DankRafft, the original creator of the Weapon Pack Integration Project--which CAIP is built from with permission--has released a new version of his mod: Combined Arms - Weapon Overhaul Project. This release requires one of his other mods, Equipment and Crafting Overhaul (ECO) Redux, and is his latest effort to provide balances, fixes, and new features to Combined Arms. Go check it out!
I will be leaving CAIP up here as (1) it'll serve as an alternative to those not using ECO and (2) we took different approaches in our edits to Combined Arms, and perhaps each mod will suit the needs of different users best.
There will be no more updates to CAIP. Moving forward, I consider DankRafft's Combined Arms Weapon Overhaul Project as the "living" version of this effort.
Is CAIP a weapon replacer? Does it replace any vanilla weapons? No. CAIP only adds weapons to the game, and I will not be offering versions of CAIP that function as weapon replacers. CAIP is also likely not compatible with any CA (Combined Arms) weapon replacers out there.
Is CAIP compatible with See Through Scopes (STS)? Combined Arms itself doesn't offer support for STS and instead implements custom scope overlays with the Scopes Framework, which is what I recommend to use. If you really want to use STS with Combined Arms, however, mod author wenjie626 has posted a patch: Combined Arms - Expansion Pack See Through Scopes patch. You would need to download that mod and have it overwrite CAIP, meaning some of my edits would be lost, but the patch otherwise seems to be mostly compatible.
Why aren't any of the Combined Arms weapons showing up in-game for me? Please see the "Weapon And Gameplay Details" section of CAIP's description for details on when each weapon starts spawning. If they still aren't spawning at the expected levels, you have a conflict in your load order, and another mod is overwriting my leveled list edits.
Why don't you use script injection instead of manual leveled list edits to integrate the weapons into the game? Because I preferred manual edits to leveled lists at the time I made this patch. They are less compatible but easier to see for yourself how the weapons are integrated into the game. If I were to remake this patch today, I would probably use script injection.
Can you make a version of CAIP that merges and combines all the various required plugins into a single plugin? No. I do not have permission to distribute Combined Arms content.
Can you make a version of CAIP just for Combined Arms and not its Expansion Pack? No. The Combined Arms Expansion pack is necessary as it contains bug fixes for the main Combined Arms mod.
Can I install CAIP mid-game? Yes, but it's not generally recommended. Anytime you want to add new mods, especially large ones, it's recommended to start a new game.
Can I install CAIP mid-game if I already had Combined Arms installed? You could, but it's definitely not recommended. I don't delete any base records belonging to Combined Arms, so you shouldn't experience any weird crashes, but you'll have some very inconsistent experiences in-game. Combined Arms uses script injection to distribute its weapons, so you'll end up finding very different versions of the same weapon, some defined by Combined Arms (with custom calibers) and some defined by CAIP.
Can I uninstall CAIP mid-game? Uninstalling a mod mid-game is never recommended and can lead to issues.
I'm not exactly sure what crash you're referring to, but if you're referring to the p90 crash caused by CHW incompatibility, NovaFinch already has a pinned post over there saying to make sure to update to the latest version of CHW.
If you're referring to some other kind of crash, no, I do not make any edits to mesh files.
I am a little confused, because I don't understand how this leveled list thing works. Perhaps someone can help: I started a new playthrough and installed "Combined Arms" + Patch and "Combined Arms ExPansion" + Patch. I played for a relatively short time and crafted one of the weapons. Then I installed "Combined Arms Integration Project" with "Armament - Ammunition and Ballistics Overhaul" the and continued playing. The weapon I crafted is still in my inventory and ammo is zero although I have the right ammo, but that was to be expected and AFAIK should be solved when I pick up a new version of the weapon.
But unfortunately I read the FAQs too late and stumbled upon this: Can I install CAIP mid-game if I already had Combined Arms installed? You could, but it's definitely not recommended. I don't delete any base records belonging to Combined Arms, so you shouldn't experience any weird crashes, but you'll have some very inconsistent experiences in-game. Combined Arms uses script injection to distribute its weapons, so you'll end up finding very different versions of the same weapon, some defined by Combined Arms (with custom calibers) and some defined by CAIP.
So, I am a little concerned now. Will I be affected and what would be the best thing to do (starting a new game is no longer an option) to prevent "very inconsistent experiences if possible?
Your game is pretty messed up at this point--you should really fix your load order and start a new game.
CAIP is not compatible with weapon replacers for Combined Arms, so that's one problem. Another is you installed CAIP mid-game, which means the scripted injection from Combined Arms (which CAIP disables) would have already distributed ammo and weapons, but not the versions that CAIP edits them to be.
So your game is going to be messed up with different, confusing versions of weapons that don't seem to work right because your configuration is unsupported.
I had a typo in my post. I installed "Combined Arms Expansion", not "Extended". So no replacer was installed. But I am still in trouble, right? No way of correcting? That's bad news, but thank you very much for your kind and quick reply!
One last question: If I completely remove all these weapon mods and just play with vanilla weapons with my current save, will I still have problems because of this injection thing?
