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DirtyBlue929

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DirtyBlue929

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24 comments

  1. honooo
    honooo
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    This mod caused some NPC faces to turn black and some ghouls to turn their heads black.
    1. cixwow
      cixwow
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      • 13 kudos
      As noted in my post below, this mod contains NPC records that appear to be included by accident. I have a patch here that should fix it.
    2. honooo
      honooo
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      I used the mod you made, in my game environment, although it is not covered in FO4edit, the problem still occurs in the game.
  2. banditnexus
    banditnexus
    • BANNED
    • 3 kudos
    Wait, Doesn't classic holstered weapons have an option for player only visible weapons? Did I just dream that? Anyway, for the vault 81 citizens, they should all be unarmed besides the guards. Same goes for the institute, Coursers and Gen 2 guards armed only. Can't think of any other safe environments. I like your idea though. CHW made me appreciate Bethesda giong the route of not showing weapons. It looks stupid AF. 
  3. cixwow
    cixwow
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    Looking through the ESP in xEdit there are a bunch of changes in this mod that appear as though they were included by accident. Most of these appear to be from some kind of NPC face replacer, but some appear to make much larger changes such as altering their behaviours. If you could remove these changes, I would gladly endorse this mod!

    There are also a few changes from the Unofficial Patch that might be worth forwarding to this mod as well.
    1. cixwow
      cixwow
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      I decided to upload a patch to address these issues, which can be found here.
  4. NKtheGamer2018
    NKtheGamer2018
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    do you have to start a new game for it to work?
    1. DirtyBlue929
      DirtyBlue929
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      Essentially, yes. If a character has already been "loaded" by the game this mod won't affect their inventory. So, for example, if you have a save where you haven't gone to Vault 81 yet, then this should work for removing the pipe weapons from their citizens. But if you have, you'll likely need to start a new game.
    2. reconreis
      reconreis
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      With console commands, resurrect in every NPC, i think can work
    3. Babaloo321
      Babaloo321
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      You can also use console commands to remove their weapons. Type "Openactorcontainer 1" (Without quotes) and remove the weapons and ammo. You can then drop them, click on them in console, and type "Markfordelete", then "Disable" on each of them.
    4. Zira1251
      Zira1251
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      Pretty sure the only command that people who insist on using this mod mid-game need is resetinventory
  5. Babaloo321
    Babaloo321
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    For anyone who uses this and Leveled Item Framework (LIF),  both mods edit the record "LLI_Weapons_Citizen [LVLI:00023329]", so they will conflict. Since LIF is a .esl, you can't load it after this mod, but you can modify it to work together. Very simple process:

    1) Open xEdit and load "BetterWeaponDiversityCHW-v2.1.esp".

    2) Open the "Leveled Item" tab by clicking on the + sign next to it.

    3) Under the "Leveled Item" tab select the record "LLI_Weapons_Citizen [LVLI:00023329]", and press the delete key. Alternatively, you can right click on the record, and then click on remove. Press yes on the confirmation window.


    Nothing will be lost because LIF already diversifies the "LLI_Weapons_Citizen [LVLI:00023329]" record, so you're good! :)
  6. adinotadi
    adinotadi
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    I was wondering if this exact mod existed somewhere, and you've made it real! bravisimo!
    1. Storm3ye
      Storm3ye
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      • 6 kudos
      Was starting to wonder the same.
      Been editing some NPC's inventory manually, and voila, here's a mod that can keep me lazy and still do pretty much what I wanted.
      Gonna test it out later.
  7. Should this be placed low down, as in last in the load order? Or higher, closer to the esl and esm section?
    1. DirtyBlue929
      DirtyBlue929
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      I'd keep it near the bottom to ensure that its changes don't get overridden by other mods, but I leave the exact ordering up to user discretion -- like I say in the description, this is my first mod and I'm not super clear on how this might interact with other mods that affect the same leveled lists XD

      UPDATE: Yeah, asking around and you should 100% put it at or near the bottom, below any other mods that affect weapons or vanilla leveled lists. If another mod edits the same lists that I did and loads after it then mine will be overridden and most of its features won't function.
  8. fadingsignal
    fadingsignal
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    Great work, love this kind of detail.
  9. shavkacagarikia
    shavkacagarikia
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    This is cool
  10. Tbulunmaz
    Tbulunmaz
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    • 3 kudos
    Not kidding, i was looking for a mod like this for years now. Great job!