0 of 0

File information

Last updated

Original upload

Created by

CrySpears

Uploaded by

CrySpears

Virus scan

Safe to use

Tags for this mod

11 comments

  1. CrySpears
    CrySpears
    • premium
    • 57 kudos
    Locked
    Sticky
    To clarify, this mod does nothing but add the chem item, for the menu to show your weapon attachments you need to add your weapon mods using the scripts.
    Only requirement is the base game.
    You MUST add your weapon mods as masters to T.A.S.
  2. N3xar
    N3xar
    • supporter
    • 2 kudos
    I followed the video guide, but had trouble finding the FormID List script - I triple checked everywhere in mod details for this mod I can think of - or maybe I'm just dumb - but then again if it IS mentioned somewhere, it's not clearly listed.

    I traced the download to the edit script here:
    https://www.nexusmods.com/fallout4/mods/13565?tab=files

    I was able to add mods to the attachment system and I really happy - it works great, thank you!
  3. raroquick
    raroquick
    • member
    • 1 kudos
    Just want to share, because this mod or variant is better than other mods (IMO). This mod or variant is very simple & highly customizable, you can apply it to vanilla or mods weapons & can apply to every misc mod of the weapons modification (scope, barrel, receiver, etc).  

    Regarding the problem of this mods which can remove legendary effects, I create very small modification & it can solve the problem, as you can see in the video below.



    As u can see in the video, i use overseer guardian as example, i change several modification (scope, barrel, receiver) on the fly but the legendary effect is still exist ( there are 2 mark of bullet on the floor for 1 shoot)

    to create the patch: Copy object-modification for "TAS_mod_Legendary_Blank" as override info from TAS.esp to new plugin (example TAS-Patch.esp). Remove "Data" in the new plugin. This is the plugin which I create:

    Spoiler:  
    Show
  4. raroquick
    raroquick
    • member
    • 1 kudos
    Thnk you cryspearxvi, iam very happy with this kods, i don't use the old mods because it have very slow animations. Regarding the legendary effect, i use lombax legendary mod & remove the value from omod in your mod, the omod still exist but it doesn't have value. With this i can keep legendary effect when using your mod to change the attachment, but i just testing it in short periods, wonder if u try this & encounter any error with long playing time?
    1. CrySpears
      CrySpears
      • premium
      • 57 kudos
      I reached end game with it, it fires the scripts when you use the consumable item so nothing is running in the background.
    2. raroquick
      raroquick
      • member
      • 1 kudos
      Good to know, i will use it also in new playthrough
    3. raroquick
      raroquick
      • member
      • 1 kudos
      Hi, i will start another playthrough, i can't start wo this mods. Wonder, do you remove the animation or change the animation in the old mod (T.A.S) ? I want to add short animation before the workshop open, can you give me a hint for it ?
  5. redrak
    redrak
    • member
    • 3 kudos
    Good mod, but there is still freezing of the character as in the old mod.
  6. JBianculli
    JBianculli
    • supporter
    • 22 kudos
    Great idea. 
    Is the CBBE requirement a joke or for real? Not sure why that would be required.
  7. fo4nexus
    fo4nexus
    • member
    • 10 kudos
    Hmm... so like Q.M.W., but Lite, without useless animations for aesthetic purposes. Vanilla workbench style instead.
    I like it and imma replace Q.M.W. with it most likely, thanks for the share, but why not just make it open the weapon workbench instead, which works on every weapon, so you don't have to manually create a patch for every weapon you want this mod to work with? Kind of like SKK's Mobile Workshop mod, but only opening the menu using the chem like your mod, without spawning an object in-world.

    EDIT: Just realized this is a modification of an existing mod, which actually (sort of?) does what I wrote above, derp.
    1. CrySpears
      CrySpears
      • premium
      • 57 kudos
      It can do that, but I removed that feature as it was causing alot of problems, getting stuck in place, can't leave the menu, animation locks, you can see some of the bug reports over on the original page, Skk workshop uses a actual work bench, this does not.
    2. fo4nexus
      fo4nexus
      • member
      • 10 kudos
      Ahh, you're right, I completely overlooked the immobilization issues and such from the regular workbench - good call! (And I'm guessing it's more than just animations, or I'd say make it work like your No Crafting Animations mod.)
      Guess I'll stick to adding the weapon mods I use to this then, they aren't that many anyway and the method in your video looks super easy; thanks again for sharing! Endorsing once the 15-minute wait's over!