The RR Grande page shows the 1873 is used for "animations" so it should not need my file at all. Then again, I do have some fixes in place for bullet count and such. Just load RRG after this file and see what you get. It might work fine.
I've found 4 of the weapons so far, all of them are "Mare's Leg" variant. Is this supposed to be happening or am I supposed to be getting a mix of configs?
Installed all of the mods, in order, as instructed on Description page, including LIF (not mentioned in Install instructions)
Merged this mod into the Winchester Model 1873 mod
Load all of the LIF esp plugins after (actually, very close to the bottom of load order) the merged Winchester Model 1873 mod
Your download history, which can sometimes show incorrectly, has you running this:
5. 4estGimp - Win 1873 Replacer Plus Mare's Leg - Far Harbor LeverGun Replacer plus the standalone Mare's Leg
So, the Mare's leg is a lower level weapon in the Commonwealth, but you won't get the full weapon until you are in Far Harbor and the LeverGun is replaced.
Ahh, OK, so it is a my level (27) on this new playthrough and the fact I haven't gone to FH yet.
Thanks for the info and quick response!
Just want to say, I really like your fixes/changes, saved me a ton of hours editing and experimenting in fo4edit to get changes that I thought would improve the mod, especially making it capable of chambering .45-70 and replacing the vanilla LA Rifle.
Thank you so much for this. I'm using the Mare's Leg a lot, and finding it great fun. It seems to handle well in close-range engagements, but is still good at medium to long range. With seven .44 knock-em-over rounds, and high accuracy, it's proving itself to be a good friend.
Well, a good friend to me. Not such a good friend to those on the receiving end of those .44 slugs.
I ran across an error running Complex Sorter. I have version 1 of your mod. The error relates to not recognizing the ma_Mare_Win1873 record. I am guessing this error is due to the fact that I am not using a version of the esp that includes Mare's Leg.
Removing the record for that particular version of the weapon in your mod's .ini seems to have fixed the error. Is this the right/safe thing to do? Or is ignoring the error (and continuing to let Complex Sorter make the patch) safe to do as well?
No, that is not a fix. You broke the purpose of the .ini to tag weapons, with the listed keywords, as leveraction icons. An error means something is wrong. Perhaps you don't have M8rs Icon library installed. It's just a guess without a specific error.
I have Complex Sorter, FallUI Icon Library, FIS, FIS Extra Icons, along with your Complex Item Sorter Enhancements. the warning ceme up when loading rules. It was "Warning: Your naming rules uses unknown keywords. This is typically caused by a missing requirement, spelling mistake or inactive CS plugin. Unknown keywords are :ma_Mare_Win1873"
Just to troubleshoot, I downloaded the 4. 4estGimp - Win 1873 Edits Plus Mare's Leg replacing the version 1 that was giving me the issue. Complex Sorter patched without issue, so I think I'll just keep the Mare's Leg version and call it a day. Thanks for the mod. Mods, that is. They're all great.
Ah, Thank you for the good feedback. Yeah that error is my fault but it doesn't hurt anything. Versions 1 and 2 don't have the Mare's Leg and as such don't have the keyword for it defined. I should have just left the line out of the .ini file, "ma_Mare_Win1873=Leveraction".
PS: i'm in the proccess of studying and understanding FO4Edit so i can make changes by myself on leveled lists to fit my needs. I see for the new Mare's Leg you selected a different injection list. Taking for example the "LL_PipeBoltAction". Does this means that not only it has a chance to appear on NPCs that holds Pipe Bolt Action weapons (for whatever faction), but also in vendors, containers (from safes to bodies), worldspace (like some weapons placed on the floor, tables etc) & enemies (from supermutants to hermit crabs)? If yes, is it possible to make this range even thinner (talking about ME using FO4Edit )? For example, i was thinking to reduce the NPC list to just MM & general npcs (like Scavengers & Settlers).
You'll need to load xEdit with references on - don't hold CTRL+Shift when loading it. Also, you can right click on a mod > Other > Build Reference Info.
Using your example above of the injection quest, once references are enabled hold down CTRL and click on LL_PipeBoltAction. It takes you into that record. You can see the LVL flags and the records listed. LVLF flags are something you must understand or you might change an LL which makes a new item completely take it over. Go to the tabs at the bottom of the page to see "Referenced by". You can now see all the records where something is used. The references can be very deceptive. Sometimes an item is referenced by another LL which is used hundred of times. Sometimes it is referenced by other LLs which ARE NOT USED AT ALL. Also, some of the referenced LLs use an instantiation keyword that ties into a weap or armo records combinations. Some of those keywords are unused too. I was stunned to find if_tmp_Random was unused by FO4. It takes a lot of digging and perhaps a few levels to really see the implications of injecting into a location.
