Fallout 4
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SystemBreakdown

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112 comments

  1. hottt3
    hottt3
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    Thanks for your mod! My question is: if I have "12.7mm Pistol (Sig Sauer P127)" mod, and also "12.7mm Pistol Tweaks" mod ( https://www.nexusmods.com/fallout4/mods/51561 ) that that modifies the 12.7 pistol, is it still possible to apply your patch and what should be the load order?
    Спасибо за Ваш труд! Мой вопрос: У меня установлены два мода "12.7mm Pistol (Sig Sauer P127)" и "12.7mm Pistol Tweaks" https://www.nexusmods.com/fallout4/mods/51561 (который модифицирует пистолет), можно ли мне установить Ваш патч, и если да, то в каком порядке следует установить моды?
  2. Tigertank0506
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    can you creat a FOMOD that automatic detect what guns mods players use ?
    1. nurna
      nurna
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      +1
  3. BiddinWar
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    So there is an issue I'm encountering with the patches for Machineguns Rebirth and Miniguns Rebirth.
    Both are relying on the .esp version of the mod and there is no .esl version.

    I'll swtich to .esp of the original mod, but just wanted to let you know in case you're unaware of this. I'd change the master myself but xEdit's not letting me  for whatever reason.
    1. ajkmetz616
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      I have the same issue. It also affects the Zap Gun and any other weapon mod with an alternative ESL version.
  4. whamy03
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    Hi! Thanks for the patches! also... would it be possible to have a patch for Makeshift Shotgun and Improvised Grenade Launcher? TIA~ :)
  5. DitzyDez666
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    The SA58 esp really screws up the gun if you use with the actual Armory Project for the SA58 which adds a bunch of new stuff to the gun. CTDing all over the workbench trying to mod it. It needs to be noted as incompatible with the FN FAL - SA58 Armory Project.
  6. blackemperor145
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    Do these weapons have level list integration like with Dank's Weapon Integration Project?
  7. Rex7Dragon95
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    i get an error in M8r98a4f2's Complex Item Sorter with the  A Bundle of Tape - A weapons pack - ECO Redux - English

  8. Shadowblazer24
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    Am I missing something, when using the Service Rifle patch, most of the options are present but it won't allow me to change the handguard of the rifle at all?
  9. Ultimuh
    Ultimuh
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    Any plans of adding a patch for QuadRioter's Accelerator Plasma Energy Weapon some time within the foreseeable future?
  10. CloudLamda
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    Hi SystemBreakdown, just wanted to say in advance thank you for your humongous effort in all of these patches. I'll soon be converting from the old ECO to the newer ECO Redux + Munitions, and plan on bringing my weapons with me.

    Generally, I like to keep my weapons list mostly F3 & FNV with a few inspired weapons from F1 & F2. So, I'm looking forward to more Munitions patches for other weapons. If you'd like, I could post a list of the F3 & FNV weapons I've collected over the years?

    I'd also like to ask, I have had Tactical Reload and See Through Scopes work flawlessly in my current setup where Dank had these frameworks in mind when creating ECO. Does your armoury/repository here take these two frameworks into consideration?
    1. SystemBreakdown
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      Hello.


      • I will look at your list of weapons with great interest.
      • In most cases, the "ECO Redux Armory" extensions do not change the content of the original weapon mod — they only change the type of workbench for the manufacture of weapons and non-standard ammunition (if any) from the original to ECO Redux (or add to the ECO Redux workbench, if the possibility of creating weapons was not provided for), and also add support for the "ECO Redux Quick Modifications" mechanism. I think there should be no conflicts with other mods, but only the practice of using it will help to make sure.

      Thank you so much for your comment.
    2. CloudLamda
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      Hey again bud, thanks so much for your explanation. I'll try to keep my list as concise as possible, and hopefully ignore the mods you already have included in your repository.

