Fallout 4
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4estGimp

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11 comments

  1. 4estGimp
    4estGimp
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    This post does not specifically apply to this mod.  It's just good info and good load order practice.

    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. seraphael
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    Thanks for this. One issue though; it conflicts with your similar mod 4estGimp - Fallout 3 10mm SMG Edits. Running both in whatever order is fine I take it? 
    1. 4estGimp
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      They do not conflict.  You are just seeing the same .pex file used in both.
  3. Nolan6969
    Nolan6969
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    question could I use bundle of tape instead of the standalone
    1. 4estGimp
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      I do believe they have different FormIDs and would not work.
    2. Nolan6969
      Nolan6969
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      darn ok thank you anyway
  4. SamRothstein
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    Thanks for sharing this, I remember the original mod don't have legendary drops, does this mod integrate it?
    1. 4estGimp
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      The handmade pistol has been placed on 3 leveled lists which are used by the PipeRevolver.  All 3 have the standard chance for Epic spawns.
    2. SamRothstein
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      I see, glad I found your mods ,happy to see good contents got updated and tweaked :)
  5. ImmortalAbsol
    ImmortalAbsol
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    Great idea.
    Any plans to integrate the Crude Blowback or any other cut/concept weapons?
    1. 4estGimp
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      I've done something similar with 3 types of Pipe Shotguns but not truly cut content.  The crude blowback can be covered by either Raider Overhaul, bundle of tape, or standalone so I've not looked to closely as making it a peer to another weapon.  This originally started as manually making peer leveled lists for just about every category.  Unfortunately, many vanilla leveled lists are not configured to have an injected weapon spawn equally unless it starts at level 1.  If I released mod with manual LL changes that could lead to conflicts.  I"ve made changes and reconfigured them to work with LL injection and vanilla LL settings.  Plus, it seems most weapons I've installed have Ll injection set to "Gunners, Raiders, and Riader boss".  The repetition annoyed me.  So, there are still many other weapons with alternate configurations and leveled lists to release.