Hmmm.. good question, I've never used that mod, based on its description I suspect it should work, but the broken minigun you get from the Concord rooftop might still use the vanilla FO4 model as it's essentially a separate item, so you might need to edit the item in the CK and point it to the mesh the other mod redirects to in order for the broken one to also use the older backpack minigun version.
Very cool mod. One note about the description though, you talking about the mod that makes the power armor into raider power armor "it would also explain why the raiders are attacking the people at the Museum, perhaps they want to get to that Power Armor at the top" But that's already explained in the Corvega assembly plant; the guy in charge knew Momma Murphy as a kid and wanted her for The Sight.
Nice work! Just a small heads up - interacting with the minigun even before you're in power armor triggers the new message. So it simultaneously tells you that you can't use it yet and also you just ripped it off with your bare hands lol.
Love the idea of this mod! I tested it out, with and without mods, and I unfortunately receive both a broken minigun, and a regular minigun every time I take the minigun from the vertibird in Concord. I'm sure that's not what you intended, so figured someone should give you a heads up. No shame though. Really hoping you fix this, or I figure out how to fix it for my own game, because I'd love to have this in my permanent load order. Either way, happy modding and happy gaming !
I hope that doesn't sound bad, or come off wrong. Thank you for sharing the mod, regardless !
Sounds like either: - there's a conflict with another mod - or perhaps prior to installing the mod you've visited Concord already or walked closed to it to a point where the game loaded Concord cells
If it's the former, you'll be able to notice the conflict in xEdit, if it's the latter, then if the game loads Concord then chances are it will have loaded the info associated the cells, which means it may have already had the regular minigun added as the item associated with the activator in the rooftop vertibird, in which case it will probably attempt to give you both.
Best option is to install this mod before you leave Vault 111 to make absolutely sure Concord hasn't been loaded at all, once you approach the town and it loads its cells info no matter when you install the mod it will either not work, or give you two miniguns (usually it should just give you the regular minigun, not two).
There's not really much I can do to fix that, it's just how the game loads cells info (well, the info associated with the activator in that rooftop cell in this case).
I'll give it another a shot with a new a save game test to be sure, because I really love mods like this. This is the type of mod that ends up in almost all my LOs.
But, this was my procedure for my most recent test.
- I used this file: Unmodded Save , to playtest. The only addon this save had that I'm not using is the high resolution textures addon. It had no other warning pop up when loading, showing that no mods were used and it was "fresh."
- The above save loads right before you pick up the pip-boy in Vault 111. Upon exiting the vault, I ran straight through to Concord, skipped saying hi to Codsworth, stopped to get Dogmeat, ran passed the bloodbugs and straight into the fight at the museum. I sped through the conversation with the Sanctuary five, but engaged with Preston, Sturges, and Mama Murphy, grabbed the magazine and bobblehead, then went out to grab the power armor and minigun.
I was sort of speed running the test, and only had this mod enabled in my load order, although there were a 4 other mods in my LO from a previous playtest that weren't enabled for this last run.
Also, for this last run, I did a fresh reload of the original unmodded save file. What I mean is that after deleting all other saves except for the original Unmodded Save, I disabled all other mods save for yours, then backed fully out of the game for a bit, reloaded the game, and then did what's listed above to test it.
I did another test before the one listed with 4 other mods and had the same results. Those 4 mods were, the sister one to this - Broken t-45 in Concord, No Free Power Armor in Concord, Cheat Terminal (which I did not use for this playtest though - it was simply left over from testing the mod I was making), and a mod of my own creation, Settlement Food Resources (only listed to show it doesn't affect Concord - it's just a tweak to settlement food resources really - and why Cheat Terminal was left in my LO) that I just released on Xbox a few days ago. The two mods changing the power armor work perfectly together, and your mod is the icing on the cake in what I'm trying to achieve with the 3 loaded together. The perfect breaking of the Concord power armor and minigun.
Could one of the disabled mods affect how this works? Could skipping talking to Codsworth, or speeding through Concord affect how this works? Or maybe it's simply the Unmodded Save file? I'm curious as to why this happened in my test, so I'll try again in efforts to figure it out.
Would you like me to report back on how it works with a fresh game? If I'm the only one to experience this, then the problem is assuredly on my end.
Sorry, I'm unsure why that post decided to arrange itself like I was writing poetry. Tried to repost, and it got even more screwy. Hope it is legible, lol.
Could one of the disabled mods affect how this works?
Probably not, unless one of the disabled plugins also comes with a script that happens to edit the vanilla one that is associated with the main quest script that runs in Concord, in that case even a disabled plugin (but not 'uninstalled mod' could still has some of its scripts replacing vanilla ones depending on how you've installed them). It's a longshot but it's something to consider, shouldn't really affect the outcome of my mod much as I didn't include any scripts on purpose, the idea is that the script that is attached to the minigun activator in the minigun should work as it does in vanilla (basically forces the game to equip the picked up minigun, but doesn't specify the actual minigun you get, the actual minigun you get comes from a container associated with the activator, and I simply replaced the regular minigun in that container with a copy of it that can't be repaired and has a few slightly lower stats, so for all intended purposes it is still a minigun, just a variant of the regular one).
