If you were having issues with some weapons being replaced with something absurd like "doormarker", those issues were caused by the header (thanks to 4estgimp for mentioning this) and has since been fixed in the .1 versions, so update the mod and it will work just fine, though you will have to redo any edits you made previously.
This is what I've been looking for, for a long time. Cannot wait to try it out. It was taking painfully long time to integrate weapons into the game back then.
Is there a way to add weapon attachments into the game as loot too ? So what I want to do is, loot weapon attachments from various locations/containers as crafting them in workbenches sound quite unrealistic to me.
It's definitely possible, so long as the weapon mods in question have misc object records for their attachments (99.9999% do), you'd just be doing a lot of copy pasting to put all the various attachments into a new LL record and make some vanilla LL that handle stuff like junk and other misc loot reference the new LL. And it'd be a maaaasive amount of effort if you also wanted to do something that's coherent between all your mods. Because by default the misc object for, say, the eotech sight in mod X is a different record from that of the same eotech sight in mod Y. It would be possible to patch them so that they point to the same misc object and the result in terms of gameplay would certainly be quite fun and immersive imo, but that'd a looooot of manual work lol
A man can dream.... But yeah if most (if not all) of the weapon attachment mods were using an base attachment mod, that would be amazing. There are mods for that, it also reduces filesize but very few uses those mods like this one: STOOGES's Cod Modding Framework
To fix that you can go to the weapon record of those guns and go to the very bottom of it. There you'll find a space for LL record, if you make it reference the appropriate ammo LL record, the weapon will spawn with ammo
Kelogg wont spawn with his gun and when he does spawn with it its the pernach pistol fused with his vanilla weapon... and when i say that i mean hes barefisted unless i use the pernach
From this mod:https://www.nexusmods.com/fallout4/mods/21629
I'll explain why this is. Kellogg's weapon is one that is added via script (there are several in the game added like this). So even if it uses the LL_44_Pistol to add the weapon - it still uses a custom Form List for the attachments for that weapon. For his pistol that means the .44 Light Barrel, .44 Custom Grip, Standard Sights and the Relentless Legendary Effect.
That is why you are seeing a hodgepodge of a mess with his pistol.
You don't see this issue if you use say Modern Weapon Replacer (by cyanide4suicide) mods - since those replace each and every OMOD with the physical meshes and textures of the mod you are using to replace with.
There is a way around that for these kind of script added weapons, but you'll need to do a little more with FO4Edit - which is well beyond the scope of this mod.
This sounds way worse than it is. In other words it takes about 2 minutes tops to do what I said.
The thing with Kellogg's Pistol though is there is so much life history, both distant and near current that show him with the .44 Revolver you literally wouldn't expect to see him with anything else. From a game design perspective - lets just say the modders are messing with the lore when they try to replace his weapon.
Added: Even if you properly replaced his weapon with a Pernach Pistol - everything in the game is going to show him using a big massive intimidating revolver.
Im talking in general. I gave up on this game due to faulty animation handleing in power armor among other silly decisions that scream "rush job". Have to pick between power armor of the people or replaced vanilla weapons for instance, having both gives the most janked out power armored npc reloads due to bad or lack of power armor animations at fault of bethesda for making it hard to next to impossible to implement due to hard codes and/or other crummy stuff.
In other words i cant have my cake and eat it too with this game and since gave up on it. This bug is just one drop among a sea of many many reasons why im never going back to modding this game.
Its great that this bug is fixable but im long since past this game and todds lies.
Well 2 things. 1) I understand your frustration with the whole Power Armor thing - though I simply don't play with Power Armor for other reasons. 2) I also don't understand why they did what they did with Kellogg's Pistol. They could have just made it like the Deliverer and have it be it's own weapon record. Kellogg is that unique of a character in the game to warrant that.
That said, there is no game that isn't going to have issues when it comes to modding. At the end of the day the mod user is going to have to get his hands dirty if he wants things to be a certain way.
In my case it's the reverse. It took over 10 years before kNVSE became a thing for managing custom weapon animations. I am considering going back to that one of these days.
How do I fix the Unique Weapons issue, so I don't have fused guns? Once I figure this out, I will be replacing guns left and right, it's very immersion breaking. Is it all Unique Weapons?
uhm i wonder.. do you have any tutorial how exactly making randomize attachment for the weapon that spawn? which id and where..i'm using glock 19x and combined arms is it different setup for both mod? kinda confusing looking around inside the mods on FO4Edit..
it is work together with weapon replacer? and it's is possible just to replace vanilla melee only? so there will be no any enemy walking around with just melee weapon
For your first question: https://www.youtube.com/watch?v=yvPtJROftjo This is the tutorial you're looking for, after doing that you can just put the weaopns in the level lists like normal and it'll work.
For your second question, yes, it's possible to only replace melee weapons, but not with how the plugin is currently set up. You would have to open the plugin, the level list tab and look for all the level lists highlighted in yellow, green or red (not the ones that are not highlighted) and delete the ones that don't contain the name of a melee weapon in them. After that, this mod would only replace melee weapons
If they are highlighted in any way and don't mention melee weapons delete them, if they are white leave them be because they are the LLs where you'll put your modded weapons. If they are highlighted and have a melee weapon in the name leave them be because they are what makes this mod replace melee weapons
If someone downloads my patch and has all the required mods installed, how does the leveled list know to correctly reference the individual mods? From what I understand, the FormID or plugin hex can change depending on the user's load order. Does the patch account for this, or is there something else I need to do to ensure compatibility?
do the weapons spawn with randomised attachments if there are modcolls present on the weapon? does the leveled list use the keywords such as short or does it always create a random variant?
