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NexCoyote

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NexCoyote

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140 comments

  1. Ninja2dan
    Ninja2dan
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    • 14 kudos
    I am currently using FASO along with the Pre-War Binoculars mod. Everything on that end works perfectly fine. I have recently installed this mod, along with the Pre-War Binocular M45 patch, making sure the load order is correct.

    The M45 doesn't appear to be functioning as intended. At the weapons workbench, the only options I have are to change the magnification level and to install a tracking chip. Ammo type is listed as NULL, and there is no option to change the ammo type.

    I am able to craft the HE Strike Codes, and picked up a Pre-War Nuke Launch Code when I got the items from Olivia. But I am not able to craft any of the other ammo types, or change the function of the M45.

    I have completed the "Old Guns" quest, as well as "Here There Be Monsters". I have not yet entered the Institute, nor has the Prydwen shown up, so the Vertibird and Synth Relay options shouldn't be available yet. But the option to call in MM artillery or the sub nukes is working with the binoculars, and so is the ability to call in the cruise missile. I do not see the option to call in the M45's nuke missile.

    I'm seeing a lot of comments from people mentioning the same thing, that they are not able to modify the LD for ammo type, only options they see are the zoom level and to add the tracking chip. I'm not sure if this mod is outdated, or if there is another conflict somewhere.
    1. Deathviper202222
      Deathviper202222
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      are you still having this problem because i have run into thats as well,
  2. PhoenixKnight13
    PhoenixKnight13
    • member
    • 24 kudos
    Fantastic work! I was a user of Pre-War Binoculars for the longest time but the latest updates to change the targeting menu to a trade menu just broke the whole thing for me. Decided to switch to this mod rather than downgrade to an older version of the Binoculars patch. Works perfectly and I love the new/expanded features. Thanks! 🤗🥳👍👍
  3. I can't craft it because the game said i don't have Science and Gun Nut perk level 1 even though i already maxxed out those. Please help / Thanks
    1. jspee1965
      jspee1965
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      • 38 kudos
      Science 1 and Gun Nut 2 , you may be missing required components.
  4. norway5279
    norway5279
    • member
    • 2 kudos
    I must say the tactical nuke's effective range is too close:For exemple,you standing on the roof top of West Roxbury Station,the nuke is not functional when you try to nuke the Gunner Plaza.Only in a close range can it be functional.
    1. jspee1965
      jspee1965
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      • 38 kudos
      Same.
  5. jJKh
    jJKh
    • supporter
    • 0 kudos
     There are so many mods that Bethesda should have bought & integrated into Vanilla. This is one of them, thanks!.
  6. Blue38
    Blue38
    • supporter
    • 0 kudos
    JTAC mfs just don't know how to play a game correctly smh
  7. Bladewolf1000
    Bladewolf1000
    • supporter
    • 1 kudos
    A option to switch ammo from the inventory, and not have to go to a workbench everytime would be great.
    1. norway5279
      norway5279
      • member
      • 2 kudos
      You can just get two designators😎Easy way to solve.Even get 4 to implement 4 kinds of attack.
  8. Meltedcheese1
    Meltedcheese1
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    • 0 kudos
    The Cruise Missile / Nuke is not working for me, nothing happens after the *beep* sound even aiming at the ground

    Artillery works tho

    EDIT: Cruise Missile seems to be working now after completing the submarine mission but wish the range was longer

    Anyway, very good mod <3
  9. KruegerBr
    KruegerBr
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    • 0 kudos
    Tips for those experiencing issues:

    • Disable PRE-War binoculars if you have them installed.
    • Disable PRE-War binoculars stingray support if installed.
    • Installation: If, like me, you only want the Warthog, select the A-10 option during installation, before the final option.
    • After installing and following the necessary steps, you need to build the M45 laser binoculars.
    • Once built, take them to the Gun Smith and choose your desired option. If it's the A-10, select the Close Air Support option; if it's another, like Cruise, choose the Cruise option.
    • Then, you can cheat the ammo by typing 'console "Help Designator". A list will appear; choose the option which says A-10 Air Code or something similar. Build this one like any other code "player.additem XXXXXXX 50 (50 IS AN EXAMPLE OF THE QUANTITY YOU WANT). Pick up your Laser Binoculars and click with them as if you were shooting your gun at the location where you want the airstrike. Then, rejoice and watch the animation play :)
  10. Jofire101
    Jofire101
    • supporter
    • 2 kudos
    I had an idea of something that I believe a lot of people who use the Laser Designator may actually approve of, and wanted to share it with you, NexCoyote. I know in the mods FPV, LString Bows, and AFT; each brings an item listed under the AID tab of the inventory that when activated (either through favorites or the inventory), brings up a menu that you can do different interactions with the subjects of the mod. For LString Bows, it allows you to swap between different ammunition types.

    I was wondering if it would be possible to add a feature similar to this, for the M45 Laser Designator, that allows the ability to swap between modules on a single device. I thought of this because it gets quite bulky to swap between specific units for different interactions, and while it is easy to swap between them by setting them as favorites, that reduces the amount of other items I can favorite.

    Another option, which I have tried, would be the Wheel Menu mod to access more items. However, Wheel Menu is not able to recognize individual items. It stacks items of the same editor ID, so if you had a designator for nuclear strikes, and renamed to mention that, and another for minutemen artillery, you wouldn't be able to choose a specific unit. Instead, they would be listed as "LASER DESIGNATOR - x" (x being the number of designators on your person.) Wheel Menu doesn't recognize item renames, such as with FallUI in the weapons workbench.

    As a way to balance the usage of swapping between modules in the field, you could set it so that the player can only change the current module out for another only if the "weapon mod" for that module is in the players inventory. I feel as if this could increase playability, since in the real world, militaries can tune into different radio frequencies on the same device, if they need a different support.

    Hope you consider this, and I apologize for the text wall. Have a good day! :D
    1. deleted6565072
      deleted6565072
      • account closed
      • 36 kudos
      Very intersting ideas ! like it a lot !
    2. Donotserious
      Donotserious
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      • 0 kudos
      Support your idea, I also think so