Fallout 4
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GoldTiger

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Goldtiger01

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27 comments

  1. Redneckdragon45
    Redneckdragon45
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    What armor mod is he wearing in the pictures it looks great
    1. Dorieum
      Dorieum
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      militarized minutemen
  2. sabster123
    sabster123
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    evreyone has these M4 guns. Makes combat very challenging, cant just go into a camp with few followers and expect to clear it...
    However, some of these guns are waaay OP. i dont play with VATS. Disabled it. Also, im running crits outside of VATs. All that means is some of these guns have a DPS of over 1200. How can I nerf these guns ? A small patch would be great, that nerfs the accuracy cone and DPS of these weapons...
  3. aristidetorchia717
    aristidetorchia717
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    also, there's another problem with this pack unfortunately - the gun feels very different from the stock game in that it has almost no recoil compared to others. I think it would take some proper balancing of those to make them fit into the game seamlessly. 
  4. aristidetorchia717
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    is there anyway to get the non tactical reload version to utilise see through scopes? 

    the guns default to the vanilla overlay on the 4x and recon scopes.
  5. sabster123
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    After I installed your mod, i started getting CTD. 
    My game was very stable before. 
    Crash log says Classic HolsteredWeapons was the culprit. 
    Does your mod have incompatibility with CHW? 
    If yes, is that something that needs fixing on your end or CHW?
    also, if I wanna uninstall your mod (i dont want to but if i have no choice I will have to), how can I safely uninstall your mod? 


    From the main log file:
    Fallout 4 v1.10.163
    Buffout 4 v1.26.2
    Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x7FFC6D4F4798 ClassicHolsteredWeapons.dll+0034798PROBABLE CALL STACK:
    [ 0] 0x7FFC6D4F4798 ClassicHolsteredWeapons.dll+0034798
    [ 1] 0x7FFC6D4DB030 ClassicHolsteredWeapons.dll+001B030
    [ 2] 0x7FF652BA82F2                Fallout4.exe+04082F2 -> 1326090+0x12

    From the AutoScanner: 
    # Checking for Mesh (NIF) Crash.............CULPRIT FOUND! #
    > Priority : [4] | LooseFileStream : 0 | BSFadeNode : 4
                       BSMultiBoundNode : 0
    # Checking for Nvidia Reflex Crash..........CULPRIT FOUND! #
    > Priority : [4] | *Currently no clear indicators for this crash* 

    [!] Found: CLASSIC HOLSTERED WEAPONS
    AUTOSCAN IS PRETTY CERTAIN THAT CHW CAUSED THIS CRASH!
    You should disable CHW to further confirm this.
    Visit the main crash logs article for additional solutions.
    1. Goldtiger01
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      My mod simply replaces vanilla weapons with the weapon data from Warfighter's Ultimate M4 Pack mod. My guess is that it's an issue with the original weapon mod, and not my simple weapon data assignments. Though, if you can tell me what replacer you'd selected I can take a brief look and see if there is an issue with the way I constructed the esp.

      EDIT: After refreshing my memory, the M4 Pack did have issues with classic holstered weapons (weapon deforming iirc). This may lead to crashes then. I suppose I should add a warning to the description, but technically that is not a bug with this replacer.
    2. sabster123
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      thanks for the response. 
      Can I uninstall your mod mid playthrough safely if I cant find a solution to the problem?
    3. Goldtiger01
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      Safely? No. Technically you can, just any of the replaced weapons will end up becoming broken. Any new spawns of the weapon should work fine tho iirc. So technically not safe, but not save-breaking either.
  6. PeterXuFallout
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    good work.
    Could you maybe share how you add the NPC firing sound to M4 pack? I also want to do that

    THX a lot
    1. Goldtiger01
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      Yeah, sure thing!

      All I really did was map the NPC firing sound keyword mappings to the same keywords that the corresponding Player firing sound keyword mappings use (excluding the player sound keyword itself). And then just changed the primary descriptor to use some of the gun's player-specific firing outdoor sounds. Since there weren't NPC-specific firing sounds made for the mod, I just went with this cause I'm not a sound designer whatsoever, lol. Really, the idea was to use what's there.

      You can see all the changes I described in the esp file though. Hope that explanation is helpful.
    2. PeterXuFallout
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      and you did that with FO4EDIT I assume?
    3. Goldtiger01
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      Yessir, all through Fo4Edit.