You should not disable mods during an active playthrough. If you want to install new mods or disable existing ones, you need to start a fresh playthrough. Otherwise, your game can run into serious issues.
I've been doing this since TES: Oblivion in every Bethesda game and never had to restart a playthrough. Luck favors the foolish I guess :D But of course, you are right that there's always the danger and this one seems very unpredictable. So thanks again for your advice!
Sounds like you've been doing modding for a while; I've never had the pleasure of playing through TES: Oblivion and want to do that at least once sometime :)
To clarify, it's possible to remove or add a mod mid-playthrough without breaking anything (too badly), but you need to have a solid understanding of the mod in question as well as how the game engine functions and relies on records. For example, if you're just inserting and removing a texture, you're probably fine, but if you're inserting and removing an ESP-based mod, that could be a big problem.
In this case, it's not that CAIP or CA are unpredictable, it's that these are large and complex mods, and CA also has scripts. In addition, there's the dependency between CA and CAIP, and CAIP cannot prevent CA's scripted behavior if you don't install and activate them at the same time.
Praying you'd reply to questions still: Since i would like to have the 'range' of the gun mounted flashlights to be increased, i tried to look around in FO4Edit but cant find them at all ):
Example: Combined ArmsNV.esp -> Light -> only finding AKMHE Muzzle flash, SPAS12 Dragons Breath lighting effects and TracerLight_Red.
Where do i find the values for the Flashlights on the guns themselves to boost the range as it feels weird to have the light be 'cut off' so abruptly and close? :) Thanks in advance
Sorry, modifying the actual scale and visuals of the flashlights is not something I'm familiar with and very possibly requires modifying .nif file and not just a simple xEdit tweak.
I actually found out that mods that affect the pipboy light for some reason affect the gunlights from the original mod and your version of it, so one can use them together for farther reaching gunlights. (meaning this one Pip-Boy Flashlight (Pipboy - Power Armor - Lamp Overhaul))
Btw: Any chance to know how it comes that the weapons from this pack have a faster RoF in 3rd person vs 1st? Meaning 1st person they work absolutely perfectly as they should, but once changing into 3rd they fire a helluva lot faster
RoF differences in 3rd person vs. 1st person is likely a bug of the FO4 engine related to 3rd person animations. I seem to recall others discussing this issue in general for FO4, but since I don't play in 3rd person, I haven't looked into it much.
Personally i tuned it down using xEdit from its excessive 58 base damage to 45 as it still can go Full-Auto unlike the Mk12 SPR which has less base damage but can only stay on Semi.
The gun Mk 12 SPR disappears when wearing power armor in third person. Any idea why? The character doesn't even do the holding animation as if I didn't switch the weapon. That gun is the only gun has this issue so far.
Unfortunately, a lot of weapon mods do not have support for 3rd person power armor animations. There is no workaround except to just not use 3rd person view when equipping those weapons while in power armor.
Without CAIP, that would be true. This is controlled by the "On Hit" flag on the weapon record, and by default, Combined Arms mostly has this set to "No dismember/explode." I changed this to "Normal formula behavior" for all weapons in CAIP, which gives them a chance to sever and explode limbs.
True Damage compatibility is based on ammo types. So if you're using the Standard edition of CAIP (base game ammo types), no patch would be needed. If you're using the Armament Edition of CAIP, a custom patch would be needed (no such patch exists to my knowledge). The True Damage patch repository patches for Combined Arms would not be compatible since they would be referencing the custom Combined Arms version of ammo and not the Armament version of ammo used in CAIP Armament edition.
Hello, I came to ask the same question and I'm happy to see there are no issues with using True Damage. Only one question regarding what you said - does this mean that when using vanilla ammo CAIP, the True Damage patches for CA become unnecessary? In other words, my load order should be CA -> CA Expansion -> CAIPinstead of CA -> CA Expansion -> CA True Damage patches -> CAIP ?
The game crashes sometimes when upgrading some of the guns in this mod. I tested upgrading vanilla guns and the game also crashed. Based on the crash log, it says the conflict is about tactical reload mod. Any idea what seems to be the problem?
Are you attempting to use Tactical Reload in your load order? If so, make sure you have Tactical Reload installed correctly, and see the Description on my mod page regarding the required files and load order when using Tactical Reload with CAIP.
353 comments
I will be leaving CAIP up here as (1) it'll serve as an alternative to those not using ECO and (2) we took different approaches in our edits to Combined Arms, and perhaps each mod will suit the needs of different users best.
There will be no more updates to CAIP. Moving forward, I consider DankRafft's Combined Arms Weapon Overhaul Project as the "living" version of this effort.
Is CAIP a weapon replacer? Does it replace any vanilla weapons?
No. CAIP only adds weapons to the game, and I will not be offering versions of CAIP that function as weapon replacers. CAIP is also likely not compatible with any CA (Combined Arms) weapon replacers out there.
Is CAIP compatible with See Through Scopes (STS)?
