I stepped away from modding due to extensive burnout, lack of interest, real life obligations, etc.
I have no plans to update this mod or create any new ones for the foreseeable future. This means that everything here is provided as-is and I will not provide any support.
Anything I created is free for anyone to use/modify long as you don't put it behind a paywall, make it Discord exclusive, etc. This includes translations, Xbox ports, things like that.
*** Update *** It ends up ECO Redux Armory - HK G11 K2 Kraut Space Magic - ECO Redux - English converts the ammo type (back?) to 5mm. When I disable it the ammo type is 4.7mm. It may just be a load order thing? If I cannot solve it with load order and will just have to not use it.
My Final solution. ECO Redux Armory - HK G11 K2 Kraut Space Magic is the only mod that actually adds the G11 to the ECO weapon creation bench. However, I really like the changes to the G11 in the HK G11 - Unofficial Update. I used FO4Edit on ECO Redux Armory - HK G11 K2 Kraut Space Magic to make the weapon values (like ammo type) match HK G11 - Unofficial Update values. Now I can create the G11 at the ECO weapon bench, but it has proper ammo types. I also used the values from HK G11 - Unofficial Update for the legendary versions. So far it seems to work fine. I have never used FO4Edit like this before, I have only used it to replace weapons, like replacing Harpoon Gun with Railway Rifle, and replace Assault Rifle with M91. That is just a "look here instead of there" thing, much less in depth.
The gun in arc jet did not spawn for me, is it because I completed Danse's mission before installing this? I checked the plugins nothing is overwritten.
Edit* I just noticed you added both energy variants into leveled list so this won't really be a problem.
The .esp version has significantly more downloads than the .esl version. I don't want to maintain two totally separate versions of this mod, so I used the .esp version as a base for my update, as it is the version I use personally in my load order.
To the OP - The ESP version will always be preferable IMO, as you can ESLify it in FO4Edit with 2 quick actions and not have the load order restrictions of an ESL file. Not all mods work well in ESL format (namely settlement mods or anything heavily scripted) , and the load order restrictions prevent certain placement workarounds for conflicts. If you want to ESLify your copy of the G11 and still use this mod you just have to make the edit while they're both active in FO4Edit for the changes to register with mastered files. You'll have to uninstall the G11 and make a clean save first to do this, if the mod is already active in your current game ESLifying will break it.
i'm using institute technology overhaul - full version to replace the institute factions weapons. Will this conflict because of the inclusion of the G11 to synths?
thanks for the fast reply. Been patching a lot with munitions lately. amazing work! Though, if i change my mind in the future, decided to remove the lvllist from the synth, it's safe to delete the Institute and Laser questLL record, yes?
I'm just going to shoot my shot and ask very nicely. Can we please get your take on a R91 mod using one of the beautiful G3 mods available here on the Nexus? I essentially only use your updates to add weapon mods to my game and would love to keep consistency.
What do you think about that? Thank you in advance for any type of response.
Yeah, JKruse's take on the R91 is by far my favorite. I highly recommend it. I was considering doing an unofficial update to some of the G3 mods, but I abandoned that idea after the Lore-Friendly 5.56 Collection mod came out.
I may eventually do something with one of the G3 mods, but it's very very low on my priority list, lol.
I'm not sure if I'm following- JKruse's Lore Friendly 5.56 Collection mod is completely standalone and doesn't use assets from any other G3 or R91 mod.
I want everything to feel seamless and cohesive. I enjoy your approach, so I wondered if the way the 5.56 collection is added to the game plugs in well with your style of mods. I just went ahead and added it in and am slowly play-testing it. Thank you for all your responses by the way. I know it's not strictly related to this mod right here.
The hand-placed weapons are still present- I didn't remove any of those. Additionally, you should be able to find the weapon on vendors, as legendary drops, and on certain enemies (notably Gunner bosses, Brotherhood soldiers, and Synths). It is intended to be a rare weapon though, so it ideally won't be super common to find.
