Fallout 4

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DMagnus

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DMagnus

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  1. Its115
    Its115
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    got the esp version of juger n the patch but they dont show in utility
    1. DMagnus
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      You need two DC-17s for the recipe to show up, either 2 crafted ones, or the "real" one plus a crafted one. Make sure, too, you have the correct patch for the version of Juger Pistols you're using. If you're using the ESP version of Juger Pistols, you need the Dual DC-17 Addon Update C file; if you're using the ESL version of Juger Pistols, you need the Dual DC-17 Addon Update C - ESL Master file. They're not interchangeable, so if you use the latter with the ESP version of Juger Pistols, or vise-versa, it won't work.
    2. florek5
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      it doesnt work because the version of the mod that you provided is in esp...

      at least provide an esl version ready to go and explain more clearly what the optional files are for...
    3. DMagnus
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      Ok, let me break this down as best I can:

      The main mod file, as well as the Dual Addon plugins, are all ESL-flagged ESPs, so none of them will take up a load order space. Making them ESLs would be unnecessary and limiting because full ESLs load at the top of your load order like an ESM, and can't be sorted around with your ESPs, making conflict resolution difficult. ESL-flagged ESPs are honestly the best way to go for lightweight mods like this because they behave exactly the same as normal ESLs, with the sortability of an ESP, so the mod files being (ESL-flagged) ESPs is not the problem here.

      The optional Dual Addon files are for permitting dual-wielding, hooking into the Juger Pistols mod to do so. As the Juger Pistols mod comes as either an ESP or an ESL, I had to make two patches as a single patch wouldn't work with both versions of the mod. As such, Dual DC-17 Addon Update C is mastered to the ESP version of Juger Pistols, and will not work with the ESL version of that mod; by the same token, Dual DC-17 Addon Update C - ESL Master is mastered to the ESL version of Juger Pistols, and will not work with the ESP version. This info is detailed in the file descriptions on the addons, but in a more concise manner because there's a character limit on file descriptions. You need to install the addon plugin that matches the version of Juger Pistols you have installed; If you have the ESP version, install Dual DC-17 Addon Update C; for the ESL version, install Dual DC-17 Addon Update C - ESL Master, but not both. Regardless of which one you get, the addon must be sorted below the main mod file and the Juger Pistols mod file in your load order, like so:

      DC-17.esp
      DualGun.esp |OR| DualGun.esl
      DC-17_DualAddon.esp

      You can have mods loading in-between them, all that really matters is that they're loading in that order; Juger Pistols after DC-17, and the Dual Addon after Juger Pistols. If you're running a game version older than 1.10.162, you would need to install the mod file provided in the Pre-1.10.162 folder within the download. If you're using Vortex, that will have to be done manually. If you've done everything right, you should be able to craft the dual DC-17, as long as you have two DC-17s in your inventory. You need either two of the crafted DC-17s, or the "original" DC-17 (found in the Hobbyist Club basement) and a crafted one, and at least Rank 1 in Gun Nut (might be Rank 2, don't quite remember at this point in time).
  2. tigertank909
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    where can i find the gun
    1. DMagnus
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      Per the description, it's in the basement of the Electrical Hobbyist Club, which is east of the Mass Fusion Disposal site on the outskirts of the Glowing Sea.
    2. tigertank909
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      i dident find it there
    3. DMagnus
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      It's on a workbench in the first section of the cellar, but if you have the Neon Flats creation, it'll be tucked behind the terminals that creation adds there. If it's still nowhere to be found, plug help "dc-17" 4 weap into the console to check if the IDs show up. If they don't, then the mod isn't active, so you'll need to check your mod manager to ensure the mod is active (and deployed if you're using Vortex).
    4. tigertank909
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      thx also why not move it
    5. DMagnus
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      I'd only really consider moving it if it was outright inaccessible with Neon Flats installed. As it is, the terminals don't cover the gun at all as far as I know, and from what other users have said there's enough space behind the terminals to get in behind them and grab the gun without needing to use any console commands.
    6. tigertank909
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      ok.... dident really answer me ? but ok
    7. DMagnus
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      If you asked any other question it doesn't look like it posted, I just see "thx also why not move it", which I interpreted to mean "why not move the DC-17 to a different spot" and answered accordingly. If you meant something else by that, please clarify; I can't answer a question without knowing what exactly that question is.
    8. tigertank909
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      lol sorry i apparently cant read
  3. CrashMasterJMM
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    Playing in VR. Downloaded the mod and the optional file, but a search in the console for "DC-" only (because I have it installed) shows the DC-15a. DC-17 doesn't show up in console search.
    1. DMagnus
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      How did you install the optional file? Manually, with Vortex or another mod manager? If you did so with Vortex, make sure it's taking precedence over the base mod and that it's been fully activated and deployed. You may need to manually replace the ESP with the VR one in Vortex's staging folder for the mod if it still doesn't work.
    2. CrashMasterJMM
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      Used NMM Community Edition to install.
    3. DMagnus
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      Not familiar with how that handles file installation, but it may be mishandling it in some way. I'd suggest installing the VR plugin manually and letting it overwrite the mod, then check and see if it works.
  4. DitzyDez666
    DitzyDez666
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    Gorgeous work! And the best, cleanest, most punchy, bassy, pewy, pew, and pew Star Wars sfx ever released in any Star Wars mod on the Nexus
  5. Lokator28
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    i seem to have an issue where when i hold the pistols, it counts as if i'm unarmed. is this a bug? it kinda holds the pistols weirdly, but doesn't do anything when i attack, not even punch
    1. DMagnus
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      If you're using the dual pistols, that's not intended behavior. Make sure you have the Juger Pistols mod active and that it's loading before the dual addon, like so:

      DC-17.esp
      DualGun.esp
      DC-17_DualAddon.esp

      If the addon is loading before the DC-17 mod, that could also cause issues, same if you merged the addon and the DC-17 mod together (which I strongly advise against doing, the base mod and the addon are both ESL-flagged ESPs so they already don't take up an ESP slot, merging them into one plugin would as such be redundant and potentially introduce issues like this).
    2. Lokator28
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      the mod load order is correct, however it seems like the guns are held like my char almost aims at himself in a strange way
    3. DMagnus
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      If the load order's correct then make sure you're not using the ESL version of Juger Pistols with the addon that's mastered to the ESP version or vise-versa, that would definitely cause this sort of issue. I can safely say this is due to either that or improper load order positioning since I tested in-game with 1.1 of Juger Pistols and the dual DC-17 worked just fine.
  6. TEMMIS
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    FOR THE REPUBLIC !!!!!!!!!!!!!!!!!!!!!!!!!!
  7. AdiosWalrus
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    No matter what version I install I cant get the dual wield to work, I have the original dc-17 and two extras. Please help me.
    1. DMagnus
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      There's no Aid item or hotkey or anything like that which grants you the dual wielded version, if you're looking for something like that. You
      have to craft the dual version at a Chem Station, should be under Utility, and requires rank 1 in Gun Nut, as well as having procured the original DC-17 legitimately; if you cheated it into your inventory, that might not have flipped the "you got the DC-17!" global value that the recipes check.

      If you're running ECO and patched your load order with the M8r Complex Sorter FO4Edit script, that script by default patches recipes to go into different sections of the Universal Workbench (only if ECO is installed), so the dual DC-17 should be under the Universal Workbench's Weapon - Create category, under the Utility section. The recipes are also set up to be rather exact regarding the number of pistols you have, so if you have more than 2 the recipe might not appear, so if you still can't find it, put the original DC-17 away so you just have the two extras and check again.
    2. AlgolFear
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      I have the same problem : Utility don't even appears in the chem station and while I can craft the dual juger pistols, the dual DC-17 aren't appearing anywhere (and I can't activate the console either, so... i'm a little trapped here.