Yes, it does make use of modcols if the weapons you use are setup for it. As far as how exactly that would behave with keywords and such, I'm not sure, since I don't use those myself, but the way I set it up it hooks into the long/short/etc LLs from fallout4.esm, so hopefully it would also use those keywords
I followed the video from Yourboyzach, & I'm wondering. I've made a quick test replacer to replace pipe weapons with AK47's, But how do I upload this mod to the public for others to use? I've seen DegenerateDak's video about replacers & he mentioned that by doing this, You are editing the mod itself. So you can't really upload it to the workshop. I really want to make replacers for others to use & enjoy.
Hi, yes normally you shouldn't do it unless the author specifically gives you permission. In my case, I'm definitely fine with it, in fact, if you look in the permission section of the page you'll see it's almost all green. Just credit me for the creation of the framework and maybe like to this mod for people that want to make their own and it's fine
I know from personal experience and the feedback of many others that it does work well. Any problems are most likely user error or incompatibilities, but if you describe what you're having trouble with I can try and help you troubleshoot
Sounds like you forgot to add the weapon as master to the ll overhaul esp. To do this, simply right click the weapons LL Overhaul.esp in fo4edit, choose "add masters", choose all weapon mods you want and hit ok
I do not currently plan on doing that, but if you want to do it yourself it's really easy to do. Just load up the dlcs in fo4edit, select all the level list records that have to do with weapons, right click and choose "copy as override into...", then make a new plugin, name it whatever. From there, in the new plugin make new level list, or multiple, which are where you'll put the modded weapons, then select all the copies of the records you previously selected, right click and choose "compare", then in them you can make just one reference the LL/LLs you just created, then right click just above the entries and choose "copy to selected records", then save and exit
198 comments
Is there a way to add weapon attachments into the game as loot too ?
So what I want to do is, loot weapon attachments from various locations/containers as crafting them in workbenches sound quite unrealistic to me.
And it'd be a maaaasive amount of effort if you also wanted to do something that's coherent between all your mods. Because by default the misc object for, say, the eotech sight in mod X is a different record from that of the same eotech sight in mod Y. It would be possible to patch them so that they point to the same misc object and the result in terms of gameplay would certainly be quite fun and immersive imo, but that'd a looooot of manual work lol
nevermind this is dependent on the gun, solved by leaving them out of the ll mod and adding them separately
However i got another problem
Kelogg wont spawn with his gun and when he does spawn with it its the pernach pistol fused with his vanilla weapon... and when i say that i mean hes barefisted unless i use the pernach
From this mod:https://www.nexusmods.com/fallout4/mods/21629
Kellogg's weapon is one that is added via script (there are several in the game added like this).
So even if it uses the LL_44_Pistol to add the weapon - it still uses a custom Form List for the attachments for that weapon.
For his pistol that means the .44 Light Barrel, .44 Custom Grip, Standard Sights and the Relentless Legendary Effect.
That is why you are seeing a hodgepodge of a mess with his pistol.
You don't see this issue if you use say Modern Weapon Replacer (by cyanide4suicide) mods - since those replace each and every OMOD with the physical meshes and textures of the mod you are using to replace with.
There is a way around that for these kind of script added weapons, but you'll need to do a little more with FO4Edit - which is well beyond the scope of this mod.
Between quirks like this, hard codes, 3rd person animation glitches with power armor and keyword conflicts.... what the hell Bethesda?
In other words it takes about 2 minutes tops to do what I said.
The thing with Kellogg's Pistol though is there is so much life history, both distant and near current that show him with the .44 Revolver you literally wouldn't expect to see him with anything else. From a game design perspective - lets just say the modders are messing with the lore when they try to replace his weapon.
Added: Even if you properly replaced his weapon with a Pernach Pistol - everything in the game is going to show him using a big massive intimidating revolver.
In other words i cant have my cake and eat it too with this game and since gave up on it. This bug is just one drop among a sea of many many reasons why im never going back to modding this game.
Its great that this bug is fixable but im long since past this game and todds lies.
1) I understand your frustration with the whole Power Armor thing - though I simply don't play with Power Armor for other reasons.
2) I also don't understand why they did what they did with Kellogg's Pistol. They could have just made it like the Deliverer and have it be it's own weapon record. Kellogg is that unique of a character in the game to warrant that.
That said, there is no game that isn't going to have issues when it comes to modding. At the end of the day the mod user is going to have to get his hands dirty if he wants things to be a certain way.
In my case it's the reverse. It took over 10 years before kNVSE became a thing for managing custom weapon animations.
I am considering going back to that one of these days.
For your second question, yes, it's possible to only replace melee weapons, but not with how the plugin is currently set up. You would have to open the plugin, the level list tab and look for all the level lists highlighted in yellow, green or red (not the ones that are not highlighted) and delete the ones that don't contain the name of a melee weapon in them. After that, this mod would only replace melee weapons
Thanks in advance for any insights!
do the weapons spawn with randomised attachments if there are modcolls present on the weapon?
does the leveled list use the keywords such as short or does it always create a random variant?
I followed the video from Yourboyzach, & I'm wondering. I've made a quick test replacer to replace pipe weapons with AK47's, But how do I upload this mod to the public for others to use? I've seen DegenerateDak's video about replacers & he mentioned that by doing this, You are editing the mod itself. So you can't really upload it to the workshop. I really want to make replacers for others to use & enjoy.
Just credit me for the creation of the framework and maybe like to this mod for people that want to make their own and it's fine
"Load order FileID can not be mapped to file FileID for file Weapons LL Overhaul.esp."
Please help.
From there, in the new plugin make new level list, or multiple, which are where you'll put the modded weapons, then select all the copies of the records you previously selected, right click and choose "compare", then in them you can make just one reference the LL/LLs you just created, then right click just above the entries and choose "copy to selected records", then save and exit
i got it!