to everyone where its not replacing the 10mm pistol, you have to set the file as an esp. Use whatever version of xedit you have and deselect the esl tag in the header, then after saving it, change the extension from esl to esp and put it accordingly into your load order. For some reason replacers dont work well as esl files.
I forgot i even had this as my replacer for the 10mm until i went to use another mod that was tagged as an esl and it didnt work, then through various testings the only thing that worked was setting the plugin as an esp. I then just redownloaded this as a standalone instead since the mod i am currently using i like better as the standard 10mm, its a revolver :)
I'd also like to add that the same should be done for the main mod, else you get both the 10mm and Classic 10mm pistols with the same model. Thanks for this!
Hello, looks like the powerful automatic receiver only requires Gun Nut 1 despite weaker auto receivers requiring Gun Nut 2. Anyway, thank you always for the great mods. I use every single one of them.
Alrighty, fun little note, I was having the same problem a bunch of people in here are having. I install mod (both auto and manual) and I still draw a default 10mm pistol from my inv, but on the other dude's mod page, they specifically said you can still have a 10mm as default but newly found 10mm are the replaced ones.
At the start of the game, after exiting the vault, I dropped my vanilla 10mm ran to the next spawn which is one of the ruined houses on the right in the town, and BOOM - actual 10mm Mod Replacer right there on the floor. So idk if people still having this problem just neeed to go find a fresh spawn/unlooted 10mm somewhere and not what they current have in their inventory.
Don't have any replacers, retextures or mods that conflict with this one and it will not replace the 10mm pistol. Tried starting a new game to see if that would make it work and it still doesn't work.
I'd need to see your full load order. If you have any other mod that could potentially touch this, such as any STS or Tactical Reload patches, or animations, or sound replacers, or anything even remotely similar, there's a chance it will conflict.
it isn't replacing the 10mm, i even used the "removeitem" command to get rid of the 10mm i already had in my inv and then re added the 10mm back into my inv and it still wasn't replaced did i somehow do something wrong or is the mod just not working?
My guess is that you have another mod lower in your load order that also modifies the 10mm WEAP record.
The original plugin is an .ESL which limits where it can be moved in your load order. I don't know why the original authors went that route, but I'll likely need to put out an update that makes all of my changes in a separate patch. That way it can be moved lower to potentially alleviate compatibility issues.
I mean, there's not much for me to fix in that regard. The mod works and functions correctly. The OP has another mod overriding the 10mm changes. I asked them to post their load order so I could help troubleshoot- I'll need to see that before I can do anything.
I do need to revisit these mods, but they're not very high on my priority list at the moment.
The only thing that I can see that overrides this in xEdit is the Tactical Reload Repositry's vanilla esp and wardaddy's 10mm reload esp after that. To which I assume is the reason why this isn't replacing the vanilla 10mm pistol for me.
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I forgot i even had this as my replacer for the 10mm until i went to use another mod that was tagged as an esl and it didnt work, then through various testings the only thing that worked was setting the plugin as an esp. I then just redownloaded this as a standalone instead since the mod i am currently using i like better as the standard 10mm, its a revolver :)
At the start of the game, after exiting the vault, I dropped my vanilla 10mm ran to the next spawn which is one of the ruined houses on the right in the town, and BOOM - actual 10mm Mod Replacer right there on the floor. So idk if people still having this problem just neeed to go find a fresh spawn/unlooted 10mm somewhere and not what they current have in their inventory.
Tried starting a new game to see if that would make it work and it still doesn't work.
The original plugin is an .ESL which limits where it can be moved in your load order. I don't know why the original authors went that route, but I'll likely need to put out an update that makes all of my changes in a separate patch. That way it can be moved lower to potentially alleviate compatibility issues.
Can you post your load order?
I do need to revisit these mods, but they're not very high on my priority list at the moment.