Now that Leveled Item Framework exists, I would not inject into LL_PipeBoltAction but rather directly to the 3 LL nested in it. Previously these were not valid for injection due to the LVLF flags: LL_PipeBoltAction_Pistol LL_PipeBoltAction_Rifle LL_PipeBoltAction_SniperRifle
So now with LIF I can inject into those LLs. First I would set up LLs specific to the weapon and with the instantiation filter keywords AND have a configuration in the WEAP record with the corresponding keyword. Then those new mini LLs get injected rather than and item getting injected. DankRafft's Levled Item Inject script is really the best one to use for this now.
Anyway, this gets a bit deep to explain in a post. Some good examples of this will be in my A Bundle of Tape release which will be out in the next couple days. Drop into Discord and I can share snips from xEdit which make MUCH more sense than trying to type all this....
A new modder? Then now is the perfect time to get down some basics. Modding FO4 is a technical hobby. It is not a - press a button and it just works - hobby. Too many players try that and then blame various mods for their own issues. Here are some guidelines:
1) Vortex is horrible for adjusting your load order. Get Mod Organizer 2 since it allow drag and drop mod load order. Plus, it uses a virtual directory and does not throw any garbage in your FO4 folder. Here's a great installation video. 2) Never Trust LOOT to handle an FO4 load order. It has insufficient masterlist entries to get it right. 3) Watch this video for GREAT rules which are well explained. It has a great section on settings up a CLEAN install of FO4. 4) Get FallUI mods (they are all good) and Equipment and Crafting Overhaul rather than AWKCR. 5) Always read mod page instructions. Check closely for conflicts and load order instructions. 6) Read bug reports on mod pages but keep in mind the majority of them are user error rather than true bugs. However, a mod should not be installed if it has multiple pages of unanswered bug reports.
Anyway, have fun with PC FO4 modding and keep in mind that the more you learn, the more you realize there is to learn. I have things which make me feel like a newb every day.
thank you so very much for such a detailed and helpful reply, i am in the middle of learning how to use xedit by reading the tome of xedit, and i have watched a few videos from gamerpoets and screaming lake on the subject, but understand i will learn even more by just doing it myself , i am reading the mod description and bug report pages, but sometimes some information just isn't there, so i will use discord to ask questions about said mods as there are plenty of people with advice.
A good first start would be to grab any of cyanide4suicide's Modern Weapon Replacers and any weapon mod you want to make a weapon replacer with - and make your own.
That is what I did, using his Mark 23 SOCOM replacer for the Deliverer to understand how to make one for the FN Five-seveN. Now Tinker Tom sells me FN Five-seveN parts, not the original game Deliverer parts - which is what will happen using the quick and dirty replacer method.
Now I just have to get him to sell me the ammo (5.7x28mm) so I can use the damn thing...... :D
It looks like Jmenaru's "Revy" series outfit. Here is a link to the gun holsters (whole outfit series is behind a paywall, but I think it's what you're looking for. Has lots of cool clothes if you use CBBE/Vanilla bodies)
55 comments
That would require patching.tank top , shorts and the hat is worn in the image ?
5. 4estGimp - Win 1873 Replacer Plus Mare's Leg
- Far Harbor LeverGun Replacer plus the standalone Mare's Leg
So, the Mare's leg is a lower level weapon in the Commonwealth, but you won't get the full weapon until you are in Far Harbor and the LeverGun is replaced.
Thanks for the info and quick response!
Just want to say, I really like your fixes/changes, saved me a ton of hours editing and experimenting in fo4edit to get changes that I thought would improve the mod, especially making it capable of chambering .45-70 and replacing the vanilla LA Rifle.
Endorsed!
Well, a good friend to me. Not such a good friend to those on the receiving end of those .44 slugs.
Happily endorsed.
Removing the record for that particular version of the weapon in your mod's .ini seems to have fixed the error. Is this the right/safe thing to do? Or is ignoring the error (and continuing to let Complex Sorter make the patch) safe to do as well?
the warning ceme up when loading rules. It was "Warning: Your naming rules uses unknown keywords. This is typically caused by a missing requirement, spelling mistake or inactive CS plugin. Unknown keywords are :ma_Mare_Win1873"
Just to troubleshoot, I downloaded the 4. 4estGimp - Win 1873 Edits Plus Mare's Leg
replacing the version 1 that was giving me the issue. Complex Sorter patched without issue, so I think I'll just keep the Mare's Leg version and call it a day. Thanks for the mod. Mods, that is. They're all great.
