Would it not be better for everyone to just wait and release all the updates at one time, once a week or two? It is kind are inconvenient to update the files 3-7+ times per week. It not like the minor updates are really that important.
I'm a compulsive updater, that's just how I roll -- I'm not professional in any way, this is just a hobby, Nexus is just a backup-site. You think it's inconvenient for everyone? Imagine being the one actually working on the mod, and updating it on 3 different sites.
If you don't want to do it, you can just as well just wait for a week to download once I got far enough with the updates.
I was just making a suggestion to save you time if you felt it was needed, but if that is your OC I understand.
I only update once a few weeks and as of right now i am only play testing so restarts happen all the time. Thanks for the mod either way, I know we all enjoy it
I'm loving this mod system, would you please consider making a patch for The Ultimate M4 Pack By WarfightersWorkshop (No Camos Or Blueprints) https://bethesda.net/en/mods/fallout4/mod-detail/4263699 That would be amazing! Thank you for your hard work on this awesome mod!! I'm so glad I opted to run it in this, my first, modded fo4 game! Best, Cait
**UPDATE: seems to be working fine, probably doesn't need any patching
I'm sorry, but I don't patch standalone weapons anymore, not unless I use them personally -- and I barely use these super-realistic guns myself, as the vanilla weapons I have overhauled are adequate.
Also, the way I see it, there will be new weapons in nexus constantly, as well as I don't use every last sodding one of them to make a patch. I have included instructions using FO4 to patch it yourself. It would be much more expedient if you could do it yourself.
Awesome mod, like it very much. But I only want to use the overhauled weapons only. Is there a way to disable the multiple ammo feature? Is it possible for you to be able to make a standalone version without the ammo types?
No, you can't disable the multiple-ammo, it's one of the central features, and is built specifically with the system in mind. It's the bread and butter of heavy weapons that barely have an attachments.
You can however disable the spawning by adjusting the global value either via FO4Edit, or through the provided holotape, or within your own ESP through manual change of globals. Note that it only disables the looting, but the custom ammo will still be able to spawn via random attachment, likewise crafted and manually used.
?I am going to put a review/overview of this mod for anyone on the fence about installing it, as well as going more in depth about features the mod author didn't fully explain. ?Firstly, this mod is SO much more stable than its predecessor. The number of times I had a Crash To Desktop was far less common, and about the same as my other modded profiles. The original mod turned me into a spastic saver, saving every 5-10 minutes to avoid losing long stretches of progress. I am extremely glad to see the mod author improving their skills as a modder, as well as the frequent updates to fix bugs. Now to the mod itself. ?The ammo swap system has been MASSIVELY streamlined and updated, with an item that works for ALL weapons at the press of a single button. The use of a script menu listing all the available ammo is great, and also prevents "loading" the gun with an ammunition you don't have yet. The menu is very similar to other mods i have played, like Horizon or Gyrojet HMG, but not identical. ?Pipe weapons have been made the most versatile of all the weapons; between the pipe, revolver and bolt action, they can be modded to chamber almost every type of ammo. From a lore perspective, this should have been incredibly obvious; they are pieces of wood and metal that have been put together into improvised weapons meant to chamber whatever ammunition was available. The mods and ammunition give the weapons unique identifiers such as: scout rifle, Personal Defense Weapon (PDW), Heavy Machine Gun (HMG, in the case of a .44 magnum automatic pipe rifle with large drum magazine). ?The Combat Rifle (renamed Assault Rifle) and Combat Shotgun also have been given more modification options. The primary difference is that, in general, the Assault Rifle will chamber smaller-diameter/ weaker ammunition(5.56, 5mm), while the combat shotgun can use large-diameter/ high-power ammunition (.44 mag, 500 mag, .50 MG). This allows you to to turn the Shotgun into a semi-auto Anti-Materiel rifle. AND BEFORE YOU START: it is a general fact that when you change the caliber of the receiver, you MUST change the barrel as well. Fallout 4 does not force you to do this simply for gamer convenience! The mod rectifies many of the blunders put in place by Bethesda. For example: chambering a rifle weapon in a pistol caliber for the combat rifle, when it clearly isn’t a sub machine gun; chambering a bolt action for .50 when the magazine CLEARLY isn’t big enough to hold a round that massive; and the lack of weapons that use .50 in the first place has also been corrected with the mini gun and combat shotgun/anti materiel rifle. One of the most prevalent trends in fallout 4 weapon mods is “let’s turn X rifle into a gauss barrel weapon”. If you like that, you will be happy to know this mod has it too as a unique legendary weapon. There are also specific legendary weapons added to the game that the mod author has been so kind to list on the mod page. Go look for them! ?Overall, this mod does an amazing job revitalizing the weapons of the base game, not to mention the new quality of the mod itself. Between the quality of life, the content of the mod, and the new tolerance for other mods, I see this mod as equal to other big name mods on the Fallout 4 Nexus. 6thmessenger has also created a patch repository mod for compatibility between this mod and many other popular mods on the Nexus, showing how much more versatile and stable this mod is. If you are interested, give this mod a try!
