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?
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.
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.
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?
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?
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.
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.
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.
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...?
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.
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
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
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.
112 comments
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?
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.
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?
Thank you so much for your comment.
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
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.
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...?
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.
Also just wanted to suggest, this would work great as a FOMOD that can autodetect plugins in your load order
Thank you so much for your comment.
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
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.
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.