PS: i'm in the proccess of studying and understanding FO4Edit so i can make changes by myself on leveled lists to fit my needs. I see for the new Mare's Leg you selected a different injection list. Taking for example the "LL_PipeBoltAction". Does this means that not only it has a chance to appear on NPCs that holds Pipe Bolt Action weapons (for whatever faction), but also in vendors, containers (from safes to bodies), worldspace (like some weapons placed on the floor, tables etc) & enemies (from supermutants to hermit crabs)?
If yes, is it possible to make this range even thinner (talking about ME using FO4Edit
Ty and, as ususal, great job!
Using your example above of the injection quest, once references are enabled hold down CTRL and click on LL_PipeBoltAction. It takes you into that record. You can see the LVL flags and the records listed. LVLF flags are something you must understand or you might change an LL which makes a new item completely take it over. Go to the tabs at the bottom of the page to see "Referenced by". You can now see all the records where something is used. The references can be very deceptive. Sometimes an item is referenced by another LL which is used hundred of times. Sometimes it is referenced by other LLs which ARE NOT USED AT ALL. Also, some of the referenced LLs use an instantiation keyword that ties into a weap or armo records combinations. Some of those keywords are unused too. I was stunned to find if_tmp_Random was unused by FO4. It takes a lot of digging and perhaps a few levels to really see the implications of injecting into a location.
Now that Leveled Item Framework exists, I would not inject into LL_PipeBoltAction but rather directly to the 3 LL nested in it. Previously these were not valid for injection due to the LVLF flags:
LL_PipeBoltAction_Pistol
LL_PipeBoltAction_Rifle
LL_PipeBoltAction_SniperRifle
So now with LIF I can inject into those LLs. First I would set up LLs specific to the weapon and with the instantiation filter keywords AND have a configuration in the WEAP record with the corresponding keyword. Then those new mini LLs get injected rather than and item getting injected. DankRafft's Levled Item Inject script is really the best one to use for this now.
Anyway, this gets a bit deep to explain in a post. Some good examples of this will be in my A Bundle of Tape release which will be out in the next couple days. Drop into Discord and I can share snips from xEdit which make MUCH more sense than trying to type all this....
Does this fix whatever the problem was with power armour from the original mod's description?
1) Vortex is horrible for adjusting your load order. Get Mod Organizer 2 since it allow drag and drop mod load order. Plus, it uses a virtual directory and does not throw any garbage in your FO4 folder. Here's a great installation video.
2) Never Trust LOOT to handle an FO4 load order. It has insufficient masterlist entries to get it right.
3) Watch this video for GREAT rules which are well explained. It has a great section on settings up a CLEAN install of FO4.
4) Get FallUI mods (they are all good) and Equipment and Crafting Overhaul rather than AWKCR.
5) Always read mod page instructions. Check closely for conflicts and load order instructions.
6) Read bug reports on mod pages but keep in mind the majority of them are user error rather than true bugs. However, a mod should not be installed if it has multiple pages of unanswered bug reports.
Anyway, have fun with PC FO4 modding and keep in mind that the more you learn, the more you realize there is to learn. I have things which make me feel like a newb every day.
thank you so very much for such a detailed and helpful reply, i am in the middle of learning how to use xedit by reading the tome of xedit, and i have watched a few videos from gamerpoets and screaming lake on the subject, but understand i will learn even more by just doing it myself , i am reading the mod description and bug report pages, but sometimes some information just isn't there, so i will use discord to ask questions about said mods as there are plenty of people with advice.
once again thank you
That is what I did, using his Mark 23 SOCOM replacer for the Deliverer to understand how to make one for the FN Five-seveN. Now Tinker Tom sells me FN Five-seveN parts, not the original game Deliverer parts - which is what will happen using the quick and dirty replacer method.
Now I just have to get him to sell me the ammo (5.7x28mm) so I can use the damn thing...... :D
I would love to have it too :)
https://www.patreon.com/posts/fallout-4-revy-28388136
https://www.nexusmods.com/fallout4/mods/26571?tab=files
Plus a tiny bit of skill in BS/OS is all you'd need.