About this mod
Replaces vanilla laser guns, institute guns, or laser muskets into Utherien's AER15 weapon mod
- Requirements
- Permissions and credits
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Translations
- Changelogs
Replaced weapons will spawn with the following modifications:
- All replaced weapons will be named "AER15" in-game and will follow the instance naming conventions
- Replaced weapons will spawn with a random low-tier receiver (General Atomics Mk1, General Atomics Mk2 mod 0, General Atomics Mk2 mod 1)
- Replaced weapons will spawn with a random barrel
- Institute weapons have a chance of spawning with the Prototype Quad Barrel
- Replaced weapons will spawn with a random grip
- Replaced weapons will spawn with a random stock
- Replaced weapons will spawn with a random magazine
- Replaced weapons will spawn with a random scope/sight
- Replaced weapons will spawn with a random beam modifier (Amplifier, Splitter, or none)
- Replaced weapons will spawn with a random foregrip
- Replaced weapons may spawn with a left rail flashlight
- Replaced weapons may spawn with a right rail laser
- Replaced weapons may spawn with a top rail laser
- Replaced weapons will spawn with a random fire mode (Semi-auto or Automatic)
- Replaced weapons will spawn with a random wavelength modifier
- Replaced weapons will spawn with the Default skin
- Institute weapons will spawn with the Institute skin
This mod includes changes to super mutant leveled lists. When selecting any plugin that replaces laser guns, super mutants that normally spawn with a laser gun will instead spawn with a pipe gun
Optional plugins are included that completely override Super Mutant leveled lists and gives them either melee weapons, miniguns, or missile launchers. Place the Super Mutant Leveled List Override esp very low in your load order to allow it to win any leveled list conflicts
2. Make sure the esp for that mod is activated and all the assets from it are in your Fallout 4 data folder
3. Install this mod. Select the replacers you want in the installer and click finish
4. Done
2. If an NPC/Companion weapon is broken, you can individually update them by entering the console, selecting the NPC, and entering the "Resurrect" console command. You will have to do this one-by-one for each NPC. If the NPC/Companion isn't equipping their replaced weapon after the resurrect command, open the console, select them, then enter the "openactorcontainer 1" console command. You can use this console command to view their inventory and force them to equip their replaced weapon and ammo or force them to equip another weapon altogether
3. Take the replaced weapon to a weapon workbench and re-craft the weapon parts. Crafting a new receiver usually opens up the parent slots for the weapon
Ardent117: for allowing me to use his ported for Fallout 4 stuff from his upcoming M4 Custom mod - Holosun HS510C, EOTech XPS3, SureFire M300C, MAWL, DD Milspec, Magpul CTR, Vltor IMOD;
FX0x01: for allowing me to use ACOG from his RU556 mod;
Zephraim: for allowing me to use his Holosun HS510C;
Ajhakra: for the cubemap I'm using in this mod;
Neto: for being awesome dude;
Drifter: for the screenshots;
Zenson: for the screenshots;
Little Light: for the screenshots.
Credits to the original creators of the stuff mentioned earlier:
zraider: Holosun HS510C, EOTech XPS3, MAWL;
Thanez: ACOG;
Parallax Game Studios: DD Milspec, Magpul CTR, Vltor IMOD, SureFire M300C