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

    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.
  2. Steinnuss
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    Big thanks for making these replacers! After some troubleshooting (also had the problem with exploded thompson parts) I got it to work by loading this patch dead lest in my LO. It seams like JSRS, Spitfire and such edit the SMG record and mess with it. Therefore this mods esp has to load late/last in your LO. (Edit metagroups in LOOT if it sorts it wrong)

    Hope that helps anyone.
    1. 4estGimp
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      Better yet, use MO2 and control your load order ;)  The sticky post at the top mentions how weapons, weapon mods, and replacers have to be ordered.
  3. TripleIA
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    having an issue with the silver should version of the m1921, the stock and stuff is wood and the animations are not correct, any idea what could be cause it, everything is at the bottom of my load order 
    1. 4estGimp
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      Ahhhh, I do have a mistake on the Silver Shroud which is corrected in a later conflict resolution patch in my load order and I missed the weapon was off.

      Change Log:
      Aspiration_Weapon_Caravan_SMG [LVLI:001F61E3] changed
      FROM using: LL_M1928A1 [LVLI:4D0046BA]
      TO using: SubmachineGun "M1928A1 Thompson" [WEAP:0015B043]
    2. TripleIA
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      Would changing it fix it because i believe i did but i still can't get it to work not super familiar with zedit and alike, thank you so much for the quick reply
    3. 4estGimp
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      Update uploaded.
    4. TripleIA
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      thank you so much
    5. TripleIA
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      do you think it could be another mod causing this problem because it's still happening, again just wanted to say thank you for you quick and helpful replies
    6. 4estGimp
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      It could be another mod - maybe you have a weapon modifier like see through scopes, tactical reload, munitions, or equilibrium which modify the submachine gun.  If so, just run this mod below them.  Also, If you run complex sorter you'd need to make a new output file too.
    7. TripleIA
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      i was able to modify the weapon and it worked, and the attachments that were messed up disappeared, thank you for the mod
  4. PhoenixKnight13
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    Having a strange issue with mine... it's near the bottom of my load order with no errors I can find on xEdit (and I'm not fluent enough to sort through the conflicts efficiently), however the Goodneighbor neighborhood watch NPCs using submachine guns have their weapons showing with out-of-place parts and partially invisible.
    Spoiler:  
    Show



    Load order is -
     M1928A1 Thompson
     Thompson SMG Replacer
     M1928A1 AnotherOne Add-on
     M1928A1 1st/3rd PA Fix
     this mod
     the Tomacuzi/Defense Gun setups (both working 100%)

    Edit - Removing this mod and leaving the rest intact fixed the issue with the guns showing up broken, not sure how to fix the conflicts to make it work properly or why I seem to be the only one experiencing this issue lol. Not using any other SMG edits or Thompson related mods (though I do see the Red Army PPSh-41 editing the same LLs, using your setup for that one too if it's relevant).
    1. PhoenixKnight13
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      On a positive note I really appreciate you bringing my attention to these mods!
      The Tomacuzi and Defense Gun are two I probably would have continued passing over were it not for finding this. Both are fantastic work and mesh well with this setup.
    2. 4estGimp
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      I can't get too detailed because the town where I live got hammered by a thunderstorm and repairs will take up until Saturday.  
      Anyway, you and Dudeuner have a conflict from another mod. Review the mainpage for installation instructions and the pin at the top of this page for how weapons should be ordered amongst themselves.
    3. PhoenixKnight13
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      Appreciate the response, glad to hear you're safe at least! As a habit I put all my weapons at the bottom as is (I manage my entire load order by hand), with new additions added below the previous install to avoid having to mess with hotkeys as much. However going through FO4Edit I only saw the one LL conflict with the PPSh-41 set, which is already above in load order. When you get some time if you could give me a suggestion for tracking down the issue I'd appreciate it, cause as far as I can tell there is nothing conflicting. Only mods below it are vanilla settlement overhauls.
      Edit - It did occur to me that I'm currently on a Galact-Tac/MM playthrough, aside from the settlement overhauls that is also below this in load order. Potential conflict there maybe?
    4. rextable
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      Can confirm this is a problem.

      I have installed all requirements as per the install instructions for a brand new play through (no pre existing save game). I don't have anything overwriting any of the required mods except Complex Item Sorter (which isn't making any changes of its own). Yet this issue persists. whatever the problem is, it is not due to direct conflict with this mod or its parent mods.

      I can confirm that placement (high, middle, low) of all the required mods within one's load order makes no difference.

      I can also confirm that removing this mod immediately fixes the problem with the Goodneighbor NPCs. In fact you can switch the mod on and off in your load order, then load back into your save and see the changes. This would suggest that the weapons aren't actually being replaced at all.
    5. 4estGimp
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      You all have some sort of conflict.  The mod works.



      This mod must provide the last WEAP record for the SubmachineGun.  Only CS users should have a plugin after it.  CS user must have run their output file again so it picks up this mod's settings.



