Hi great mod. In the discription page you say to use setstage to add the Fixer to inventory. Is there a reason you didn't suggest the placeatme command instead. I can do setstage no problem. Just curious.
The setstage command will assign the Fixer's special legendary effect to the weapon as it spawns in your inventory, which is why I advise doing that over placeatme or additem commands. Those will work fine if you aren't interested in the legendary effect though.
Awesome mod! Endorsed! Thank you! I personally tweaked mine to match what I have in Fallout 76 (minus the Bloodied prefix) - I've uploaded a screenshot.
I ended up having to use the debug quest method of receiving the gun as I had already taken out The Railroad - worked a treat!
Thanks again, and loving a lot of your other mods at the moment, nice stuff! More 76 style mods please!
?I ended up having to use the debug quest method of receiving the gun as I had already taken out The Railroad - worked a treat!
Thank god I ended up making that, was a nightmare beforehand lol. Glad you like the mod!
I've got a few more 76 mod ideas in the pipeline. I've gotten a few legendary effects working, but not vampire's. That's my big stumbling block right now. My main focus is on an NPC level scaling mod, which is almost in a releasable state, even if it would be a version 0.9 kinda deal at this stage.
How please? I would love for mine to match the one I have in Fallout 76 as well. I wonder if this can be made compatible with ECO so that you can add the bloodied legendary as a second slot?
I edited the legendary effect via the Creation Kit. Took a little while for me to figure it out (I'm used to the Skyrim CK, FO4 CK is a little bit more complex when it comes to enchantments and such) but with a bit of time, patience and trial and error I managed to set it up to my desired prefix.
Archived using .ba2 files, you mean? I hadn't thought about it, but I think I'd like to do that once I'm at the point where I can consider this mod completely finished. I'd like for there to be a few more skins available, but I haven't had much time to work on that lately.
Thank you! I have toyed with the idea of a "prototype crusader pistol" using the 10mm pistol mesh with a black retexture, but I haven't gotten around to it yet. Still an idea I'd like to explore though.
Uh, I'm not sure if you can solve that. Maybe you can manually use the console to attach a stock if you know the code for the attachment, but I'm not sure. I designed the Fixer to work like vanilla combat rifles, so overhaul mods like the one you describe are really out of my scope unfortunately.
Eh, sorta? A while back I recreated a three star legendary combat rifle I found in 76, and I'm planning on releasing that soon. When it comes to new weapons with unique meshes and animations, no, that's way beyond my talent unfortunately.
Ok, you know what? I get reassured by the author that this mod works... then I return today and find this thread that goes past my posted comment and it's still not working. Then the thread just dies. I'm going to pass on this. Maybe someday I'll have confidence in it's usability. I don't have time for broken mods in my game.
Edit: Sorry, this is in response to the Quercia 92 thread. Good God !! Never been so unsure about using a mod before. FFS
"Thread dies", I was trying to diagnose and fix the problem, you buffoon. I'm sorry I have a real life I have to attend to outside of this mod page, but the simple fact is I am juggling a million different fires here, and your tantrum over things "not working" really doesn't help. If you had read every post (since apparently that's what you're about), you can see I have also explained how to fix things on the player end, which isn't ideal, but it is a solution. "Broken", my foot.
Baffoon huh? Mkay, here's a banner idea... before you release your mod for public consumption, why don't you make sure it's working properly first. What a novel idea. Why why... it's brilliant!! It's called playtesting, so as not to break anyone's modded game. I see now we have an immersion breaking and DIY update, as you're "still" not sure that it's working correctly. Hilarious. Movin' on...
FYI: It's not nice to call people names. Don't do it again.
But you are a buffoon if you're calling out the mod author on this. He's put stickied post that highlight what the updates were, and he even gives tips on what players could do if they faced any issues. He tries to answer any questions or issues other players might have while trying to hold down a real-life job. He's doing this out of his own time.
If you had the decency to rephrase your initial statement to something that would be more open to civil discussion, than perhaps people wouldn't have to resort to petty name-calling. Try to understand that fixing any mod takes time. Just show a little civility and try not to sound so condescending, FFS.
Edit: I've tested this on a very old (fresh out the Vault) save of my character, and had this issue too. I'm going to take a look at the quest and try and solve it.
I'm actively working on fixing this, but in the meantime, try disabling the .esp, saving, then re-enabling it. That should get the quest to re-trigger and recognise that the weapon should be in Tinker Tom's inventory.
Okay, I think I've fixed it now? I tested it on a character who had yet to complete Tradecraft and it showed up as intended. I'm worried the weapon will eventually show up in his inventory again, but I tested that too and it didn't happen, so fingers crossed. If you haven't already gotten the weapon, try the new version and let me know!
Yeah, for some reason it's not working again. No idea why, so I'm just going to update the mod to remove the condition that adds it to his inventory, that way he should sell it no matter what. If I can figure out how to get it working consistently, I'll add it back, but I can find 0 documentation on this sort of thing online. I'll also add a debug quest that lets you just summon the weapon straight to your inventory.
Edit: Disabling, saving, quitting, then re-enabling after Tradecraft absolutely should work though. It did for me. Everything I know about mods tells me it should. I have to assume you didn't save or something.
Edit 2: Search for "CK-TheFixerLegendaryQuest" in the help command, and make note of its FormID. Then use the command "setstage (quest FormID) 10". That ought to force the weapon into his inventory.
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https://www.nexusmods.com/fallout4/mods/77363
I ended up having to use the debug quest method of receiving the gun as I had already taken out The Railroad - worked a treat!
Thanks again, and loving a lot of your other mods at the moment, nice stuff! More 76 style mods please!
Thank god I ended up making that, was a nightmare beforehand lol. Glad you like the mod!
I've got a few more 76 mod ideas in the pipeline. I've gotten a few legendary effects working, but not vampire's. That's my big stumbling block right now. My main focus is on an NPC level scaling mod, which is almost in a releasable state, even if it would be a version 0.9 kinda deal at this stage.
Q/50/25
Edit: Sorry, this is in response to the Quercia 92 thread. Good God !! Never been so unsure about using a mod before. FFS
FYI: It's not nice to call people names. Don't do it again.
If you had the decency to rephrase your initial statement to something that would be more open to civil discussion, than perhaps people wouldn't have to resort to petty name-calling. Try to understand that fixing any mod takes time. Just show a little civility and try not to sound so condescending, FFS.
Edit: I've tested this on a very old (fresh out the Vault) save of my character, and had this issue too. I'm going to take a look at the quest and try and solve it.
Edit: Disabling, saving, quitting, then re-enabling after Tradecraft absolutely should work though. It did for me. Everything I know about mods tells me it should. I have to assume you didn't save or something.
Edit 2: Search for "CK-TheFixerLegendaryQuest" in the help command, and make note of its FormID. Then use the command "setstage (quest FormID) 10". That ought to force the weapon into his inventory.