I have ABoT and LIF but when i install this, Garand turns into floating bits, Varmint becomes invisible and unusable alongside other weird things. Anyone has any idea why is that happening ?
You have both installed incorrectly, have another weapon providing animations, or installed this mod mid-game after another mod already spawned some garand.
Same issue, I'm sort of narrowing it down to the Tactical Reload patch for BoT, from the Tactical Reload Patch Repository, if you're both running that.
Sorry for responding after such long time. Had "little" break from playin fo4 and modding it. I Did start new game after install and i did so again, but i think what CloudLambda says about TR is right, i do run it and i had simmilar issues with some other TR patches for other guns i use.
Edit. yes TR patch from Tactical Reload patch repository was at fault. I dont know modding stuff but i believe it'd be needed to make patch based on This mod for it to work because otherwise using patch and your edits will mess things up.
Regarding the locked comment, the TR patch still references the older animation keywords, which where changed when the mod got ESLified and thus they aren't valid anymore.
Edit: I just updated my TR patch repository contains a fixed version for this mod specifically. Enjoy :3
My Raider Overhaul 1 has ballistic weapon LL plugins which can be disabled if using this A Bundle of Tape. Other Raider Overhaul like the old WIP version would have different FormIDs so these weapons would become somewhat redundant.
Can i use both this mod and your edit to Eli's armor compendium: https://www.nexusmods.com/fallout4/mods/65396?tab=posts Both mods needs to overwrite Dank_Levelediteminject.pex from LIF?
Looking at them both in FO4Edit, they really are totally different in their implementation. Munitions looks considerably more advanced. However, one significant improvement CC has over Munitions is that it has ballistics (rather than just hitscan) implemented for every ammo type (including vanilla). This is why I use CC and not Munitions. However, someone has created a ballistics patch for Munitions, although I haven't tried it yet.
The weapons won't spawn without the injections. They are ESL flagged so they don't take a slot and they only run one time at startup. There's no reason not to use them. Plus, most people would not believe the amount of time that went into those.
Never tried asXas' bundle, from the bug reports looked like a disaster, just some clarifications:
The individual mods had a FOMOD option for no leveled list integration, same exist here?
From the main mod's bug reports users had Atom's Judgement being replaced by the concrete sledgehammer. Fixed? Also there were reports that the vanilla duck tape was replaced by the custom blue tape.
Quests & unique's (or standard ones if LList was declined, like the concrete sledgehammer) locations remained the same?
Only the fact that you made this mess usable again is impressive. Great job
The Bundle is an old standby. Keep in mind that most weapon issues are user and load order issues. I think I've used this since 2016.
No, the LL injection is part of the Mod, part of the experience. It is completely detailed on the main page actually.
Aspirational weapons like Atoms Judgement spawn oddly because Beth referenced an LL with just the base weapon in it. If they had referenced the weapon directly, no other weapons could replace them. LIF fixes that.
Yes, blue tape replaces standard duct tape. Pick your own color if blue tape bothers you. I'm rather fond of the yellow actually.
The World placements remain - I just removed the few records which moved items in precombines and broke them.
You know.... if you had tried out the mod by now you would have seen the 3 ESP files are mandatory. However, 2 of them are for the LL injection and you could have just unckeched them in your mod manager. ;) I still feel that is taking away part of the experience though..
31 comments
I Did start new game after install and i did so again, but i think what CloudLambda says about TR is right, i do run it and i had simmilar issues with some other TR patches for other guns i use.
Edit.
yes TR patch from Tactical Reload patch repository was at fault. I dont know modding stuff but i believe it'd be needed to make patch based on This mod for it to work because otherwise using patch and your edits will mess things up.
Edit: I just updated my TR patch repository contains a fixed version for this mod specifically. Enjoy :3
Both mods needs to overwrite Dank_Levelediteminject.pex from LIF?
And thank you for your great mods by the way :-)
I've been experimenting with patching this to work with Caliber Complex but I can't figure it out how. Could you give me some pointers?
Thanks :-)
I WANT IT AS A MOD NOW.
The individual mods had a FOMOD option for no leveled list integration, same exist here?
From the main mod's bug reports users had Atom's Judgement being replaced by the concrete sledgehammer. Fixed?
Also there were reports that the vanilla duck tape was replaced by the custom blue tape.
Quests & unique's (or standard ones if LList was declined, like the concrete sledgehammer) locations remained the same?
Only the fact that you made this mess usable again is impressive. Great job
No, the LL injection is part of the Mod, part of the experience. It is completely detailed on the main page actually.
Aspirational weapons like Atoms Judgement spawn oddly because Beth referenced an LL with just the base weapon in it. If they had referenced the weapon directly, no other weapons could replace them. LIF fixes that.
Yes, blue tape replaces standard duct tape. Pick your own color if blue tape bothers you. I'm rather fond of the yellow actually.
The World placements remain - I just removed the few records which moved items in precombines and broke them.
Well, that's a bummer
Yap, i know, same for Kellogg's Pistol.
Another bummer, seems i am the only FO4 that likes the vanilla color...
Anyway, great job, will check it for sure