I am currently patching the weapons I use in my own modlist. Once that is done, I will likely expand to Apparel Items and make them Craftable in shared categories in the same way with the weapons, to further declutter the Chemistry Station.
You can see my modlist here and check what weapons I have patched and which ones I am going to patch. Weapons (#40 through #259) Apparel (#261 through #367)
Any suggestions you guys provide will take priority over these plans. So if you see that you want a patch is not in my list, you can suggest it here and I will likely do it before I work on the rest of my list.
- Includes Keywords that allow weapons to be sorted in a single shared category instead of each weapon being in it's own category in the Chemistry Bench. This will almost certainly clean up your Chemistry Bench if you have any substantial number of mods installed. - Includes crafting recipes for all Ammo Added in Caliber-Complex. You will have a category for this in your Chemistry Bench now. (Ammo - Caliber's Complex - xxx) - Includes an extension of Kermie's Explosives Complex mod. Expands upon the existing explosives and makes Standard, Cluster (MIRV), and Homing variants of each ammo. With (Cryo, EMP, HallucinoGen, Incendiary, Nuclear, Plasma, Poison) versions of the each Variant of the ammo. This means that where you had just a 25x59mm High Velocity Standard Grenade, now you have that standard grenade AND all the special types I listed above. - Also Includes all the existing and newly added explosives to the Chemistry Bench for crafting and adds the new ammo to Leveled List (Direct Injection for now). You can find all Ammo in the Explosives Complex Mod under (Ammo - Explosive's Complex) in the Chemistry Bench. - Any Launchers (Grenade or Rocket) I patch will be patched to use the new ammo variations I've added, wherever possible.
I have been building mods, I am planning on making weekly releases. I am currently working on the patches for the next update (v3.0b) which will include all the patches I've been working on since v3.0a was released. v3.0b as of right now will likely be released on the 1st of June, and a weekly release schedule will be adopted afterwards if needed.
Im holding public releases until 1st of June to give me time to build a sizeable enough collection of patches that would warrant releasing a patch and give me time to sort of IRL stuff out aswell. Don't want to flood people's games with constant updates every day with just one or two plugins released everytime, so I like to build a good enough number of patches before doing a public release. Keep an eye out for v3.0b next month, as of right now, I have around 10 patches ready for v3.0b release. I'll continue building as many as my schedule allows until the 1st and will release them then (Maybe earlier if I'm done with everything with my immediate plans for the mods before that time by some miracle)
I find that this mod breaks loot in a way that it has JSRS ESP conflicting with the actual JSRS mod provided own ESP, do I messed up the installation or what?
LOOT should not be used with Fallout 4, the masterlist is outdated and often leads to messed up load orders than actually helping. TLDR, don't use LOOT, it's bad.
The ESMified replacement for JSRS is, as far as the file system is concerned, the same file as the original (i.e; jsrs.esp vs jsrs.esp). The jsrs file from this mod should be overwriting the original jsrs mod in your mod manager, that's about it.
No, this mod doesn't replace any vanilla weapons. That's not the intention behind it. You'd have to use a replacer mod with this, like MWR AND patch the two mods if/where needed through xEdit.
hey mzo, u think it would be possible to get a version without the dependence on caliber and explosives complex? this is exactly the mod i was looking for :)
Hey alex, My main goal was to incorporate CC and EC. What exactly are you looking for, and I'll see if I can incorporate it into the next update exclusively.
8 comments
You can see my modlist here and check what weapons I have patched and which ones I am going to patch.
Weapons (#40 through #259)
Apparel (#261 through #367)
Any suggestions you guys provide will take priority over these plans. So if you see that you want a patch is not in my list, you can suggest it here and I will likely do it before I work on the rest of my list.
- Includes Keywords that allow weapons to be sorted in a single shared category instead of each weapon being in it's own category in the Chemistry Bench. This will almost certainly clean up your Chemistry Bench if you have any substantial number of mods installed.
- Includes crafting recipes for all Ammo Added in Caliber-Complex. You will have a category for this in your Chemistry Bench now. (Ammo - Caliber's Complex - xxx)
- Includes an extension of Kermie's Explosives Complex mod. Expands upon the existing explosives and makes Standard, Cluster (MIRV), and Homing variants of each ammo. With (Cryo, EMP, HallucinoGen, Incendiary, Nuclear, Plasma, Poison) versions of the each Variant of the ammo. This means that where you had just a 25x59mm High Velocity Standard Grenade, now you have that standard grenade AND all the special types I listed above.
- Also Includes all the existing and newly added explosives to the Chemistry Bench for crafting and adds the new ammo to Leveled List (Direct Injection for now). You can find all Ammo in the Explosives Complex Mod under (Ammo - Explosive's Complex) in the Chemistry Bench.
- Any Launchers (Grenade or Rocket) I patch will be patched to use the new ammo variations I've added, wherever possible.
Im holding public releases until 1st of June to give me time to build a sizeable enough collection of patches that would warrant releasing a patch and give me time to sort of IRL stuff out aswell. Don't want to flood people's games with constant updates every day with just one or two plugins released everytime, so I like to build a good enough number of patches before doing a public release. Keep an eye out for v3.0b next month, as of right now, I have around 10 patches ready for v3.0b release. I'll continue building as many as my schedule allows until the 1st and will release them then (Maybe earlier if I'm done with everything with my immediate plans for the mods before that time by some miracle)