If you come here with questions on the mod I expect you to have read the description page. Questions that can be answered by reading it won't get a response by me. Another resource would be using your browser's search function (CTRL+F) to search the Posts section for other comments that already cover your concern.
I currently have very little spare time, so I appreciate you doing your own research first. Also, it's always great to see users helping other users.
IIRC Crash's mod does very similar things to mine. Crash's sports Munitions integration while mine has ECO integration. There are probably some other differences as well. But since the majority of changes are very similar and affect the same records these two mods are incompatible with each other. Use either or. Alternatively, if it's just about Munitions ammo, changing ammo types in FO4Edit is quite simple if you got a bit of experience with FO4Edit. Then you could use this mod and alter the ammo to Munitions' manually. Or you use Munitions - ECO Extension to change the ammo in game on your own weapons on the fly.
This mod changes the assembly of the unique variants but they work as intended if the mod is used by itself. What you're experiencing sounds more like a conflict with another mod/plugin in your load order that overrides parts of this mod's content.
so what does each unique varient do? Since I found 2 already (from the Department store, and the police station) cause they don't show their "abilities"
Question. It's always nice to see more work being done with this weapon (in fact, I've been following codeblackcrash's patch since it came out, hoping to see it ported over to console if only for the fact that it fixes that damned double-time walking animation in 1st-person power armour) and whilst I was able to secure permission from them and their contributers for console porting, it turned out that the only way it would work on console would be to release a new version of the Wattz 3000 integrating the changes directly. Something to do with having to replace some of the files with the new ones, I think. Either way, it would have required getting further permissions from DeadPool2099 in order to release that modified version of the gun. Seeing as nobody's really heard from him in some time and as such, it's fairly hard to obtain said permissions, I was merely wondering why you'd bother to include console porting permissions yourself. From what I've been told, it's not possible to simply use the patch alongside the mod on Xbox.
I'm not willing to maintain two slightly different variants of the same mod - that would almost double the workload of every little update I'd push -, especially if one of them would try to retain a somewhat borked feature. Sorry.
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I currently have very little spare time, so I appreciate you doing your own research first. Also, it's always great to see users helping other users.
Have a good time and thanks for your support.
Alternatively, if it's just about Munitions ammo, changing ammo types in FO4Edit is quite simple if you got a bit of experience with FO4Edit. Then you could use this mod and alter the ammo to Munitions' manually. Or you use Munitions - ECO Extension to change the ammo in game on your own weapons on the fly.
I'm looking for a less bulky replace for laser guns.
Either way, it would have required getting further permissions from DeadPool2099 in order to release that modified version of the gun. Seeing as nobody's really heard from him in some time and as such, it's fairly hard to obtain said permissions, I was merely wondering why you'd bother to include console porting permissions yourself. From what I've been told, it's not possible to simply use the patch alongside the mod on Xbox.