See it was working perfectly before, and then the CHW was updated. MA acknowledged this on the other side, and advised to roll back to 1.04c, and I would do the same.
Personally, I don't have the patience to check every sodding meshes. I don't even know my way around NIFskope that well either, lol.
I'm finding random weapon parts vanishing. Like the assault rifle thin barrel. The rest of the weapon is there, but the barrel is just not there. Its still usable and playable, but just missing a piece of the model.
Hello! I've been having an issue with the submachine gun being completely invisible yet still usable, same applies to all it's variants. Now, I'm inexperienced with FO4 Edit, however I've been looking into the issue enough to see that it is hard clashing with AWKCR. I don't know why or how, but you seem like a pretty active mod author and I hope that perhaps you could help me fix this issue, or well... anybody really.
This may sound dumb but how do i put it into the game? I downloaded the files and extracted them but there is just a folder with a bunch of sub folders which have more sub folders. I do not see any installation instructions and am generally a noob when it comes to modding.
Hey I love WO-Redux... It's my favourite weapon attachment and ammo switch mod right now. I love that it completely overhauls every aspect of vanilla weapons and is compatible with so many modded weapons too.
I wish it were compatible with mods like ECO, LEO and NEO but I suppose that can't be helped.
Do you have any plans for the future of this mod or is it pretty much finished with production?
I suppose you could add more weapon attachments and more ammo variants.
Like modifying shotguns, hunting rifles or pipe guns to fire syringer ammo. Or adding more compatibility with other mods like Lstrings bows and such.
I'd certainly like to see you expand on stuff like legendary effects and perhaps something similar to any mod any weapon where we could basically turn a normal 10mm pistol into a sniper rifle. I haven't checked if any mod any weapon is compatible with WO-Redux I'm too scared it might break my game tbh.
Seeing a similar mod to this that focuses on armour and clothing would be amazing too. I know there are plenty of mods like UCO and AE but honestly I'd love to see your take on the subject.
Also would it be possible for you to add weapon paints to vanilla weapons? Not everyone likes spending real money just to buy a few weapon skins in a game from CC.
Quick question. Not sure if it's supposed to be this way, or i've done something wrong, but there's no option to make the "ball" ammo for a lot of the calibers in the chem station. I can craft 10mm ball ammo but not 5.56 or several other calibers.
"Also not with Caliber Complex, because I do my own thing, I have my own ammunition roster and system." In theory, if I used the OMODS to override the projectile data and altered the leveled lists to use CC ammo, among other changes, would it be possible to make a functional Caliber Complex Patch?
Hallo T6, I know you are aware but could yo do something about the institute rifle blocking 90% of the screen? Tried with debulking the institute rifle mod but it breaks your mod so I'm just waiting for you to debulk em or someone to release a patch for it.
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The author has locked this comment topic for the time beingIf you don't want to do it, you can just as well just wait for a week to download once I got far enough with the updates.
I only update once a few weeks and as of right now i am only play testing so restarts happen all the time. Thanks for the mod either way, I know we all enjoy it
The Ultimate M4 Pack By WarfightersWorkshop (No Camos Or Blueprints) https://bethesda.net/en/mods/fallout4/mod-detail/4263699
That would be amazing! Thank you for your hard work on this awesome mod!! I'm so glad I opted to run it in this, my first, modded fo4 game!
Best,
Cait
**UPDATE: seems to be working fine, probably doesn't need any patching
Also, the way I see it, there will be new weapons in nexus constantly, as well as I don't use every last sodding one of them to make a patch. I have included instructions using FO4 to patch it yourself. It would be much more expedient if you could do it yourself.
You can however disable the spawning by adjusting the global value either via FO4Edit, or through the provided holotape, or within your own ESP through manual change of globals. Note that it only disables the looting, but the custom ammo will still be able to spawn via random attachment, likewise crafted and manually used.
