Fallout 4

106 comments

  1. The6thMessenger
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    ATTENTION:

    Mod is now unsupported.

    I don't play FO4 anymore, I've uninstalled. It just doesn't make sense to retain a 90 gb game that I don't play.

    This is exactly the reason why I built WOS, as the stablest version of my Weapons Overhaul, so that when I leave it, it is in the best configuration.

    Might go back, but in the mean time, good luck!
  2. The6thMessenger
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    FAQ and Common Gripes
    DISCLAIMER: This is somewhat salty, because it's the reaction to years of mod patron questions and antics. I am just one person, I get tired and ticked off too...

    > WARNING: If the mod is working, and you are using LOOT, manually adjust the load-order. Put my relevant mods last on the load-order, and make a new save. If you have Valdacils Item Sorting, or some of that. You need to make your own Merged patch ESP for certain aspects being overridden.

    > Bug Reporting: If there is something wrong, try troubleshooting yourself first, and use FO4Edit to try and correct the problem yourself -- that has higher chance of being fixed.

    > Bug Reporting: If you must give me a bug, ELABORATE. Which specific weapon, which specific mod, the specific thing that happens. And which of the ESPs are used.

    > "There is no mod conflict TO MY KNOWLEDGE": Don't do that. Unless you actually see a conflict in FO4Edit, you don't just assume lack of conflict when there's clearly issue within your game.

    > "Will there be a patch of x? / Is it compatible with x?" - If you have to ask, chances are the answer is FUCKING NOThere are tens of thousands of Mods in Nexus alone, I don't use all of them to know which works or doesn't work with which unless I use them personally, or made them myself. So don't give me your Load-Order, such information is likely useless for me.

    You should try using FO4Edit to check compatibility and if necessary, make a patch of your own first. It is your installation, mod is provided AS IS, I didn't force you to install it on your game, it is your responsibility. I have documented exactly HOW to do this:

    - WEAPON PATCHING GUIDE
    - AMMO SYSTEM PATCHING GUIDE
    - New Properties and Mechanics Glossary

    > "Will there be FR0ST / Horizon Patch?" - No, I do my own thing, unless you do it. Such is the nature of "Overhauls", we do our own thing.

    > "Immersive/Not-Immersive" or "Realistic/Not-Realistic" - You should keep those to yourself, regardless of praises or criticisms, I don't care for it. I went after what is fun for me, not fun for you. If realism is your point of appreciation, I suggest you get a real gun as it will save EVERYONE the trouble.

    I'm not salty for no reason, the Gun-Snobs (yuck) do literally have visited some of my mods exactly to complain that it wasn't realistic or not, or "in dire need of realism", while also pointing out incomplete Gun-Fact, that I did not fucking asked.

    Spoiler:  
    Show

    > Bug Reporting: "Bad Gateway" or corrupted download. - It's site issue. Please complain to Nexus, not to me.

    > Bug Reporting "Invisible Weapons.": Don't install midgame. Check for conflicts. You can also salvage your current save by simply attaching the weapon attachments that did not spawn.

    > Bug Reporting "Buffout 4 Crash.": Change xSE PluginPreloader xml load-method to "OnThreadAttach"

    > Bug Reporting "Be Exceptional increases damage.": My mods also edit perks, put the BE after my relevant mods this time to overwrite my changes.

    > Bug Reporting "Missing Attachments.": If the effects are still there, means it's not a conflict. Simply equip your weapon in the workbench as you work on it.

    > Ammo Switch Complaint: "When I try to equip an ammo, It just says "No Valid Weapon" despite the combat shotgun clearly being in the inventory."

    Equip your weapon, you ninny. This should be common-sense, I can't believe I have to point it out. Yes, someone asked, why I had to put it here.

    > "Loading Time Is Slow." - Yes, I am aware of it. This was a pervasive problem on the original WO-AIO, but now even with Redux, so it's probably just one of the bad that you have to take with the good. In my experience it DOES load... eventually.

    > "What's up with constant hourly updates?" - I am a compulsive updater. I address bugs immediately as I encounter them, and as fast as I could.

    And I encounter bugs as I play the game, that is how I playtest it. You'd think that it's the last, but new ones always pop up. WOS also didn't have that much Playtesting because I am just one person.