Not likely, as there were known issues with the burst fire mode in 3rd person. Burst fire modes in FO4 mods are almost always buggy and broken in some capacity, typically due to engine limitations that modders aren't able to work around.
i can only remain hopeful that it gets fixed in the future, some has said to just go into FO4edit to just make it useable again but eh, it feels sacrilege to use because that and its caseless amo is what is known about the gun but i guess i can just tolerate it because its a legacy weapon
I did some testing with the burst fire option earlier. Not sure if it's an issue on my end, but I noticed that it was actually a 4-shot burst instead of 3. Additionally, the burst fire mode did not work at all in 3rd person while wearing Power Armor.
If you know of a way to fix that issue with a simple change in FO4Edit, then please let me know. But I don't think it's anywhere near as simple as that.
i never assume things are ever easy lol, someone suggested id just re enable the option for burst fire, not so much like an actual fix but just hop into edit and change something so its burst again i guess? *shrug* Ive also not used FO4Edit enough to really know what im doing either too)
I've added an optional file to re-enable burst fire mode. I don't recommend it nor will I provide any support for it, as it does not work in third person while wearing power armor. Use at your own discretion.
ah well, i never really play the game in 3rd person so this is fine for me, thank you though there is this Burst Fire Framework mod around but idk how good that is
48 comments
I stepped away from modding due to extensive burnout, lack of interest, real life obligations, etc.
I have no plans to update this mod or create any new ones for the foreseeable future. This means that everything here is provided as-is and I will not provide any support.
Anything I created is free for anyone to use/modify long as you don't put it behind a paywall, make it Discord exclusive, etc. This includes
translations, Xbox ports, things like that.
I will not respond to DMs.
Thanks y'all, it was fun. Take care.
-Crash
I am using these mods;
HK G11 K2 (ESP)
https://www.nexusmods.com/fallout4/mods/36894
ECO Redux
https://www.nexusmods.com/fallout4/mods/67679
Munitions
https://www.nexusmods.com/fallout4/mods/66051
Munitions - ECO
https://www.nexusmods.com/fallout4/mods/68034
ECO Redux Armory - HK G11 K2 Kraut Space Magic - ECO Redux - English
https://www.nexusmods.com/fallout4/mods/69085
HK G11 - Unofficial Update (Obviously)
https://www.nexusmods.com/fallout4/mods/68699
As far as I can tell, I have all the right bits to make it happen correctly, any clue what I may have done wrong?
Also using the requirements of this mod, including
Leveled Item Framework (LIF)
https://www.nexusmods.com/fallout4/mods/63914
It ends up ECO Redux Armory - HK G11 K2 Kraut Space Magic - ECO Redux - English converts the ammo type (back?) to 5mm. When I disable it the ammo type is 4.7mm. It may just be a load order thing? If I cannot solve it with load order and will just have to not use it.
ECO Redux Armory - HK G11 K2 Kraut Space Magic is the only mod that actually adds the G11 to the ECO weapon creation bench. However, I really like the changes to the G11 in the HK G11 - Unofficial Update.
I used FO4Edit on ECO Redux Armory - HK G11 K2 Kraut Space Magic to make the weapon values (like ammo type) match HK G11 - Unofficial Update values.
Now I can create the G11 at the ECO weapon bench, but it has proper ammo types.
I also used the values from HK G11 - Unofficial Update for the legendary versions.
So far it seems to work fine.
I have never used FO4Edit like this before, I have only used it to replace weapons, like replacing Harpoon Gun with Railway Rifle, and replace Assault Rifle with M91. That is just a "look here instead of there" thing, much less in depth.
Edit* I just noticed you added both energy variants into leveled list so this won't really be a problem.
What do you think about that? Thank you in advance for any type of response.
I may eventually do something with one of the G3 mods, but it's very very low on my priority list, lol.
If you know of a way to fix that issue with a simple change in FO4Edit, then please let me know. But I don't think it's anywhere near as simple as that.
there is this Burst Fire Framework mod around but idk how good that is