Could skipping talking to Codsworth, or speeding through Concord affect how this works?
Not really no, that should be fine.
Or maybe it's simply the Unmodded Save file? I'm curious as to why this happened in my test, so I'll try again in efforts to figure it out.
I don't use any mods that provide saves made by others so I'm not sure if that save could be causing it. I have seen uploaded saves that are reported to still have undisclosed changes based on the comments posted in them, so while it's annoying to go through the intro scene every time I want to start a new playthrough, I still do it because it's the only way I can guarantee I'm not using someone else's save that might or might not have changes I am not aware of.
Would you like me to report back on how it works with a fresh game? If I'm the only one to experience this, then the problem is assuredly on my end.
It does sound like an issue on your end I'm afraid, I've no idea what might be causing it, as I tested my own mod on a fresh game several times and I get the expected results, so it sounds like there might be a mod conflict that could be causing the issue on your end. I also haven't had anyone else report getting duplicates so far so you are the first one reporting this issue unfortunately.
I just did a complete uninstall of all mods, reinstalled your mod only, loaded up a brand new save without using the unmodded save file I was using earlier, ran through the opening, then ran the exact same speedy path to the museum I did before, and this mod worked perfectly!
I wonder how I ended up with both a broken and regular minigun the other times? I only say that because what was originally suggested earlier doesn't seem to fit what I did when testing the second time.
Although, the mod that I had that causes the power armor frame to explode did have a script packaged in a BA2 file... even though it was disabled on one of my tests. Could that be causing it anyway?
Anyway, it's a mystery. But I thank you for your time, responses, and this mod!
And I wanted to report back that this mod is indeed working as intended!
Although, the mod that I had that causes the power armor frame to explode did have a script packaged in a BA2 file... even though it was disabled on one of my tests. Could that be causing it anyway?
It shouldn't, BA2 files shouldn't really be loaded if their ESP plugin isn't active, or at least that's my understanding.
Glad to see you were able to get the mod working, must have been a conflict with a mod you have on your list I would assume.
I admit, I'm still a bit baffled on how that duplication happened, but I am glad it's working now too. When I return to playing on PC, I'm sure this mod will be part of my permanent LO.
Mostly I play on console these days, and will make small mods to port over to my game. I've been setting up for a new playthrough lately, and had a question or two for you. I see under permissions that you don't want this mod ported to console, and I was wondering if I could change your mind and allow me to port it with full credits to you? I'd love to use this on my next game on Xbox, but definitely understand that some modders really don't like their mods ported for various reasons. If not, I totally understand.
I'd also like to ask if you'd be horribly offended if I took a crack at making a mod that's similar? My mod skills aren't grand by any stretch and I usually stick to making tweaks, but I find the issue of free full power armor and a minigun so easily accessible so early in the game to be very immersion breaking. I've got a couple of fun ideas I'd like to try out, but don't want any mod I make to cause any issues with anyone else, or offer the exact same thing someone else's mod does. Variety and options are the spice of life, though, as far as I'm concerned, which is why I still mod games as a hobby. If you'd rather private message me about either of those questions, feel free, and if I've pestered you too much here and you'd like me to take any of these messages down, I don't mind doing that either.
Curious, does this make the broken minigun completely independent of the normal minigun? As in if I use a replacer for the normal minigun would this be unaffected?
The broken minigun is actually a copy of the regular minigun (just with changed stats), meaning it has a different FormID than the normal minigun, but still looks identical. However, it still points to the same .nif model so if you replace the normal minigun mesh it'll affect the broken minigun as well as they both use the same model, unless the replacer that you use comes with an .esp that makes the normal minigun point to a different model. (I assume that's what you mean by 'replacer' in this case, a different mesh).
Thank you, that is what I meant by replace, using LL replacer instead of a mesh replacer. Probably the Fo3 replacer to make the personal minigun be one designed for heavy infantry and the vertibird minigun basically be what it looks like, the mounted M134 minigun (possibly making it use 308 but I hesitate due to how strong that'd be but its still a thought)
Anyways thanks for the quick reply and great mods!
A few very small wording changes that I can think of: Broken Minigun -> Damaged Minigun, it would not work if it was broken, would it?
Minigun removal text -> "You damage the Minigun as you rip it off the Vertibird." "As you rip it off the Vertibird, the Minigun sustains severe damage." One of these, they sound more natural and in-line with the game's writing.
I am probably nitpicking, outside of those little tweaks this is a perfect mod!
