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cyanide4suicide

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cyanide4suicide

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181 comments

  1. cyanide4suicide
    cyanide4suicide
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    Thanks!

  2. SheppardX
    SheppardX
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    my weapons are looking weird ... as there mixed with the vanilla guns 

    i choosed hk usp for 10 mm and the name is still 10 mm and the upper reciever is glitched down into the gun und some other parts floating in the air above .... 

    Funny part .... on existing save it works 

    new save bugged guns
    1. AAAARTEMISSSS
      AAAARTEMISSSS
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      same here
  3. todamax369
    todamax369
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    Loving this mod and the weapon changes but I noticed Q.M.W (Quick Modification Weapon) does not work when using a replaced weapons, I'm not sure If I'm missing something or is just not compatible so... :(
    1. todamax369
      todamax369
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      I was missing something 😅 check this out:
         QMW comments section>

      
      I'm using now Modern Weapon Replacers -All In One-Pack and DavesMods - In Game ESP Explorer Maintenance instead of console so I don't have to spend time learning weapon ID's and so that the weapons can still work with QMW

      Also I solved an issue I was having with with Laser weapons, placing replacers after We Are The Minutemen and after every other mod that modifies any factions so that there is no conflicts.

      just sharing here in case it helps anybody.

      Unconditionally loving this mod! Thanks Endorsed!!!+++
  4. hyssis
    hyssis
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    Hey, so I have an interesting problem with this mod, I installed the Tactical Reload mod, Combined Arms Weapon Pack + update, and Combined Expansion Pack + update, the replacer for the Expansion Pack enables me to choose the tactical reload option in the installer but this one doesn't. Any idea how to fix this?
    1. cyanide4suicide
      cyanide4suicide
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      The installer is probably trying to detect CombinedArmsNV_TacticalReloadPatch.esp from Tactical Reload Patch Repository

      The information text box within the installer gives you all the information on what plugins you need and what plugins the installer might be trying to detect
    2. hyssis
      hyssis
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      Okay, thank you very much. Just noticed in the compatibility notes too, I don't know how I didn't see it before, sorry for taking your time.
  5. Orion0898
    Orion0898
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    For some reason, hits are not registering on enemies with these guns 
  6. afterburn125
    afterburn125
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    All weapons showing up except the spas shotty, combat shotty replacement. It is invisible. Anyone got a fix? Thanks 
    1. TheMercyHand
      TheMercyHand
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      I'm getting the same problem except I'm not replacing it with anything and I'm using the All in One version, not this one. I did do a test with just the unofficial patch, this mod, and weapon debris fix. It shows up just fine in first and third person, so it might be a Munitions (doubtful) or some conflict somewhere.
    2. Nemisus
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      Okay so I went on a mission to fix this problem, opened up Fo4Edit and the CK and started debugging.

      SO before I go on a tangent.

      TL:DR This Replacer does not work with the All in one version: https://www.nexusmods.com/fallout4/mods/69026 of the SPAS-12.

      So if you have that installed and are trying to use this replacer thats why the SPAS-12 Specifically Isnt working. (actually have no clue why the other weapons work and the spas dosnt but it is what it is)

      HOW TO FIX:
      Option 1: Uninstall / Disable the All in one mod and just use This mod + The Weapon pack + Expansion pack. 

      Option 2: Create your own Replacer using the All in one as a base model. how? Open F04Edit, Select Dank_WOP-CombinedArms.esp, On the left side expand the esp and go to "Weapon", Scroll down to 0201c618 / CombinedArms_Spas12_leveledList, Right click "Copy as override into..", Wait for the warning click Yes. Select new ESP (No ESM or ESL) and name it whatever, Open your ESP, Go to the shotgun, on the left under "EDID - Editor ID" right click in your esp and change the name to "CombatShotgun". now on the left right click the form ID and select "Change FormID" Change it to "000DF42E", Now close Fo4EDit clicking save. Go to your mod manager. Enable your new replacer. make sure it loads LAST (after this replacer) and that "Should" have fixed your gun. Or at the very least made it so any new guns that appear are now fixed.

      Hope this helps someone :)
  7. fuman421
    fuman421
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    I've started to notice replaced weapons such as the AKM with flashlights result in NPCs walking around with the light always on, even if holstered and/or in the day time.

    Was wondering if there was a possible fix or a way to remove the flashlight attachment from the leveled lists?
    1. cyanide4suicide
      cyanide4suicide
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      Off the top of my head, I probably made attachment modcols for every weapon. Find the attachment modcol for whatever weapon is bothering you and delete the flashlight attachment from the list
    2. fuman421
      fuman421
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      Thanks for the quickly reply! Appreciate it :)

      Would I be right in these being the modcols to remove?

      https://imgur.com/idciRYs

    3. cyanide4suicide
      cyanide4suicide
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      Yeah that's right. Delete that flashlight attachment and it'll be removed from the spawn pool
    4. fuman421
      fuman421
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      Alright I'll do just that. Thanks again! :)
    5. gippi100
      gippi100
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      I've never edited a mod before, how do I remove the modcol? and with what?
    6. Pazzeroo
      Pazzeroo
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      Yeah, me too... we're here to get a mod that works, not make the mod because we don't do programming in any sort of way.  Even my programming experience was decades ago.  I've forgotten most of it and this stuff doesn't even come close to the same.
    7. Emmet4004
      Emmet4004
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      Welcome to the world of modding!
  8. deleted38462035
    deleted38462035
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    Here's a clear example of why I hesitated to install such mods to replace weapons. I'm not surprised; they kill with one shot even with good gear... It saddens me greatly that I wasted so much of my time because of the masochist who made this mod. To the creator of such an unpleasant mod, understand this: the game cannot be a survival simulator with its pathetic controls - I want to enter the game and enjoy myself, not struggle to survive.
    1. Emmet4004
      Emmet4004
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      womp womp




      also it's pretty easy to replace weapons with mods YOU prefer, also editing values on FO4Edit is pretty easy so there's that.
  9. Jeriko67
    Jeriko67
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    So idk what's going on with the leveled list for me. I'm happy to say that I'm not having glitches where the guns are basically fragmented blocks but something strange happens concerning the Berretta and the 9mm parabellum. For some reason they're being assigned together on certain raider enemies even though the Beretta uses 10 mm ammo. Not sure how to go about fixing this. Any ideas? Not a huge issue because it's one or two out of multiple when in groups.
  10. PastaLinquini
    PastaLinquini
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    So i'm using calibers complex and i'm wondering if there is a way to change the leveled item injection for ammo so it doesn't use the combined arms ammo and uses the calibers complex ammunition?
  11. valzicplayz
    valzicplayz
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    Is there a version that doesnt replace energy weapons?
    1. INeedyI
      INeedyI
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      You can just leave it selected at none and they wont be replaced like I did cause I already have a replacer for the institute