0 of 0

File information

Last updated

Original upload

Created by

Crash

Uploaded by

codeblackcrash

Virus scan

Safe to use

48 comments

  1. codeblackcrash
    codeblackcrash
    • premium
    • 437 kudos
    Locked
    Sticky
    Hey everyone.


    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
  2. Angry696
    Angry696
    • member
    • 7 kudos
    Any chance I can use it without the other two requeriments?
  3. Hammerhead96
    Hammerhead96
    • premium
    • 7 kudos
    My G11 is 5mm instead of 4.7 , I cannot figure out how to make it work.
    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
    1. Hammerhead96
      Hammerhead96
      • premium
      • 7 kudos
      *** 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.
    2. Hammerhead96
      Hammerhead96
      • premium
      • 7 kudos
      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.
    3. Refermaned
      Refermaned
      • premium
      • 0 kudos
      Would putting this mod after the ECO redux also work?
    4. Hammerhead96
      Hammerhead96
      • premium
      • 7 kudos
      Sorry for late reply, I am not sure. I do not even currently have FO4 installed, and have not messed with it for over 6 months.
  4. philip92dk
    philip92dk
    • supporter
    • 9 kudos
    i really like the update but i miss all of the sight options
  5. RowanSkie
    RowanSkie
    • premium
    • 40 kudos
    What if I use the ESL variant?
  6. LazyGhoul
    LazyGhoul
    • member
    • 10 kudos
    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.
  7. MangoCobra
    MangoCobra
    • premium
    • 6 kudos
    Why does this require the ESP of  G11 but not the ESL?
    1. codeblackcrash
      codeblackcrash
      • premium
      • 437 kudos
      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.
    2. PhoenixKnight13
      PhoenixKnight13
      • member
      • 24 kudos
      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.
  8. ShadowMoses002
    ShadowMoses002
    • member
    • 1 kudos
    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?
    1. codeblackcrash
      codeblackcrash
      • premium
      • 437 kudos
      It shouldn't conflict since this mod uses scripted leveled list injection.
    2. ShadowMoses002
      ShadowMoses002
      • member
      • 1 kudos
      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? 
  9. BizarRabbit
    BizarRabbit
    • premium
    • 3 kudos
    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.
    1. undercarriage
      undercarriage
      • member
      • 3 kudos
      I don't know if this is what you're after, but this mod has a great take on the R91, and there's a munitions patch in the patch repository! 
    2. codeblackcrash
      codeblackcrash
      • premium
      • 437 kudos
      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.
    3. BizarRabbit
      BizarRabbit
      • premium
      • 3 kudos
      Do you think that mod will just add in well with yours? I'm trying to make everything I add feel seamless.
    4. codeblackcrash
      codeblackcrash
      • premium
      • 437 kudos
      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.
    5. BizarRabbit
      BizarRabbit
      • premium
      • 3 kudos
      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.
  10. Ufoshnik
    Ufoshnik
    • member
    • 0 kudos
    I don't understand.Already in the game I have level 30, but the rifle does not appear anywhere.How to get now if there is no quest?
    1. codeblackcrash
      codeblackcrash
      • premium
      • 437 kudos
      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.
  11. worthiestnobody
    worthiestnobody
    • supporter
    • 1 kudos
    soo.. did this file remove the G11s Burst fire or is that Automatic now?
    1. codeblackcrash
      codeblackcrash
      • premium
      • 437 kudos
      Yes, this was mentioned in the description.
    2. worthiestnobody
      worthiestnobody
      • supporter
      • 1 kudos
      i thought it was something else, will it get readded in the future?
    3. codeblackcrash
      codeblackcrash
      • premium
      • 437 kudos
      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.
    4. Did the gun shoot in burst fire for npcs? Or was that broken as well?
    5. codeblackcrash
      codeblackcrash
      • premium
      • 437 kudos
      I'm not certain, I never played too much with the original mod.
    6. worthiestnobody
      worthiestnobody
      • supporter
      • 1 kudos
      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 
    7. codeblackcrash
      codeblackcrash
      • premium
      • 437 kudos
      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.
    8. worthiestnobody
      worthiestnobody
      • supporter
      • 1 kudos
      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)
    9. codeblackcrash
      codeblackcrash
      • premium
      • 437 kudos
      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.
    10. worthiestnobody
      worthiestnobody
      • supporter
      • 1 kudos
      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