Combined Arms itself doesn't offer support for STS and instead implements custom scope overlays with the Scopes Framework, which is what I recommend to use. If you really want to use STS with Combined Arms, however, mod author wenjie626 has posted a patch: Combined Arms - Expansion Pack See Through Scopes patch. You would need to download that mod and have it overwrite CAIP, meaning some of my edits would be lost, but the patch otherwise seems to be mostly compatible.
Why aren't any of the Combined Arms weapons showing up in-game for me?
Please see the "Weapon And Gameplay Details" section of CAIP's description for details on when each weapon starts spawning. If they still aren't spawning at the expected levels, you have a conflict in your load order, and another mod is overwriting my leveled list edits.
Why don't you use script injection instead of manual leveled list edits to integrate the weapons into the game?
Because I preferred manual edits to leveled lists at the time I made this patch. They are less compatible but easier to see for yourself how the weapons are integrated into the game. If I were to remake this patch today, I would probably use script injection.
Can you make a version of CAIP that merges and combines all the various required plugins into a single plugin?
No. I do not have permission to distribute Combined Arms content.
Can you make a version of CAIP just for Combined Arms and not its Expansion Pack?
No. The Combined Arms Expansion pack is necessary as it contains bug fixes for the main Combined Arms mod.
Can I install CAIP mid-game?
Yes, but it's not generally recommended. Anytime you want to add new mods, especially large ones, it's recommended to start a new game.
Can I install CAIP mid-game if I already had Combined Arms installed?
You could, but it's definitely not recommended. I don't delete any base records belonging to Combined Arms, so you shouldn't experience any weird crashes, but you'll have some very inconsistent experiences in-game. Combined Arms uses script injection to distribute its weapons, so you'll end up finding very different versions of the same weapon, some defined by Combined Arms (with custom calibers) and some defined by CAIP.
Can I uninstall CAIP mid-game?
Uninstalling a mod mid-game is never recommended and can lead to issues.
If you're referring to some other kind of crash, no, I do not make any edits to mesh files.
I started a new playthrough and installed "Combined Arms" + Patch and "Combined Arms ExPansion" + Patch. I played for a relatively short time and crafted one of the weapons. Then I installed "Combined Arms Integration Project" with "Armament - Ammunition and Ballistics Overhaul" the and continued playing. The weapon I crafted is still in my inventory and ammo is zero although I have the right ammo, but that was to be expected and AFAIK should be solved when I pick up a new version of the weapon.
But unfortunately I read the FAQs too late and stumbled upon this:
Can I install CAIP mid-game if I already had Combined Arms installed?
You could, but it's definitely not recommended. I don't delete any base records belonging to Combined Arms, so you shouldn't experience any weird crashes, but you'll have some very inconsistent experiences in-game. Combined Arms uses script injection to distribute its weapons, so you'll end up finding very different versions of the same weapon, some defined by Combined Arms (with custom calibers) and some defined by CAIP.
So, I am a little concerned now. Will I be affected and what would be the best thing to do (starting a new game is no longer an option) to prevent "very inconsistent experiences if possible?
Thanks in advance!
CAIP is not compatible with weapon replacers for Combined Arms, so that's one problem. Another is you installed CAIP mid-game, which means the scripted injection from Combined Arms (which CAIP disables) would have already distributed ammo and weapons, but not the versions that CAIP edits them to be.
So your game is going to be messed up with different, confusing versions of weapons that don't seem to work right because your configuration is unsupported.
But of course, you are right that there's always the danger and this one seems very unpredictable. So thanks again for your advice!
To clarify, it's possible to remove or add a mod mid-playthrough without breaking anything (too badly), but you need to have a solid understanding of the mod in question as well as how the game engine functions and relies on records. For example, if you're just inserting and removing a texture, you're probably fine, but if you're inserting and removing an ESP-based mod, that could be a big problem.
In this case, it's not that CAIP or CA are unpredictable, it's that these are large and complex mods, and CA also has scripts. In addition, there's the dependency between CA and CAIP, and CAIP cannot prevent CA's scripted behavior if you don't install and activate them at the same time.
Cheers!
Since i would like to have the 'range' of the gun mounted flashlights to be increased, i tried to look around in FO4Edit but cant find them at all ):
Example: Combined ArmsNV.esp -> Light -> only finding AKMHE Muzzle flash, SPAS12 Dragons Breath lighting effects and TracerLight_Red.
Where do i find the values for the Flashlights on the guns themselves to boost the range as it feels weird to have the light be 'cut off' so abruptly and close? :)
Thanks in advance
(meaning this one Pip-Boy Flashlight (Pipboy - Power Armor - Lamp Overhaul))
Btw: Any chance to know how it comes that the weapons from this pack have a faster RoF in 3rd person vs 1st?
Meaning 1st person they work absolutely perfectly as they should, but once changing into 3rd they fire a helluva lot faster
That said: when using this weapon pack + TRUE DAMAGE - Weapon Damage Normalized By Ammo Caliber + SCOURGE - Unleveled and Standardised NPC Stats everything 'but' the AKM works perfectly fine and how one would expect.
Personally i tuned it down using xEdit from its excessive 58 base damage to 45 as it still can go Full-Auto unlike the Mk12 SPR which has less base damage but can only stay on Semi.