    6. 4estGimp
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      Try V.95.  I may owe you all an apology as I did put the V.94 version from nexus and compared it to the one in my installation.  There was a difference in pulling from Anotherone's LL for the 1928 instead of pulling from just the LL for Submachinegun.  Either of those should work but just with slightly different options.  The animations are the same so the exploded weapon view shouldn't happen.  However, maybe I'm overlooking something.  
  5. Dudeunder
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    installed, uniques work but regular smg wont. weapon parts float and only vanilla mods usable
  6. TedKordBlueBeetle
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    Due to both guns being on the same record, it would not be possible to remove the edits to the Silver Submachine Gun exclusively, correct?

    My reasoning is that I quite like the regular Tommy Gun that this uses, but I would rather use the Silver Submachine Gun from https://www.nexusmods.com/fallout4/mods/42225 and figure that if I can revert to vanilla, I can change to that mod's version.
    1. 4estGimp
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      Patching those would take a little work.  His WEAP record FormID would need to be changed.  Then the Load my mod below his mod.  Make a patch to the WEAP Combination which uses keyword if_SilverShroud_Restricted [KYWD:001B28F6] to change all its OMODs to weapon components from his mod's Silver Shroud combo (just copy his SS section).  The Leveled Item record LL_SubmachineGun_SilverShroud [LVLI:001B28F7] would need to list only the new WEAP record his weapon was changed to.  I remember somebody making a VERY similar mod.  You should search for it.
    2. TedKordBlueBeetle
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      So I think I understood what you were telling me to do.

      First I loaded xEdit and copied Antistar's SMG into a new esp and changed the Form ID.

      Then I took the Silver Shroud Gun Combination in that entry and copied the Keyword you mentioned into all of the combinations.

      Next I copied LL_M1928A1 from Noniac's mod into the esp I created and changed the Form ID and Editor ID. I replaced the weapon reference with the one I created out of Antistar's mod. I did this so that my weapon would level with me.

      After that, I went to the Leveled Item record that you mentioned and changed Leveled List Entry to that of the Leveled List I just created.

      I tested this in game by spawning in the silver submachine gun through console (I used the Form ID mentioned in the Fallout Wiki). This worked, but when I went to the Weapon workshop I saw fewer options for mods than I thought would be available. I say this because my SMG spawned with Finned Barrel and no stock (as can be seen in the images on Antistar's mod) as opposed to the smooth barrel and other stock (as can also be seen in the images on that mod page). I did not have the mod option to change barrels nor did I have the option to change grips. This was odd, but I wasn't completely cut off from mods as I could change the receiver and sights, among other things. Do you know why this would be?

      Also, your mod adds in an ONAM in the Leveled Item Record that you linked. Should I copy that over? I admit, I do not know what ONAMs are.

      Thank you very much!

      Edit: I relaunched my game and spawned the weapon and this time it was not silver and a large portion of the middle of the gun is invisible, but now I can change the mods that I could not change before. I suspect this has to due with my either changing the keywords when I shouldn't have or due to my changing the keywords but not something else that I should have.
    3. 4estGimp
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      Then I took the Silver Shroud Gun Combination in that entry and copied the Keyword you mentioned into all of the combinations
      This part is a big no.  You would only copy this one combination from Antisars into mine and only at the Silver Shroud  combination.  But even that part you and leave out I do believe.  So just leave my record as-is.  Apologies for the misdirection.  I really should look at these things in xEdit when talking about them.

      The basic idea is:
      Antisar's weapon in LO first but with diff FormID - this way it exists but does not compete with the vanilla FormID for SMG.

      My mod loads second but the one combination for Silver Shroud in the the WEAP record is swapped with Antisar's one combination.   That way it would only use his weapon pieces BUT the part I left out is how to make sure the game used antisar's base weapon.  That part you covered next.

      So yes, making an LL for Antisar's weapon in the LVLI for the Silvershroud was the right call.  It then goes to his base record and WEAP record to produce the Silver Shroud.
    4. TedKordBlueBeetle
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      That makes more sense. I sort of figured out why I was doing everything else but I had absolutely no clue why I was supposed to copy over the keyword.

      Edit: I'm still having the problem where only some of the mods that it should have available are available. When I load up Antistar's mod on its own there are several more choices for mods than in the version I made.

      Also, about the ONAMs?

      You've been very helpful.
  7. MBlackLight
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    Hi quick query, which weapon modifier mods do you use? I ask as I'm using ECO and Gunsmith Overhaul with the M1928A1 Thompson branch of your mod, which is causing the models of the sub-machine gun to be split and mis-colored.

    I have double checked by disabling and returning to a previous save, just in case. Any help would be great.
    1. 4estGimp
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      Look at the sticky.  Is that your load order?  Gunsmith Overhaul is probably changing the weapon components.
      The modifiers I run are Equilibrium and Weapon Mod fixes.  They load above any weapon replacers to prevent conflicts.
  8. lolcatjunior
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    Will laser RCW, Monkey Thompson and Antistar's SMG replacer be included? The SMG replacer has a cool black texture for the tommy.
    1. 4estGimp
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      I hadn't planned to.  I made replacers, edits, updates for the mods I'm using.  I've only done a handful of mods outside what I use.
  9. ZombieSaint11
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    Another awesome mod. Thanks, 4Est. You keep killing it.