Before I report a Bug I wanted to ask if anyone has the same problem with Flak Turrets no longer firing rounds after I place them. I had Already existing ones at settlements but they don't fire at any enemies. I placed new ones and they still don't fire.
Sorry for the gigantic delay. Problem reproduced, uploaded a fix into Misc Files section. Overwrite your mod ESP with the fixed one, and the 20mm turrets should fire again. It's known that turrets are very finicky in FO4. When I have the time, I'll get to the bottom of this, but in the meantime the fix is just that the turrets do not try to use the new rounds, only the hand-held 20mm cannon does.
Absolutely adore the mod. The huge casing, the huge projectile, the absolutely colossal damage increase from the base version of the mod makes it feel like I'm actually shooting something with as much kinetic energy as an urban car crash. Like night and day, and the base version was already nothing to sneeze at.
Given what most of the enemies in this game are, I'm pretty sure they wouldn't really notice the difference between being hit by a training round versus something else.
I expected this question. You see, there should not have been an esl version in the first place. The proper modding etiquette nowadays is to make ESL-marked ESPs, not ESLs. Both do not take up precious mod slots, but ESPs allow much more control of the load order. Fortunately, Skibadaa's ESP and ESL are virtually identical and both use the compact FormIDs required for the ESL tag. I recommend the following:
If you use the ESP version of Machineguns Rebirth: mark it as an ESL (yes, it is already eligible) using FO4Edit or even using Vortex (in the slide-out right side panel); If you use the ESL version of Machineguns Rebirth: simply rename the plugin to .esp (yes, you can do that). Just make sure whatever mod manager you are using still has it enabled after this.
Please do try. You'll be doing yourself a favor. Besides what's explained above, improper use of the ESL plugin file extension also confuses auto-sort utilities such as LOOT (and Vortex has built-in LOOT). As a last resort I can make you a version that requires the ESL file of course, but it is technically incorrect.
when i renamed it my flack gun disappeared from my inventory and from my companions, about 12 companions and 30 settlers used it in my game, all this guns had attachments and it disappeared even from my museum... Also i had mod called "Vertibird Minigun Replacers " and become red because "machineguns rebirth.esl is missing"
Wow man, how many of these guns did you use? Seriously though, yeah, of course you needed to get rid of all objects acquired from the mod before these manipulations and re-acquire them afterwards. That goes without saying. Fine though, I can see that if you're so heavily invested with the mod in that save it could be awkward for you. I'll make you a version that requires an esl as soon as I have the time (most probably this weekend).
Thanks! I think almost all my companions and guards from settelments that wear power armor use this heavy guns to protect settlers from bad guys like behemoth and deathclaws, so they even dont have a chance to harm my people !)
Made a replacement plugin for the ESL version of Machineguns Rebirth and uploaded to the Optional Files section. Took some juggling and acrobatics to do that actually because I did not want to replace my own Rebirth ESP in the process I haven't properly tested this version as well, as a result. Please tell me if there are any issues with it.
You installed the ESP-dependent version with a mod manager first and then replaced the plugin with an ESL-dependent one, right? Because the ESL-dependent one is not a full version of the mod, it still requires the files from the other one.
To anyone using the latest version of NMM (0.83.5): DON'T use NMM to install the optional ESL patch--it registers in NMM as if a master was missing (highlighted in red). Just extract the file and copy it directly to the Data folder after you've installed the main file and let it overwrite the existing one. Then it will show up properly in NMM.
Kinda upset you did this as I was working on this ammo project but not for this mod. But oh well nice work. Need work on material some it's shiny and yellowish.
26 comments
It's known that turrets are very finicky in FO4. When I have the time, I'll get to the bottom of this, but in the meantime the fix is just that the turrets do not try to use the new rounds, only the hand-held 20mm cannon does.
If you use the ESP version of Machineguns Rebirth: mark it as an ESL (yes, it is already eligible) using FO4Edit or even using Vortex (in the slide-out right side panel);
If you use the ESL version of Machineguns Rebirth: simply rename the plugin to .esp (yes, you can do that). Just make sure whatever mod manager you are using still has it enabled after this.
Fine though, I can see that if you're so heavily invested with the mod in that save it could be awkward for you. I'll make you a version that requires an esl as soon as I have the time (most probably this weekend).
Exactly. Which is why it is called a REPLACEMENT plugin.