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.
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?
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.
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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.
Any plans to integrate the Crude Blowback or any other cut/concept weapons?