    > Bug Reporting: "Weapons do 0 damage." - Damage is migrated from base-weapon to the attachment, means you got conflicting mods. Fix your load-order.

    > PSA: "Mod x isn't on XB1, so next time don't bother." - Well, I didn't know, but just look at it this way: I cared enough for the XB1 users to put in the effort. The way I see it, it is done, so don't bother either. Maybe the mod in question will be put in XB1 in the future?
  3. ToeTruckTheTrain
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    how do i edit the ui elements and set a hotkey for ammo switching
  4. Hazzaa1999
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    Rifle based weapons (overseers guardian as an example) are unable to damage blood bugs, stringwings & bloatflies. Currently there are no other installed weapon mods, I have adjusted the load order after reading here but still have no luck. anyone else encounter this?  
  5. Diggerman123
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    At this point I consider this an essential mod. The sheer amount of variety added to the vanilla weapons this mod offers makes them all actually worth using in place of fully modded weapons. I never used vanilla weapons in the mid-late game prior to installing this and now they make up the bulk of my arsenal. 
    I especially love the little extra touches that polished up weapons that desperately needed them. Making the "assault rifle" into an LMG (as it should have been), giving the SMG new awesome animations and making the mini-gun sound as ferocious as this mod has made it. 
  6. YarroRoot
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    So the mod adds Stat scaling to weapons, and says which ones work with which stats generally, but the gatling laser is both energy and heavy, so does it scale with strength or perception? Perhaps both?
  7. Diakai8
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    Anyone having an issue with the Minigun (first one you pick up in the game when you get the Power Armor) where part of the gun is invisible? I had another gun that was completely invisible too. I don't have any other more weapon mods installed other than the recommended ones here.
    1. The6thMessenger
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      Means you got conflicting weapon records.
  8. Proctopeo
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    Haven't done extensive testing, but this mod appears compatible with the new update, including older saves. I'll update if I find anything broken.
    1. The6thMessenger
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      Should be.

      IIRC, most issues come because new updates break F4SE, to which my mod does not require it at all. Why it's even in console.
  9. ImmortanJoel
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    One of the things in the installer says "Unofficial FO4-P Patch."

    What is that? Is there a variant of the unofficial patch or am I missing something? 
    1. The6thMessenger
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      UFO4P is already a patch for FO4.

      So a Patch Patch, is a corrective plugin for that patch being the UFO4P.

      Is that really hard to understand?
  10. SlimSlader
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    HoloTape was taken away upon new game, because of the Start Up mod. Has anyone found a way to reacquire the settings tape? A command?
    1. nickms23
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      I am in the same situation as well. Hopefully someone can help
  11. pentium174
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    Whats exactly is i can select in basic installation section? I haven't found an explanation on nexus page nor in the fomod installer itself. Maybe I didn't noticed it?
  12. Sadfatracingdragon
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    Something I am curious about T6M do you plan to eventually move a number of your weapons like the magnum rifle that have patches for Weapons Overhaul Redux to this newer successor? Won't lie after playing with Dak's Attachment Pack I do have an urge to go back, but man dreading patching the special weapons for Mutant Menagerie life finds a way although to be honest they are just more powerful version of nilla weapons that use their own attachments for some reason..... honestly will simply try to find a patch or something that just removes those anyway as personally I'd rather not fight with that. Gonna be having enough fighting with Xedit as is getting this mod to play ball with Random Weapon Quality Randomizer since I am assuming the base damage for these weapons are zero just like in weapons overhaul redux. Eh bout time I move to the successor to what was one of my main stay mods since I'm not one for having bajillion weapons cluttering my load order rather enhance what the base game has. 
    1. Sadfatracingdragon
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      So after patching the Weapon Quality Randomizer works well, but something that really annoys me that carried over from Weapons Overhaul Redux is the fact the a right handed hunting rifle replacer seems to be a requirement even though it isn't because the stocks clip with the bolt very very badly. Wouldn't be a problem if it was clear that was a requirement from the get go as I am using Ronald's hunting rifle reanimation. Switching now would require me to patch my load order again so word of warning to people who want to use this mod GET A RIGHT HANDED HUNTING RIFLE REANIMATION.