Thanks, this is exactly what I've been looking for - being able to modify the companions default infinite ammo weapon without giving them infinite ammo for every other weapon type. I was able to get this patched for Nora Spouse Companion after a few minutes poking around in xEdit and it now works perfectly.
Is this save game compatible? I already gave Preston a fully upgraded musket before I found this. I'll probably try to load a save with this one to see what happens, but I imagine I will have to take his upgraded musket off his hands for this mod to actually work
So I used this mod to replace Preston's Laser Musket weapon mods with upgraded ones, but now whatever he's holding is invisible. He's just putting up his hands like he's pretending to hold a Laser Musket. Is this a mod conflict? I have ECO and Weapons Overhaul Redux, and they both modify the companion weapons, but they don't replace them all together like you said in the description.
I really want to get this mod to work. It's so much better than the other, manual companion weapon switch mod. That one gives all the companions infinite ammo for every weapon, so it feels really unbalanced to me. You always put out amazing work btw!
Weird. Sounds like something got swapped that broke the weapon geometry. What were the mods you tried to swap over, and what happens if you swap them back?
I just figured it out. I had the other mod Companion Weapons are Customizable, which I just uninstalled, in favor of using this mod, but I guess I needed to re-add Preston's Laser Musket to his inventory by using the console. All good now!
Actually I was wrong. It worked for a minute, but I just switched it's ammo from Weapon Overhauls Redux and now it's invisible again. I also changed it back to what it was before, and it's still invisible.
What I'm thinking the problem might be, is that this mod is switching over the Standard Cells mod (mod_t6m_laser_0 "Standard Cells" [OMOD:xx000ACB]), replacing the default "Companion" Standard Cells mod (mod_t6m_laser_Comp "Standard Cells" [OMOD:xx0017AA]). It just might not work properly with the non-companion Standard Cells OMOD. I wonder if you could make an update or patch for this mod that ignores switching that OMOD?
Honestly, youre running enough of a mishmash of stuff, that it's hard to say exactly is causing the problem. With v1.02 of the mod, it should not allow any ammo swaps though- and you should just get a message saying it's not allowed.
I just did some working in xEdit and made the companion ammo OMOD craftable, but even after switching to that, he won't take the weapon. I've been using 1.02 this whole time, but it never gave me a pop-up about ammo or anything like that. At this point I don't think there's anything I can do about it, so I'll just stick to using the weapon I gave him originally. Thanks for trying to help though!
I just tested it out, and after a bit of finagling I was indeed able to get it to work on the new version. I had to kind of tinker around little bit in xEdit before it would even accept the weapon because of the ammo swaps, even if the default ammo is selected. I had to make a new weapon combination and keyword for the Laser Musket WEAP form without the ammo swap part included. Then I just had to add the weapon and keyword to a new leveled list, and add that to a new NPC, which I would then console spawn and console kill them so I could get the weapon. I just had to transfer all of my weapon mods (Except the Ammo Swap) from the previous Laser Musket to this new, Ammo Swap-less Laser Musket combination, so I would be able to get it past the ammo swap detection script. Thanks for the help! :)
Hi! Thanks. This mod, together with the 3dNPC patch, I am unable to start a new game. Clicking "New Game" just results in endless loading. Disabling this mod, it goes to the foggy bathroom mirror perfectly.
Looks like its an issue with the quest trying to start while youre still in the prewar world. I'll try and work out a fix, but in the meantime the obvious solution of only enabling the mod after you exit the vault should be fine.
I do. The manual one is buggy, because the engine really doesn't like companion ammo on weapons without the non-playable tag, and SKK's autoupgrade is great for people who just want their companions to do more damage, but allows no player interaction. This mod allows you full customization, even give them legendary weapons.
If you like one of the other options, go use it instead.
That's like saying "You do realize that there are mods that already re-texture X item, right?". Just because someone wants to publish their own take on an idea doesn't mean it's obsolete.
I myself welcome a bigger selection of mods, in case one is more polished than the other or has more configuration options.
This looks promising! I use Amazing Follower Tweaks, and I have an issue where their standard weapons disappear completely when changing to combat outfits and back. Now I'm wondering if this will fix it, I'll check it out and see.
29 comments
I really want to get this mod to work. It's so much better than the other, manual companion weapon switch mod. That one gives all the companions infinite ammo for every weapon, so it feels really unbalanced to me. You always put out amazing work btw!
I just figured it out. I had the other mod Companion Weapons are Customizable, which I just uninstalled, in favor of using this mod, but I guess I needed to re-add Preston's Laser Musket to his inventory by using the console. All good now!
Actually I was wrong. It worked for a minute, but I just switched it's ammo from Weapon Overhauls Redux and now it's invisible again. I also changed it back to what it was before, and it's still invisible.- Automatic Capacitor (mod_LaserMusket_Receiver_Auto "Automatic Capacitor" [OMOD:000A4739])
- Full Stock (mod_LaserMusket_Grip_StockFull "Full Stock" [OMOD:0002BEFF])
- Bracketed Short Barrel (mod_LaserMusket_BarrelLaser_Short_ExtensionWithBracket "Bracketed Short Barrel" [OMOD:000ECE68])
- Quantum Gyro Compensating Lense (mod_LaserGun_Muzzle_Camera_B "Quantum Gyro Compensating Lense" [OMOD:001877EE])
- Equalized Capacitor (From WO-Redux) (mod_LaserMusket_LaserReceiver_MoreDamage4 "Equalized Capacitor" [OMOD:xx006051])
- Standard Scope (10x) (mod_LaserMusket_Scope_ScopeLong "Standard Scope (10x)" [OMOD:000C83D1])
- Standard Cells (From WO-Redux) (mod_t6m_laser_0 "Standard Cells" [OMOD:xx000ACB])
- L1: Two-Shot (Dank_mod_Legendary_Weapon_Gun_TwoShot "L1: Two-Shot" [OMOD:001CC2AD])
- SO: Unscrappable (From ECO) (Dank_mod_Scrap_Unscrappable_Weapon "SO: Unscrappable" [OMOD:xx0011A2])
- EE: Default (From ECO) (Dank_mod_Special_Default "EE: Default" [OMOD:xx0008CA])
What I'm thinking the problem might be, is that this mod is switching over the Standard Cells mod (mod_t6m_laser_0 "Standard Cells" [OMOD:xx000ACB]), replacing the default "Companion" Standard Cells mod (mod_t6m_laser_Comp "Standard Cells" [OMOD:xx0017AA]). It just might not work properly with the non-companion Standard Cells OMOD. I wonder if you could make an update or patch for this mod that ignores switching that OMOD?This mod, together with the 3dNPC patch, I am unable to start a new game. Clicking "New Game" just results in endless loading. Disabling this mod, it goes to the foggy bathroom mirror perfectly.
If you like one of the other options, go use it instead.
I myself welcome a bigger selection of mods, in case one is more polished than the other or has more configuration options.
Translation in English
What has changed in the update? can't tell the difference!
Not replace it. Not remove it.