2) Vanilla Weapon Modifiers Mods which change damage and components, ie: Weapon Mod fixes, Immersive Reflex Sight, Equilibrium...etc.
3) Vanilla Weapon Replacers Replacers often have their own settings and have new models for the parts of the weapon. Many also replace some of the workbench modifications which go onto them. That's why they need to go after mods which affect weapons or weapon components. ** Check/learn xEdit to verify WEAP record conflicts.
4estGimp, what do you think of BLD? I'm trying to use it but it's causing some conflict with this replacement, where some vanilla pistol customization parts are appearing when trying to customize the Pernach. I'm still learning about load ordering. The solution I found was to place this mod below the BLD, is this ok or is there any guide on how I could create a patch? Thank you for your work!
The general load order guideline for weapons is in the sticky right above this post. Yes, just running this mod lower works to make the weapon fuctional but perhaps it is missing some BLD tweaks. I don't run BLD though. Instead I have:
Wastelander's Friend was replaced (and way better looking) but I've found a couple of vanilla 10mm as random loot. Not a big deal since this mod has dropped more replaced ones, just wanted to let you know. Really neat mod and way more fun as the standard starter weapon.
Hello. Sellers, in containers, opponents have TWO types of 0.38 caliber OTs-33 Pernach weapons and a 10 mm pistol repeater: this is not quite normal, right? Both files are at the very bottom of the download.
Unfortunately the 10mm Leveled Lists don't lend themselves to a peer config really. The only one I could inject to would be LL_10mm and that list already has 6 entries. Even If I split the OTs-33 into two LL Inj scripts for both Single Action and Automatic, it would still only have 2 of 8 entries on that LL.
One thing that came to mind while I was checking this thing out in F4Edit was that it has very limited pool of modifications. For example there seems to be only 2 types of receiver (well 4 if you count auto and SA separately). Considering how ubiquitous 10mm is in wasteland it would probably be better for replacer to strictly follow vanilla progression scheme at least for receivers, so it feels more balanced.
For the life of me, I cannot get this to work. I've restarted my playthrough at least 8 times, reinstalled every mod I have, and Used LOOT to clean and organize load order. Also checked mod IDs in FO4edit. 0 other mods affect the 10 mm. Everything looks perfect but I still have the same boring vanilla 10mm. Any suggestions?
29 comments
1) Standard Weapon Mods
2) Vanilla Weapon Modifiers
Mods which change damage and components, ie: Weapon Mod fixes, Immersive Reflex Sight, Equilibrium...etc.
3) Vanilla Weapon Replacers
Replacers often have their own settings and have new models for the parts of the weapon. Many also replace some of the workbench modifications which go onto them. That's why they need to go after mods which affect weapons or weapon components. ** Check/learn xEdit to verify WEAP record conflicts.
I don't run BLD though. Instead I have:
Not a big deal since this mod has dropped more replaced ones, just wanted to let you know.
Really neat mod and way more fun as the standard starter weapon.
Sellers, in containers, opponents have TWO types of 0.38 caliber OTs-33 Pernach weapons and a 10 mm pistol repeater: this is not quite normal, right?
Both files are at the very bottom of the download.