?Firstly, this mod is SO much more stable than its predecessor. The number of times I had a Crash To Desktop was far less common, and about the same as my other modded profiles. The original mod turned me into a spastic saver, saving every 5-10 minutes to avoid losing long stretches of progress. I am extremely glad to see the mod author improving their skills as a modder, as well as the frequent updates to fix bugs. Now to the mod itself.
?The ammo swap system has been MASSIVELY streamlined and updated, with an item that works for ALL weapons at the press of a single button. The use of a script menu listing all the available ammo is great, and also prevents "loading" the gun with an ammunition you don't have yet. The menu is very similar to other mods i have played, like Horizon or Gyrojet HMG, but not identical.
?Pipe weapons have been made the most versatile of all the weapons; between the pipe, revolver and bolt action, they can be modded to chamber almost every type of ammo. From a lore perspective, this should have been incredibly obvious; they are pieces of wood and metal that have been put together into improvised weapons meant to chamber whatever ammunition was available. The mods and ammunition give the weapons unique identifiers such as: scout rifle, Personal Defense Weapon (PDW), Heavy Machine Gun (HMG, in the case of a .44 magnum automatic pipe rifle with large drum magazine).
?The Combat Rifle (renamed Assault Rifle) and Combat Shotgun also have been given more modification options. The primary difference is that, in general, the Assault Rifle will chamber smaller-diameter/ weaker ammunition(5.56, 5mm), while the combat shotgun can use large-diameter/ high-power ammunition (.44 mag, 500 mag, .50 MG). This allows you to to turn the Shotgun into a semi-auto Anti-Materiel rifle. AND BEFORE YOU START: it is a general fact that when you change the caliber of the receiver, you MUST change the barrel as well. Fallout 4 does not force you to do this simply for gamer convenience!
The mod rectifies many of the blunders put in place by Bethesda. For example: chambering a rifle weapon in a pistol caliber for the combat rifle, when it clearly isn’t a sub machine gun; chambering a bolt action for .50 when the magazine CLEARLY isn’t big enough to hold a round that massive; and the lack of weapons that use .50 in the first place has also been corrected with the mini gun and combat shotgun/anti materiel rifle.
One of the most prevalent trends in fallout 4 weapon mods is “let’s turn X rifle into a gauss barrel weapon”. If you like that, you will be happy to know this mod has it too as a unique legendary weapon. There are also specific legendary weapons added to the game that the mod author has been so kind to list on the mod page. Go look for them!
?Overall, this mod does an amazing job revitalizing the weapons of the base game, not to mention the new quality of the mod itself. Between the quality of life, the content of the mod, and the new tolerance for other mods, I see this mod as equal to other big name mods on the Fallout 4 Nexus.
6thmessenger has also created a patch repository mod for compatibility between this mod and many other popular mods on the Nexus, showing how much more versatile and stable this mod is. If you are interested, give this mod a try!
See it was working perfectly before, and then the CHW was updated. MA acknowledged this on the other side, and advised to roll back to 1.04c, and I would do the same.
Personally, I don't have the patience to check every sodding meshes. I don't even know my way around NIFskope that well either, lol.
I wish it were compatible with mods like ECO, LEO and NEO but I suppose that can't be helped.
Do you have any plans for the future of this mod or is it pretty much finished with production?
I suppose you could add more weapon attachments and more ammo variants.
Like modifying shotguns, hunting rifles or pipe guns to fire syringer ammo. Or adding more compatibility with other mods like Lstrings bows and such.
I'd certainly like to see you expand on stuff like legendary effects and perhaps something similar to any mod any weapon where we could basically turn a normal 10mm pistol into a sniper rifle. I haven't checked if any mod any weapon is compatible with WO-Redux I'm too scared it might break my game tbh.
Seeing a similar mod to this that focuses on armour and clothing would be amazing too. I know there are plenty of mods like UCO and AE but honestly I'd love to see your take on the subject.
Also would it be possible for you to add weapon paints to vanilla weapons? Not everyone likes spending real money just to buy a few weapon skins in a game from CC.
Not sure if it's supposed to be this way, or i've done something wrong, but there's no option to make the "ball" ammo for a lot of the calibers in the chem station. I can craft 10mm ball ammo but not 5.56 or several other calibers.
In theory, if I used the OMODS to override the projectile data and altered the leveled lists to use CC ammo, among other changes, would it be possible to make a functional Caliber Complex Patch?
Tried with debulking the institute rifle mod but it breaks your mod so I'm just waiting for you to debulk em or someone to release a patch for it.