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2gtandknives

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2gtandknives

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15 comments

  1. villiance
    villiance
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    Is it necessary to enable ESP for all weapons from the Nexus requirements list?
  2. Doomlurker42
    Doomlurker42
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    tactical reload patch?
  3. terebi
    terebi
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    How does vendor lists work? I keep seeing mac11 and submachine gun as the only 2 smgs, even though I added 5 extra ones into raw-smg level list.
    1. 2gtandknives
      2gtandknives
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      I'm not sure. I should say I'm not really maintaining this one anymore.  If you are good with xedit, my newest one is Commonwealth Weapons Proliferation.  This being said, I think I didn't change anything with vendors and vendors are working fine in my game. The vendor lists take from vanilla weapons top levels which are replaced with the RAW-weapon lists. But there are are things taht can prevent spawning, like level restrictions at the modcol level for instance.

      The CWP mod I linked to above incorporates some changes and fixes to the lists made in Leveled Item Framework (LIF)
  4. 4estGimp
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    I saw a post about some issues in Weapons LL Overhaul and did some digging.  Installing WLLO shows that it has a header of 0.95.  That needs to changed to 1.0.  Any person who is running xEdit 4.04 and WLLO could run into trouble if they copy in a weapon with a FormID below 800.  That FormID would get duplicated to a low vanilla FormID and cause conflicts and warnings. 

    So hop into xEdit and change the WLLO header to 1.0.  I've left messages on that mod page.
    1. 2gtandknives
      2gtandknives
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      Thanks. I may fix this but it's a little bit of a hassle because I uninstalled FO4 out of frustration then reinstalled it, but not all the associated mods with this. And I don't think I can load this up in xedit without all the sub-mods. 

      I actually only learned about the issue while making a new version of this, which I'm still testing.

      EDIT: But also, I sort of feel... what's the point? I spent hours fixing this up and it's cool and all but maybe not so necessary. Anyway, next version (which will be separate mod... and I have lost faith that it will be useful to anyone but whatever) is going to avoid any real world weapon (except Deadpool's Service Rifle, and that's just barely a real world weapon) and use mods from Pigness to replace pipe weapons, (and a lot of other things for people who use Point Lookout), Scali for shotgun - DMR sniper - pistol, Skibadaa and Jkruse05 for DMRs - ARs, - LMGs, and use adjustments to LL lists from DankDraft.
  5. rockingsoul1613
    rockingsoul1613
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    I'm definitely looking forward to using this myself, but I have a few questions: 
    1. How would I go about removing the DOOMBASED weapons?
    2. Will weapon mods that I add that used scripted LL injection, show up by default, or do I need to do something on my end?
    3. Does this cover hand placed spawns (mainly uniques)?
    4. Does this mod also cover throwables and melee weapons?
    1. 2gtandknives
      2gtandknives
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      1. That's not difficult but it is time-consuming. You need to delete the quest overrides (easy), then delete from RAW-Handguns, RAW-Shotguns and the RAW-SMG categories. That's not hard. More difficult part would be identifying other records from DOOMBASED; there are maybe a few object modiifactions and instances of the weapon, renamed. Then don't forget to clear the mod for unused masters. All that is in the tutorial and the Weapons LL Overhaul resource. YOu could just start with that mod instead, but then you would not get some of the other changes.

      If you didn't mind the existence of DOOMBASED weapons being available but just didn't want them to spawn on the leveled lists, then all you need to do is delete from the leveled lists, but you will still need the mod to load this.

      2. If you incorporate those mods into your hack of RAW-LLR2, or into the original Weapons LL Overhaul, you should also put in an injection quest override (copy the injection quest to this mod, then righ-click> remove the guts of the quest).  Otherwise you have injection-script changes to the leveled list (which are embeded in save files) and the leveled list changes both.  If the weapons mod is not integrated into RAW-LLR2, it will work fine. RAW-LLR2 was made in part to decrease the rates of appearance of injection lists so you will see that weapon a little less often. It does this by having duplicate entries on the leveled list.  So... imagine:

      Normally, say you have 4 possible entries on a LL list for an NPC at level 20, with the 4th one being an auto combat rifle. You install Deadpool2099's Service Rifle as normal; this adds another entry via injection (I don't actually know how that works; only that it stays in the save file). You now have a 1 in 5 chance at least of getting that Service Rifle. RAW-LLR2 increases the base entries to 8, with 7th and 8th being the auto combat rifle.  With the Service Rifle injection adding a 9th to the list, there is only a 1 in 9 chance to spawn the Service Rifle. Each of those last auto-rifle entries now takes from the RAW-Assault list which contains 5 other weapons (Handmade Rifle, SREP, R91, EM2-Mark 9, MW Aug). You now have a 2 in 9 chance to spawn from one of those weapons, lists or a 2 in 45 chance of any particular individual RAW-LLR2 weapon to spawn.

