I've removed Leveled Item Framework (LIF) from the list of requirements as the latest version of Munitions (which my mod requires) no longer requires LIF and also includes the needed injection script. LIF is still highly recommend, however, for the leveled list enhancements it offers to your overall gameplay.
How did you make the LL injection script? Been wanting to try to patch the Glock 17-18 addon so that it also spawns in (or even flat out replaces the 19x) in Leveled Lists since Glock 17 doesn't have an injection
The 1.1 version of the mod, which does not require Munitions, is still available for download in the Old Files section.
However, I should point out that Munitions does not harm or unnecessarily bloat your game in any way. The numerous kinds of ammo types that Munitions offers do not get added to your game unless a specific mod (like mine here) makes use of an ammo type. In other words, if my mod is the only one in your load order that uses a Munitions ammo type (9mm), then only the 9mm ammo gets added into your game and the couple other dozen new ammo types do not. This is all handled automatically in the background by very clean and simple scripts that run once at game start.
So installing Munitions in your load order is conflict-free, won't hurt anything, and only adds ammo into your game when needed by other mods.
I’m using v1.1. V2 looks interesting other than munitions requirement, especially since the agency skins are added back. So if you have the time, could you do a version without munitions.
Does this fix the gun disappearing in first person seemingly at random? I love the original mod, and I'd totally take these other fixes and changes if it meant I could use it for more than an hour :)
I've never heard of or seen this issue with the Glock 19x. Issues with weapons glitching are most often load order or compatibility issues--I would check the rest of your mods to see what might be interfering.
Hello! Thank you very much for your work, I agree 100% about the changes and adjustments you made, BUT. Is there a way you can add or replace the standard glock textures with the AGENCY skin? I only ask since I love the look of the model
Howdy. Yes, the Agency models are still there, but unfortunately there's no good way to use them without cluttering up the crafting station. Rather than implementing the Agency skins as a paint job/skin/material color, the Glock 19X mod implemented each one as an entirely different receiver. I've thought about going back through and redoing it all, but it'd be way too much work. If you still want to use them, you can remove my edits to re-add them as craftable objects.
Can this be use with Modern replacer weapons Glock 19x version. it's replace 10mm pistol in place, But never spawn in default unmodded gun. Raider always spawn with full modded gun (EX:Long automatic glocks etc everywhere XD)
There is also my other one Combined Arms Integration Project, which covers a ton of weapons. It's always possible I'll end up releasing additional mods in the future, but nothing in the works at the moment.
Although the official Creation Kit as well as xEdit (FO4Edit) are the tools used to make mods--and I almost exclusively use FO4Edit--there really isn't a go-to "guide" for creating mods. You learn primarily by looking at other people's mods and seeing how they made them, and also by just tinkering to see what works and what doesn't. There's also videos on YouTube showing how to use tools like FO4Edit.
If you look at some of my mods in FO4Edit, you can see how weapons are removed from the Chem workbench, but integrating them into the game via the leveled lists is a bit more complicated and even gets into non-technical subjects like balanced gameplay.
If it's not hard, could you make an optional version with flashlight module available? Only for weapons modding workbench. Really like all other changes
Done, main file updated. You can craft the lower rail attachments now. I've still kept them from spawning on NPCs, as they don't need flashlights or laser sights. And the laser sights when used by NPCs can cause some visual weirdness in the world (like going through walls) as FO4 wasn't made with laser sights in mind.
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I'm also a fan of using RobCo Patcher for easy leveled list changes, and there is an article on how to do that.
However, I should point out that Munitions does not harm or unnecessarily bloat your game in any way. The numerous kinds of ammo types that Munitions offers do not get added to your game unless a specific mod (like mine here) makes use of an ammo type. In other words, if my mod is the only one in your load order that uses a Munitions ammo type (9mm), then only the 9mm ammo gets added into your game and the couple other dozen new ammo types do not. This is all handled automatically in the background by very clean and simple scripts that run once at game start.
So installing Munitions in your load order is conflict-free, won't hurt anything, and only adds ammo into your game when needed by other mods.
I hope this helps. Cheers!
edit: nvm conflict
Cheers!
Raider always spawn with full modded gun (EX:Long automatic glocks etc everywhere XD)
will you cover more weapon mods to make them obtainable in a more immersive way?
"Craftable at the chemlab" has always bothered me too, it's non-sensical
Cheers!
what records did you change/remove/add and what tools & guides did you use?
If you look at some of my mods in FO4Edit, you can see how weapons are removed from the Chem workbench, but integrating them into the game via the leveled lists is a bit more complicated and even gets into non-technical subjects like balanced gameplay.
Really like all other changes
Cheers!