No unless I get the greenlight from Micalov. As for the tactical reload requirement just go into FO4Edit and remove the "AnimsReloadReserve" keyword under the weapon record. No idea why that was included, I'll upload another version without the requirement soon.
Okay, thanks :) I hope he approves it as a patch, or implements it himself, its an amazing repalcer :D
Addition: I just scoured the file, and there is no "AnimsReloadReserve", so I cleaned the Master in xEdit and it look Tactical Reload off and it works fine. I tested it in game, so thats all you need to do.
I just remembered, Micalov has open permissions, so you don't need his permission. I would just clean the Master in xEdit to get rid of TR and then publish the mod with this one as a Master.
My LOOT is giving me this error: 'This plugin is a light master and requires the non-master plugin "AttachPack.esp" with the attachment pack patch.' When I try to use LOOT, it says that there are cyclic interactions between the patch and the attachment pack.
LOOT is giving me an error for the Attachment pack add on, "This plugin is a light master and requires the non-master plugin "AttachPack.esp". This can cause issues in-game, and sorting will fail while this plugin is installed."
I am confused. If I use this replacer version instead of the previous one from a couple years ago, do I need the attachment pack or not? Does it work fine without the attachment pack? Is the patch for using the attachment pack or for people like me who don't want it?
Before anybody asks, I don't want Dak's attachment pack because almost every weapon in my game has been replaced already, and it's not something I want, despite liking much of his and CSEP's work.
Again, let me try more simply. Is the patch for those who do not want to use the attachment pack, which Micalov said prompted the Redux of the Railway Replacer, or for those who do want to use it?
What is said on the description ("Attachment pack patch included for replacer") page seems to contradict a bit what is listed on the patch download ("attachment pack patch, disables the construction of those mods").
Based on those two diametrically opposed sentences, that is why I am confused for what use I should download the patch.
I use the Railway Rifle Weapon Rework mod to make the spikes retrievable but it doesn't work with the Electrified or Incendiary spikes...
What do I need to change to fix this?
The magnetically accelerated barrel is a good idea, but it doesn't seem all that different than the vanilla gauss rifle, especially since there's no actual spike showing when it's fired.
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Are you planning to upload this to Nexus?
Anyway to get it not requiring Tactical Reload?
Addition: I just scoured the file, and there is no "AnimsReloadReserve", so I cleaned the Master in xEdit and it look Tactical Reload off and it works fine. I tested it in game, so thats all you need to do.
Although, Didn't the older version spawn on Diamond City guards aswell as Rust Devils?
I have Dak's Attachment Pack installed
Edit: I'm Dumb and grabbed the wrong thing
Before anybody asks, I don't want Dak's attachment pack because almost every weapon in my game has been replaced already, and it's not something I want, despite liking much of his and CSEP's work.
If it did it would say so in the Requirements.
What is said on the description ("Attachment pack patch included for replacer") page seems to contradict a bit what is listed on the patch download ("attachment pack patch, disables the construction of those mods").
Based on those two diametrically opposed sentences, that is why I am confused for what use I should download the patch.
What do I need to change to fix this?
The magnetically accelerated barrel is a good idea, but it doesn't seem all that different than the vanilla gauss rifle, especially since there's no actual spike showing when it's fired.