Any chance of an unofficial update to Wasteland Melody's Chinese Assault Rifle? I love that mod, but it has a few issues, and there's no real munitions support for it.
hoping that it will pick up your modifications and balancing, but I don't understand the mechanics of fallout modding and vortex in-depth, hence my question. Do you think it will work together or will they conflict?
Honestly that method is just kinda crude and can be bad for mods that rely on those Vanilla forms.
Quote from Dankrafft on LIF from when I asked him about it:
I quickly skimmed over that article. If I interpreted it right, the article seems to suggest directly replacing/overriding vanilla weapon forms instead of replacing their leveled item and placed object references. The latter is usually considered to be the superior method because it doesn't (negatively) affect other mods that rely on the original vanilla weapon forms. So, in short, yes, that method would affect vanilla unique weapons even with LIF installed. LIF's fix to the leveled unique item assembly only affects replacer mods that use the aforementioned "leveled item and placed object references" replacement method.
You are better off replacing the LL that directly reference the vanilla shotgun, with the Riot Shotgun. Doing it this way is more compitable, and allows you to replace (gun) with multiple guns. Note: Any guns that are directly placed in the world instead of referencing the LLs will still be the vanilla weapons. However I have yet to find anything where this is the case. Method:
Spoiler:
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When using multiple guns you can change the Filter Keyword Chance (the row in the bottom) with -if_tmp_Random [KYWD:001642A6]- (no dashes) so that the weapon will spawn with a larger variety attachments. You do need to make sure that the weapon has a Configuration with that keyward assigned to it, otherwise it will spawn in the default configuration. Images has an example image replacing the combat rifle with the service rifle, and guide images for creating Random Config. Random Config steps:
Copy the weapon you want to modify as a override into a new file.
Under Object Template you want to drag the Combination #0 into the Combinations row to duplicate it. (Red Arrow into Blue Arrow)
Then you want to change the Default line to False (Orange Arrow) and add the -if_tmp_Random [KYWD:001642A6]- Keyword (Pink-ish Arrow)
Then change the Include options to the appropiate Mod Collections (modcol) and your good to go.
Once that is done you can now enjoy randomized weapons. Sometimes a Weapon mod will not include the modcol's that you want, if this is the case you will need to make your own. This video shows a really simplified process to create Mod Collections. Note that you do not need to Copy the Weapon or Attachments as a New Record, the only thing you need to do is copy the weapon as an Override.
Sorry, but I don't take requests. However, I strongly recommend checking out kinggath's Bethesda Mod School series on YouTube. Specifically, this video which covers basic weapon adjustments in XEdit. Adjusting properties like value, damage, and small leveled list changes are pretty straightforward once you get a basic understanding of XEdit.
what if I already have the replacer mod and want this. do I just delete the replacer and edit it myself then download this mod? would that effect the riot shotguns I already have (e.g Le fusil Terribles or a legendary shotgun)
Might sound stupid, but where do i put the files from Riot Shotgun - Retexture (loose version)? In the original mod's Textures/Weapons/RiotShotgun folder or in your update's?
You're not installing mods manually, right? I can't provide any support for manual installs. I recommend using a mod manager such as MO2 or Vortex. It shouldn't matter where the retexture mod sits in your load order as long as it's after the original mod.
No, i'm using MO2, but usually for retextures or meshes i merge them with the original for the sake of organization. This one for example will have 5 different entries (main-retexture-animation-update-munitions)...
Hi, love the graphics but I'm encountering some minor bugs. The gun sometimes fires twice in quick succession (applies to both semi- & full auto), and the reload sounds seem to be a little bit off. Nwm that's a feature of the sound mod.
Might just be some wack mod conflict on my end, so it'd good to hear if anyone else is experiencing something smilar.
This is sick! I've been wanting a suppressor for the Riot Shotgun for years.
One weird quirk I've noticed it sometimes "double fires", almost like it's an automatic but only spits out two rounds. This is with the top tier semi auto receiver.
43 comments
I also do not use Tactical Reload.
Caravan Shotgun - Unofficial Update
DKS-501 Sniper Rifle - Unofficial Update
Bullpup Bozar - Unofficial Update
I have not updated yet to the latest version of Fallout 4.
This was all installed on a new game.
The level 25 cap also doesn't appear to be working for this gun, as I was able to find one on a Raider the second I stepped out of Vault 111.
Yeah, I'll have to leave these unofficial patches alone for now until some fixes are made.
I'm using this Assorted Weapon Replacers (AWR) - Riot Shotgun - Combat Shotgun Replacer at Fallout 4 Nexus - Mods and community (nexusmods.com)
hoping that it will pick up your modifications and balancing, but I don't understand the mechanics of fallout modding and vortex in-depth, hence my question. Do you think it will work together or will they conflict?
Quote from Dankrafft on LIF from when I asked him about it:
You are better off replacing the LL that directly reference the vanilla shotgun, with the Riot Shotgun.
Doing it this way is more compitable, and allows you to replace (gun) with multiple guns. Note: Any guns that are directly placed in the world instead of referencing the LLs will still be the vanilla weapons. However I have yet to find anything where this is the case.
Method:
Images has an example image replacing the combat rifle with the service rifle, and guide images for creating Random Config.
Random Config steps:
- Copy the weapon you want to modify as a override into a new file.
- Under Object Template you want to drag the Combination #0 into the Combinations row to duplicate it. (Red Arrow into Blue Arrow)
- Then you want to change the Default line to False (Orange Arrow) and add the -if_tmp_Random [KYWD:001642A6]- Keyword (Pink-ish Arrow)
- Then change the Include options to the appropiate Mod Collections (modcol) and your good to go.
Once that is done you can now enjoy randomized weapons. Sometimes a Weapon mod will not include the modcol's that you want, if this is the case you will need to make your own. This video shows a really simplified process to create Mod Collections. Note that you do not need to Copy the Weapon or Attachments as a New Record, the only thing you need to do is copy the weapon as an Override.I think their value is too high and their damage too! It also appears way too often early level.
Is there a chance to add that to your Unofficial Update series?
Anyway, great job
and the reload sounds seem to be a little bit off.Nwm that's a feature of the sound mod.Might just be some wack mod conflict on my end, so it'd good to hear if anyone else is experiencing something smilar.
One weird quirk I've noticed it sometimes "double fires", almost like it's an automatic but only spits out two rounds. This is with the top tier semi auto receiver.