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.
i do, at least the previous version that didnt require the new FIS Item Sorter. didnt feel like reinstalling my entire sorter setup, really. i followed the previous instructions pdf for your complex sorter setup. oh well, i'll see in game if its bothering. thank you
That PDF has been updated too. M8r basically reworked the the internals of Complex Sorter. So yeah, you need to update everything FallUI, my Enhancements mod, and grab the latest PDF too.
still getting the same error, but i updated everything and i have the enhancements installed.
i checked the enhancements ini and i assume this part is what the Complex Sorter is looking for?
Spoiler:
Show
"[PluginAddInnrRules:dn_CommonGun] s_40_ShotgunDoubleBarrel=DoubleShotgun dn_HasGrip_Pistol,dn_weap_Pipe=PipeRevolver ma_InstituteLaserGun=Institute ;ma_LMG keyword was made up to allow splitting Assault Rifle tags into “AssaultRifle” with standard color and “LMG” with Red color. ;The ma_LMG keyword Record must be added at least one weapon mod .esp for it to work. ;ma_LMG=LMG <---used in a mod's .ini file ;ma_InstituteLaserGun,dn_HasMuzzleBeamSplitter=Shotgun ;s_40_LaserInstitute,dn_HasGrip_Rifle=InstituteRifle ;s_40_LaserInstitute,dn_HasMuzzleBeamSplitter=Shotgun ma_PipeGun,dn_HasGrip_Rifle=PipeRifle WeaponTypeLaserMusket=LaserMusket"
i dunno why it keeps throwing the error, that part is clearly in the ini lol. and end of LO is ECO_INNRoverride.esp followed by 4estgimp - FALLUI r88 PA rules and lastly the sorter output, if that matters.
The part in your spoiler is just the explanation. Lower in the file is the tag association. LMG=[LMG] Then 4estIconLib.xml assigns the icon and color: <tag keyword="LMG" icon="M8r.WpnRifles.AssaultRifle" colorname="lightred" category='' tagSortBefore='AssaultRifle' />
So Looking back at your original post, you don't have a mod with that keyword in the mod.
The Keyword ma_LMG is configured in 4estGimp - MG69_Patch.esp. Do you have that active?
yep, but are you sure you didnt forget anything in that patch? checking in xEdit, there's only one weapon record for the MG69 and all it changes from the MG69 original mod are the damage values. and the ini has this
"[INNR_RULES:dn_CommonGun] ma_LMG=LMG"
but yeah thats it and all following your instructions.
strange. well the DC guards will use those weapons now either way, right? its not that big of an issue if that particular weapon doesnt get tagged now. (i'm coming from your DC overhaul ^^)
I don't really have DAK's weapon tied into my DC patches. That said, the Diamond City Enhanced Security guys run off a vanilla LL and a few of them usually do have an Assault Rifle of whichever version you have installed.
Fixed. Thelocal files on my machine were up to date but for some reason I didn't replace the old .esp with the current .esp in the archive I uploaded. Anyway, yep, that was all on me.
14 comments
1) Standard Weapons
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.
i followed the previous instructions pdf for your complex sorter setup. oh well, i'll see in game if its bothering. thank you
i checked the enhancements ini and i assume this part is what the Complex Sorter is looking for?
s_40_ShotgunDoubleBarrel=DoubleShotgun
dn_HasGrip_Pistol,dn_weap_Pipe=PipeRevolver
ma_InstituteLaserGun=Institute
;ma_LMG keyword was made up to allow splitting Assault Rifle tags into “AssaultRifle” with standard color and “LMG” with Red color.
;The ma_LMG keyword Record must be added at least one weapon mod .esp for it to work.
;ma_LMG=LMG <---used in a mod's .ini file
;ma_InstituteLaserGun,dn_HasMuzzleBeamSplitter=Shotgun
;s_40_LaserInstitute,dn_HasGrip_Rifle=InstituteRifle
;s_40_LaserInstitute,dn_HasMuzzleBeamSplitter=Shotgun
ma_PipeGun,dn_HasGrip_Rifle=PipeRifle
WeaponTypeLaserMusket=LaserMusket"
i dunno why it keeps throwing the error, that part is clearly in the ini lol.
and end of LO is ECO_INNRoverride.esp followed by 4estgimp - FALLUI r88 PA rules and lastly the sorter output, if that matters.
Lower in the file is the tag association.
LMG=[LMG]
Then 4estIconLib.xml assigns the icon and color:
<tag keyword="LMG" icon="M8r.WpnRifles.AssaultRifle" colorname="lightred" category='' tagSortBefore='AssaultRifle' />
So Looking back at your original post, you don't have a mod with that keyword in the mod.
The Keyword ma_LMG is configured in 4estGimp - MG69_Patch.esp. Do you have that active?
"[INNR_RULES:dn_CommonGun]
ma_LMG=LMG"
but yeah thats it and all following your instructions.
- Adds the keyword record for ma_LMG.
- Changes the WEAP record for damage of 60 and adds the keyword ma_LMG.
MG69.ini
- Adds the rule to dn_CommonGun so keyword ma_LMG uses tag LMG.
That is literally everything. I also have this in game and it works.
archive I uploaded. Anyway, yep, that was all on me.