DLC... I've only ever been contacted by Falkreaths Jarl...
    9. Umedyn
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      weird idea, but try removing the meta.ini from your Data folder that was added with the esl version of the blastech mod. That might be doing something to the connection between the mods, and reinstall the ESP version of the blastech mod, overwriting everything else. that's the only thing I can think of that may be interfering with my mod, after all this testing.

      and I have the same thing with Hearthfire, only Falkreath contacts me first.
    10. Wolftiger470
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      The Esl/Esp was the problem... I started a new game because I installed a sanctuary hills mod to rebuild the place... long story short when I finally got to the point of a DH17 blaster being in a safe it was working perfectly... so you have to have the ESP not the ESL/ESP... thank you for your help!
  6. bluewolf5171
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    Don't know if this'll be read any time soon but, is there any way to not have a conflict when using this mod and Imperial patrols e-11 addon? Probably asking the wrong people but I'm desperate for help. Tried something similar like this last year but I had the somewhat same issues as the mod clashed with imperial institute.

    I say conflict, I don't know modding terms too well. But when I use the E-11 addon of Imperial patrols, while using this replacer. If I choose the addon the replacer breaks, spawning vanilla weapons with the modded ammo. If I choose the replacer over the addon, the raiders spawn with laser rifles and pistols since there's no replacers for the laser weapons.

    That's the best description I can give.

    Edit: Fixed my issue, I ended up down loading an older version of the e-11 along side the new version. Both are some how the two mods i had issues with are reading both, got lucky I guess.
    1. Umedyn
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      I noticed that the E-11 mod just got updated, so the break was probably between the Imperial Patrols mod and the E-11 mod, since something changed that the Imperial Patrols mod did with the E-11, and not my mod. My replacer mod doesn't edit the E-11, just uses the blaster sounds from it. I haven't looked at the new update of the mod yet, but if I need to make any changes to my mod because of it, I'll do so when I have the time.
  7. Sheppard2023
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    rotor cannon gun z-6 for Star wars clones .  
    I have a better idea!!! - what is the coolest weapon like a minigun in star? rotary mount z-6 heavy blaster cannon. It will be interesting to see what will happen in the end. Will you? Gattling, if you have the right tools and skills, can be done completely, but z-6, you can’t do it on a workbench, by no means ... If it’s ready, and everything works as expected, I’ll vote for your work and I will advertise you to all the fans ...
  8. oolam
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    I got the no DLC version and needed mods but vortex tell me a plugin is missing: 1_SrarWarsWeapons.esp
    Any idea of what I am missing?
    Edit: switched to DLC version, same problem
    1. Umedyn
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      You need the Star Wars BlasTech Weapons mod too, that is the one that is missing. This mod is based around that one. Be sure to check the required mods, as there are a few that are needed, even with the No DLC version.
    2. oolam
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      Much thanks
  9. Ausarq23
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    could you replace the miniguns with something i still have enemies spawning with those really hurts the no ballistic weapons thing i guess an easy fix would be to replace all miniguns with gatling lasers (and if your worried about it breaking the sanctuary opening i used the gatling rifle mod and it worked fine when the minigun wielder spawned with it so i assume as long as the gun can "rev up" it'll be fine)
    1. Umedyn
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      I'll think about that. If I have to update the mod again I'll might make that change.
    2. Ausarq23
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      ok thanks for considering my suggestion
    3. Umedyn
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      Considered and added. It was a good suggestion.
    4. Ausarq23
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      sweet i just noticed that when i started up my old sanctuary save
  10. CJP2077
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    I always wondered why there aren't that many Star Wars on the Nexus.
    1. Umedyn
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      If I had to take a guess, first would be a fear of Star Wars and Disney issuing some kind of takedown, whether a real or imagined fear. Second is that most Star Wars stuff would have to be custom modeled and/or rigged to be on Nexus, since you cannot rip assets from other games to use in your mods on Nexus.

      There is a certain, less scrupulous, site out there with a LOT more Star Wars mods because the mod authors will rip assets from other Star Wars games, mainly the Battlefront games, to make Star Wars mods with them, and the site doesn't care.
  11. Brancamaster
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    I have maybe a dumb guy question. But when I am playing only a few weapons are actually there. I have a ton of laser rifles and laser pistols but not the actual blasters. Is this supposed to be happening or am I just missing something.
    1. Umedyn
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      Hmm, that's kinda vague. I'm guessing the blasters aren't showing up at all? (they should be replacing the normal ballistic weapons) Make sure you've downloaded all the required mods, and that the weapon replacer is at the bottom of your load order, if you're using a bash patch or merge patch, make sure you re-compile them after installing my mod and making sure the mod is last in the load order, or at least the last before the patches that require it. Also make sure you're starting from a new save, it works best that way.