      I did briefly look at a couple of things using the Creation Kit, just to better understand what some things were, though. But didn't make any changes through it.
    4. PeterXuFallout
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      Thank you. I still have something to learn but thanks for pointing me the right tool. 
  7. Stones249
    Stones249
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    Hey there, I really like this replacer though I've run into a few issues that bother me.
    My question would be if there is a possibility to restrict what gun attachments npcs are using/give them only variety of weapon presets to choose from (meaning creating a few m4 presets and that npcs only use these)
    The reason why I'm asking this is because it has repeatedly annoyed me when npcs had flashlights or lasers on their rifles, moreso with lasers since they're still on even if the gun drop to the ground and look really out of place. With flashlights the problem is more out of combat, where npc carry the rifles in their inventory (with the flashlight attachment equipped) and they randomly illuminate areas.

    Any help on this would be appreciated, if such a change isn't possible then a quick response telling me so would be enough
    1. Goldtiger01
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      That change is more than possible! I kinda go overboard with my personally-made replacers, as I like to see great variety in weapon spawns. I do understand your gripes though, and hope the mod has served you well despite that.

      You can get rid of those lights and lasers yourself very easily, if you want. You can boot up the ESPs you're using in Fo4Edit and remove all references to the "modcol_WZXM4_..._Replacer" records (OMOD) for the left and right rails. There's a nice tab in FO4Edit that let's you see what's referencing the record, simply open each record shown on there and remove all references to the corresponding modcols. This wouldn't be preset weapon configs like you're asking - that would take a bit more effort. Which if you know your way around Fo4Edit, I wouldn't need to explain that to you. 

      If you're not interesting in tinkering with the ESP, you can wait on me to make some optional files that will instead use preset weapon configurations (maybe only have receivers leveled, but all without lasers/flashlights). Though don't expect this to be ready too soon since I've been very busy IRL as of lately, and it's a lot of ESPs I'll have to modify. I'll start this weekend though. Gives me a good excuse to update another mod of mine as well with something someone had requested a while back. Thanks for the post! 
  8. ClaytonAguiar
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    Does the replacement occur for 100% of the weapons (for example, every laser musket will change to M4s) or it is somehow randomized?

    How do you do the replacing? Editing the cell, using leveled lists, using script to inject the leveled lists?
    1. Goldtiger01
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      Hi there, I apologize for the late response. I wasn't super active on the website last month, and am just now seeing your message.

      This will occur for 100% of the weapons you choose to replace, since the actual vanilla weapon's data is overwritten by the modded weapon's data. As such, any mod that adds the vanilla counterparts of the weapons to a cell, utilizes the weapon in leveled lists, or modifies vanilla leveled lists, should not conflict with this replacer. The only thing that will conflict are mods that modify weapon data as well - this does not necessary include retextures or reanimations. Hope that answers your question.
  9. sv200347
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    Dude. Don't you know that all weapon NPCs in WarfightersWorkshop have no sound?
    1. Goldtiger01
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      This is something I noticed during testing. I'm glad you made this post, as I forgot to mention that issue in the mod's description. Moreover, my replacer pack does do what it is meant to do. If you're concerned about NPC firing sounds, consult with WarfightersWorkshop about releasing a version with NPC sounds, dude. If it doesn't bother you though, I hope you'll find use out of this mod.

      EDIT: I've decided to work on an esp that should add firing sounds to the weapons for NPCs. It won't be perfect but at least not kill immersion. Keep an eye on the mod page for an update.

      EDIT 2: A workaround patch has been released.
    2. sv200347
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      Thank you. Maybe next time WarfightersWorkshop other weapons?
    3. Goldtiger01
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      I'll put that into consideration! If I do, expect it to be a single replacer pack for all of WarfightersWorkshop's MW guns. So, the MP5, M91, .50 BGS, RAM-7, AN94, and Striker 45, excluding the MWM4, since it is available in this pack. Anyways, no guarantees right now, but know that I will consider it.
  10. BlackBladesman007
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    Thank you good sir, is it possible in the near future to have m16k as a pipe weapon replacer? 
    1. Goldtiger01
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      If there is enough demand for pipe guns, I'll consider making an update supporting them.

      Do note that I do have plans to release a replacer for the APC9/MP9 combo mod this month, and pipe guns are planned to be an option for that, if that interests you.

      EDIT: Pipe Guns and Railway Rifles supported now in version 1.2