Fallout 4
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4estGimp

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  1. 4estGimp
    4estGimp
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    A good general load order for weapons is:

    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.
  2. deconote
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    Any way to get this to work with the MAC11 in Doombased's merged weapon pack? 
    I'm guessing that by having both the merged weapon pack and the mac11 esp, I'm more or less duplicating a gun
    1. 4estGimp
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      That would duplicate weapons as 10mm would be Mac11 and Mac11 would also be... Mac11.
    2. deconote
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      Ok, about what I figured was happening on my end; unfortunate but I'll just have to pick one or the other for now
  3. LewWillow
    LewWillow
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    This should be replacing the pipe weapons not the 10mm. The Mac 11 was a 9mm (.38 cal to U.S.) pistol. Could you please add replacing pipe pistols as an option? I hate the pipe weapon look and I already found a 10mm replacer I like.
  4. deleted42430300
    deleted42430300
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    I liked the idea, maybe someone could add a shoulder strap for those who use the Classic Holstered Weapons System (CHW)...
  5. villings
    villings
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    (you mean cojones, maybe? cajones is boxes, crates or drawers)
    1. 4estGimp
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      typos are owning me today.  TY for the correction ;)