Possibly, but it likely would give you visual errors and other oddities. I wouldn't recommend it.
To elaborate, the vanilla game uses (mostly) the same meshes for each of the pipe gun variants. Take the pipe gun and the pipe bolt-action gun, for example. They have the exact same stocks, scopes, muzzles, and barrels. The file paths and everything are the exact same. So why can't you take the stock off of a pipe gun and put it on a pipe bolt-action gun? That didn't make a lot of sense to me, especially considering that pipe guns are low tier weapons that are pretty much only used in the early game when resources and ammo are scarce.
This mod fixes that by allowing the entire pipe gun family to share attachments. It gives players more of an incentive to use pipe guns, as they can swap out attachments between them. It's even more useful if you play with mods that severely restrict loot throughout the world, as you won't have to spend a bunch of materials crafting pipe gun attachments when you can just pull them off of other pipe guns you find throughout the world.
On the flip side, the post-apocalyptic homemade weapons replacer mod (as well as mods like Nina's proper pipe gun replacer) give each pipe gun unique meshes. So for example, if you're using one of those mods, a pipe bolt-action long barrel will look visually different from a pipe revolver long barrel. So it wouldn't really make much sense for them to share attachments, as they are quite literally different meshes altogether.
Hopefully that clarifies a bit about why I recommend against using this mod with pipe gun replacers. I'm not the best at making documentation, so I apologize if any of that was unclear. Please let me know if you've got any questions and I'll be glad to answer.
Hello, great mod as always, butis there any chance you can make a version without the shared attachments and just with the balancing and rechambering? This should make the mod compatible with most replacers and Post-apocalyptic weapons replacer specifically
I'm going to second this, although it probably needs to mature slightly for me (eg Dak and Pig don't have the various weapon combinations spawning in world yet) Daks Attachment Pack looks like its going to be a centrepiece must have mod (similar to Munitions) and is going to conflict all over the place with this.
I cant say for certain if the interchangeable parts works atm, but its otherwise compatible. Although i didn't take into account damage numbers as I use true damage.
Started a new play though with this mod but I can't seem to modifify the barrels for pipe pistol and rifle. Same for the grips. Is that locked behind the gun nut perk?
I found a potential fix for raiders spawning with their vanilla ammo. I removed the vanilla "LL_ammo_pipeX" from the "LNAM NPC Add Ammo List" under each of the three pipe weapons. This has stopped the raiders I've spawned in from having .38 when they are using .22, .32, etc. The object mods already contain the necessary NPC ammo lists so there is no harm in doing this, (as far as I know) even if it is a bit unorthodox.
Hi, I've really been enjoying your mods, and had a question regarding this one. Are all pipe weapons now supposed to have a caliber prefix? At the moment most pipe guns I find show up as .32 Auto Pipe Rifle for example, but I also occasionally find some that are simply marked as Auto Pipe Rifle with no caliber prefix. Curious if this is intended or I messed up the installation somehow. Thanks for your time.
How about adding a few attachments to the pipe guns, like in the Weapons Overhaul Redux mod? There's an underbarrel flashlight and a cool stocks for pipe guns...
38 comments
(Post-apocalyptic homemade weapons. Replacer)?
To elaborate, the vanilla game uses (mostly) the same meshes for each of the pipe gun variants. Take the pipe gun and the pipe bolt-action gun, for example. They have the exact same stocks, scopes, muzzles, and barrels. The file paths and everything are the exact same. So why can't you take the stock off of a pipe gun and put it on a pipe bolt-action gun? That didn't make a lot of sense to me, especially considering that pipe guns are low tier weapons that are pretty much only used in the early game when resources and ammo are scarce.
This mod fixes that by allowing the entire pipe gun family to share attachments. It gives players more of an incentive to use pipe guns, as they can swap out attachments between them. It's even more useful if you play with mods that severely restrict loot throughout the world, as you won't have to spend a bunch of materials crafting pipe gun attachments when you can just pull them off of other pipe guns you find throughout the world.
On the flip side, the post-apocalyptic homemade weapons replacer mod (as well as mods like Nina's proper pipe gun replacer) give each pipe gun unique meshes. So for example, if you're using one of those mods, a pipe bolt-action long barrel will look visually different from a pipe revolver long barrel. So it wouldn't really make much sense for them to share attachments, as they are quite literally different meshes altogether.
Hopefully that clarifies a bit about why I recommend against using this mod with pipe gun replacers. I'm not the best at making documentation, so I apologize if any of that was unclear. Please let me know if you've got any questions and I'll be glad to answer.
because thats the reason why you can´t change the barrels and grip