    3. DMagnus
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      How do you have things set up in your load order? The Dual patch should be loading after Juger Pistols and the DC-17 mod, if it's loading before the DC-17 mod that could be interfering. You also need to get the original DC-17 before the recipe will activate. The recipe also may not appear if you don't have any DC-17s in your inventory, or have more than two, or just one; it's specifically expecting either two replicas, or the original and a replica to be in your inventory.
    4. AlgolFear
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      Everything is installed as it should...

      Perhaps a clash with AWKCR and/or standalone workbenches ?

      (I actually have the standalone workbenches plugin for the Juger Pistols... So perhaps it comes from that ?)
    5. DMagnus
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      I don't think the Juger Pistols patch for Standalone Workbenches would interfere, since the addon is hooked into the Juger Pistols mod just to utilize the animations, nor would the workbench mod itself be at fault since it just adds new workbenches and doesn't interfere with any of the vanilla benches, but my dual addon wouldn't work with any of its new workbenches, only the vanilla chem stations. That would leave AWKCR as a potential culprit, but another mod could be at fault as well. It's also possible the dual addon simply isn't active/deployed; I know with Vortex sometimes mods don't get deployed for whatever reason, so if you're using Vortex it may be worth double-checking to ensure the mod's active and deployed.
  8. DocValentine2
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    Late to the party, will we ever get a DC-15s? easily the best clone blaster mod I've seen and used
    1. DMagnus
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      The DC-15s is on my docket, so someday I'll do it. 
    2. DocValentine2
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      can't wait, take your time though
  9. Gameboydame
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    This looks good but I noticed it may have conflicts with the neon flats mod. I have neon flats so should I avoid this one?
    1. DMagnus
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      The only real conflict is the gun being occluded by the consoles Neon Flats added to the far wall in the Hobbyist Club cellar, it shouldn't affect how the gun functions or break Neon Flats itself. Another user was still able to retrieve the pistol despite the presence of the consoles, not sure if they had to TCL in order to do so, though.
    2. pharzuph
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      No TCL needed. There is space to go around the consoles and retrieve the blaster from behind them.
    3. mikezorz13
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      Yap, its on the ground behind the Hobbyist Club Terminal, close to the Armor Workbench, just need to jump on the workbench & you can grab it without tcl.

      Great job!
  10. TheGlitchedOne21
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    hey DMagnus,I am still having that issue, but can you make a different file using the Pig's Akimbo weapon pack as an option file for the dual wielding as I am not sure what is causing that issue, as Pig's akimbo pack is a standalone, it still uses Neheer's animations.
    1. DMagnus
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      I don't know, I'd rather not make another patch mastered to something else because there's no guarantee it'd work. Out of curiosity though, what does the in-game load order menu list the Juger Pistol's filename as? It just occurred to me that the problem might be that Neeher renamed the plugin for XB1, which would absolutely cause this kind of issue to crop up since the addon would be expecting the name the PC version has.
    2. TheGlitchedOne21
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      I doute that is the problem because it says missing files so I do not know, probably should ask Neheer if there is a difference between files on Xbox and PC
    3. DMagnus
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      I would definitely suspect that as a possibility. Having a mod mastered to another is, effectively, linking them together. Changing the name of the master breaks that link. For example, if a mod is mastered to another named FlagsAhoy.esp, but the author changes it to Flags_Ahoy.esp and uploads that to XB1, the mod mastered to FlagsAhoy.esp won't recognize Flags_Ahoy because that isn't what it was mastered to. It's very specific like that. So if Juger Pistols, which is DualGun.esp, was renamed to DualGuns.esp before getting uploaded to XB1, then that would be enough for the game to tell you that you're missing a requirement, because the addon is expecting DualGun.esp, not DualGuns.

      Hence why I hoped you'd be able to check the in-game load order menu, since I'm reasonably certain it says what the actual name of the plugin is, rather than what it's called on the modpage.

      EDIT: So, ultimately, I opted to change the addon's master to Pig's Akimbo Weapon Pack, since I didn't have any luck finding out what the filename of the XB1 version of Juger Pistols is. Should hopefully work, provided Pig's pack doesn't have a filename difference either.