      3. Vanilla uniques are not changed. Most of the uniques from the weapon mods that are incorporated into Weapons LL Overhaul are not changed. "No Heroics" still shows up in Fort Hagen for example. I generally did not disable the unique weapons mods injection scripts.I did not overwrite placed in the world records either.

      4. The mod does cover melee weapons and addes to the list Mike Moore's big melee pack (but not all of it). However, I did not create a throwable weapon category or touch that, so grenades and throw-ables are all vanilla. 
    2. DastanR
      DastanR
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      Why is it changing my uniques tho? Such as Righteous Authority...
    3. 2gtandknives
      2gtandknives
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      I don't know. It's a weird thing that sometimes happens.
  6. 2gtandknives
    2gtandknives
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    Summary of experience so far.

    I started a new game, but I start at 10 with start me up, and the gifted perk so I level slowly. That's how I play. So... not 100% sure what happens from 1. And now I'm at lvl 15 after playing for a week (got sidetracked with base building).I also play with Wasteland Balistics, so that maybe changes things too.  But anyway...Level 10-15...Lots of Handmade revolvers, not so many handmade rifles. As I moved on, a few 1911s and MB447 or whatever that gun is from the Russian recon pack.  Lots of variety of shotguns... Handmade revolvers and crude blowbacks everywhere, which better than pipe wepons. Just lots of junk that I'm  not using, but it's pretty cool. Mac 10s, CNB (whatever that is) , some SMGs... all these things turning up. Oh and radium rifles, which are cool.Too many lever action rifles with too little ammo and their damage is low... so I think I should tweek this. RAW-LLR2 adds 44 cal rechambering to the lever action rifle, but 44 cal is also low spawn. So... I maybe need to tweek that.AT 15, when I took over Hangmans, I faced off against raiders (I have a raider overhaul BTW) with an anti-material rifle, an SVT, an R91, and Dak's spear gun thing.  Not really different for me other than I really had to carefully kill them before they get any shots off because all these things would one-shot kill my character. But cool seeing all these different weapons, including 2 with special weapons (one had a flamer too).
    Then Synths invaded. the EG-7, even with my nerfs, can kill everything too quickly. I need to nerf it a little more I think.
    Then went to Altero's weapons shop and bought an SREP. Converted it to 10mm (because 5.56 is too rare at level 15).  But using the R91 still as I have more ammo for that and it makes good sound.So... overall, I think this is hella fun.The mod does what I wanted it to do; adds more realistic and aesthetically weapons to replace the ugly and not (relatively) realistic weapons.TO DO:Get rid of black paint mod option in the R91, only use rust.Investigate another caliber for lever rifle.The Deliverer, as a common weapon, either needs to go or mod it so it doesn't do that game pause thing when picked up.Add in heavy weapons pack
  7. BRANCHY2000
    BRANCHY2000
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    Your first non-header image has some nudity in the background, might consider changing it so this doesn't get flagged as NSFW
    1. 2gtandknives
      2gtandknives
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      Thank you. I was not wearing my glasses and didn't see that.
    2. gheyisht
      gheyisht
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      Thanks cop.


      https://www.nexusmods.com/fallout4/mods/60139
    3. 2gtandknives
      2gtandknives
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      @gheyisht

      Personally, I'm not a fan of nipple piercing. That's just me though.

      You can see Ivy in my screenshot... oh wait... Ivy would like that outfit. My character (um... me?) would like Ivy to tune down her talk about scat stuff. In my role-play headspace, she would wear this outfit to annoy me after I tell her to tone down her language.

      As for the chick on my boat in the background... f***ing settlers are supposed to wear cloths, especially if they are hanging out on the waterfront. I run a rather libertarian Hangman's Alley, a refuge for Commonwealth Captives who were rescued by raiders and then "did me a favor".