This page was last updated on 27 December 2023, 4:52PM
Changelogs
Version 2.0
Complete rewrite of the mod. Made major changes and adjustments throughout. New game required.
Glock 19X is now considered an early-game weapon and starts spawning at level 4.
Changed Glock 19X ammo to its 9mm real-life counterpart; mod now requires "Munitions" by codeblackcrash for the 9mm ammo.
Disabled all custom injection scripts from the Glock 19X mod and used a single leveled item injection script instead (included with Munitions). Removed all of my previous manual leveled list edits in favor of script injection.
Overhauled weapon templates and mod collections; now follows standard "epic" variety implementation used by FO4 to randomize attachments found on spawned weapons.
Reviewed all attachment recipes and re-balanced them against the vanilla 10mm pistol as I felt the two pistols should be similiar.
Added a 1.5x zoom to the sights (except for glow sights) to make them more useful and impactful to gameplay.
Brought back the "Agency" skins for the receivers, which can now be constructed and also have a chance of spawning on the weapon.
Further corrected and improved weapon INNR keyword usage for better in-game weapon naming.
Numerous other minor tweaks and changes
Version 1.1
Brought back the lower rail attachments, namely the flashlights and the laser sights, but made them available only for crafting at the weapons workbench.
Corrected the "LLI_Raider_Auto" leveled list entry to properly point to the automatic variants of the Glock 19x.
Removed "dn_HasBarrel_Long" keyword from the standard Glock 19x barrel OMOD to prevent all standard Glock 19x pistols from being named a "long Glock 19x."