      Fallout 1 & 2
      Wattz Laser Gun

      Fallout 3
      10mm SMG
      Chinese Assault Rifle
      Gauss Rifle
      Minigun
      HK G3 Family
      Classic Melee Pack
      Classic Unarmed Pack
      Point Lookout - Huge weapon mod pack. Part of Dank's WOP series

      Fallout New Vegas
      12.7mm Pistol (Sig Sauer P127)
      12.7mm SMG
      22LR Silenced Pistol - Part of Dank's WOP series
      9mm Pistol (Browning Hi-Power)
      Anti-Material Rifle - F4NV's Discord Channel
      Colt Single Action Army - F4NV's Discord Channel
      Bozar
      Caravan Shotgun
      China Lake and Holorifle
      Grease Gun SMG
      Hunting Revolver
      Hunting Shotgun
      Laser Pistol
      Laser RCW Reborn
      N99 10mm Pistol
      Riot Shotgun
      Service Rifle - Part of Dank's WOP series

      Fallout Inspired Weapons
      Army Combat Rifle Replacer
      Assault Rifle Replacer REDUX
      BF4 44M
      European Assault Rifle
      Heavy Soviet Shotgun - KS23
      Institute Technology Overhaul
      Lee Enfield
      M1 Garand - Part of Dank's WOP series
      Paratrooper Rifle
      Peacekeeper
      Remington Model 870 Shotgun
      SA80 British Rifle
      The Zap Gun
      Uradium Rifle - Standalone
      Winchester Model 1873 Rifle
      Winchester Model 1897 Shotgun
    3. SystemBreakdown
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      Hello.

      This is a very impressive list! Some of the weapons from this list have already been adapted by me for ECO Redux, and I have added some to my task list.

      Thank you so much for your comment.
    4. CloudLamda
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      Hey again buddy, just something I've been wondering and I thought there wouldn't be too much harm in asking.

      The creator of Munitions, codeblackcrash, has a few Unofficial Updates (similar to DankRafft's WIP & WOP) for certain weapons that're listed above. I'm thinking of using a couple of them, as I have to part ways with Dank's old WIP (Weapon Integration Project) because it's not compatible with ECO Redux, which covered a whole load of Fallout weapons.
      codeblackcrash stated a few times in his comment sections that he doesn't use Tactical Reload or See Through Scopes, but I'm wondering theoretically if one can achieve the same effect as my current setup, where you can have the benefit of Tactical Reload, See Through Scopes and the weapon update/fixes all together.....
      This has been achievable via Dank's Tactical Reload - ECO. This mod allowed me to use ECO's Quick Modification Menu to apply the TR on that particular weapon in-game, on-the-fly. 

      My general load order for this to work is as follows:
      Standard Weapon Mods
      Tactical Reload Patches
      See Through Scope Patches
      Dank's WIP (Weapon Integration Project) Patches

      So in theory, the same practise should work but I think there may be a conflict with using, for example, Caravan Shotgun - Unofficial Update and your Caravan Shotgun - ECO Redux - English. I think I saw you say that your mods here in this repository do not touch the weapon itself, so the "Unofficial Updates" should be fine. But what about load order...?
    5. SystemBreakdown
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      Hello.

      The situation seems to me that my extensions should most likely be after Tactical Reload Patches, See Through Scope Patches and all other unofficial patches, similar to Dank's WIP (Weapon Integration Project) Patches, but this is just my guess, and only the practice of using it will show whether it is true or not.

      Thank you so much for your comment.
    6. CloudLamda
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      Hey again, just reporting back to say that the practise still works. I'm still yet to test See Through Scopes functionality however I'm easily able to apply TR to any guns that don't spawn with it by default AND have any updated versions of the weapons take priority.

      Also just wanted to suggest, this would work great as a FOMOD that can autodetect plugins in your load order
    7. SystemBreakdown
      SystemBreakdown
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      Hello.


      • I am glad to know that ECO Redux Armory is successfully combined with Tactical Reload.
      • Sorry, but I didn't quite understand what you mean regarding the automatic detection of plugins in the order of loading.

      Thank you so much for your comment.
    8. CloudLamda
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      Oh so basically some FOMODs allow can automatically detect if there are esps that're relevant/required in your load order. So you will be unable to select other optional plugins (provided by your FOMOD) if their master esp/esl is not present in your Load Order.

      I don't know how you do it, but I've seen some mod authors do set it up this way. A good example for this is Weapons Level List Patches
    9. SystemBreakdown
      SystemBreakdown
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      Hello.

      Now I understood what it was about. For the purpose of auto-detecting the presence of plugins when building mods, you can use the build tool "FOMODCreation Tool". I plan to do this when I build the AIO package.

      Thank you so much for your comment.
    10. CloudLamda
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      Nice one! Any sort of ETA on your AIO? Or is that way too soon?
    11. SystemBreakdown
      SystemBreakdown
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      Hello.

      I am currently continuing to add extensions to the collection, so it is still difficult for me to predict when I will start building an AIO package.

      Thank you so much for your comment.
    12. Sonderistic
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      Thanks for the confirmation, I'm trying to use the unofficial updates as well!