Originally I was going to rename the weapon as 'Damaged Minigun' instead of broken (in fact if you open the mod in the CK or xEdit you can see the files say damaged minigun), but I didn't want to give the impression that it could somehow be 'repaired' (conceptually at least, not like FO4 has a repair system like FO3 did for example), but perhaps it could lead people to think they can still upgrade the weapon in order to fix it. While 'Broken' could still feel the same way to some extent, in my head something damaged can be repaired, something broken should be replaced, so I went with broken since the idea is to eventually replace it with a fully-functional (regular) Minigun. Since I didn't specify what exactly broke on the Minigun, I also figured it would be reasonable to think it can still work with limited functionality. At the end of the day, it's something people can easily change in 2 minutes with FO4Edit if it really bothers them.
As for the removal text, I might use one of those in the future if I release an update to the mod, I just don't want to make everyone redownload the mod just to change one line of text, but they are good suggestions.
Oh by the way, this mod is definitely a keeper, but i kinda feel something should've popped up when i took the minigun. like 'something went wrong' text, which would prompt me to take a look in the inventory, where the broken minigun has something like ' well you ripped it off the vertibird, smartypants' or so as flavor text xD dunno how much of that is possible tho..
For that I would probably have to edit the script that equips the minigun to show the player a notification, or figure out a workaround to have a note added to the player or something, both options I would prefer to avoid (particularly editing the script, as editing that quest and the scritps attached to them will potentially conflict with a lot of other mods on the Nexus, and if the edit is just for a notification it's honestly not worth the headache for people wanting to use this mod with their mod lists).
At one point I did consider editing the notification you get IF you try to rip off the minigun before you put on the power armor, the game shows you a message in the upper-left corner saying something like "You need STR 8 to rip off the minigun from the vertibird" or something like that, perhaps I could add something to it like "You need STR 8 to rip off the minigun from the vertibird. It may cause some damage to it." for example. In the case you do have STR 8 and rip it off without using power armor (which you can do in vanilla) you won't get any notifications though, same if you just use the power armor to pick it up normally.
Turns out the solution was simpler than I though, so I added a notification when you pick up the minigun, it will now inform that the weapon took severe damage as you ripped it off.
This and Concord - Supermutant are such immersive mods. If you're open to suggestions, I'd propose a change to mama murphy. Changing Mama Murpley's action could indeed introduce a new layer of immersion and challenge for players. By altering her decision not to send the player character directly to Diamond City, the mod could open up opportunities for exploration, decision-making, and interaction with various factions or individuals. This could create a more dynamic and non-linear progression, allowing players to immerse themselves deeper into the world and the storyline. Since Mama sending you to DC makes game linear cant say I do not know where to go.
This video explains it really good from 01:50 to 03:50 https://www.youtube.com/watch?v=i-Tiz04lWQE
so.. with this mod i can have the broken minigun and kill the deathclaw/raiders with it, and then scrap it as bad and take a good minigun from some overhaul that actually does good damage?
Basically yes, I made this because I didn't like the game just handing me a free Power Armor and a Minigun right at the beginning of the game, and since both things are mentioned by Sturges removing them would make his dialogue feel out of place or non-sensical, so instead for my own game I decided to make both things 'broken', meaning you get to use them but they'll be worst versions of the ones you find later, which encourages me to eventually scrap them and replace them for something better.
yeah i agree :) with such a readily available set of power armor and a minigun, you can't even plan for playthrough that doesn't immediately involve them. i definitely like if the game simply tells me 'ok, these have broken into disrepair, find new ones'
OR leave 100-200 rounds of ammunition in it for the raiders (in addition to the broken machine gun, It should definitely be broken ) and then engage in a one-on-one fight with bare steel hands with the mutant/deathclaw as in the Fallout tv series ahhhhh I accidentally saw a new interesting mod, and it’s you again. your last mod was great. I downloaded this one too. Thank you BY THE WAY, THIS MOD GOES WELL WITH YOURS. VERIFIED - No Free Power Armor in Concord at Fallout 4 Nexus - Mods and community (nexusmods.com)
I honestly don't use any minigun overhauls so I don't really have a mod to suggest, I don't particularly dislike the vanilla minigun, it was just getting one so early in pristine condition that was bothering me.
Keep them coming! I made similiar mods to yours, but always keep them private for my playthroughts, glad to see someone making it for the community overall.
31 comments
I hope that doesn't sound bad, or come off wrong. Thank you for sharing the mod, regardless
- there's a conflict with another mod
- or perhaps prior to installing the mod you've visited Concord already or walked closed to it to a point where the game loaded Concord cells
If it's the former, you'll be able to notice the conflict in xEdit, if it's the latter, then if the game loads Concord then chances are it will have loaded the info associated the cells, which means it may have already had the regular minigun added as the item associated with the activator in the rooftop vertibird, in which case it will probably attempt to give you both.
Best option is to install this mod before you leave Vault 111 to make absolutely sure Concord hasn't been loaded at all, once you approach the town and it loads its cells info no matter when you install the mod it will either not work, or give you two miniguns (usually it should just give you the regular minigun, not two).
There's not really much I can do to fix that, it's just how the game loads cells info (well, the info associated with the activator in that rooftop cell in this case).
up in almost all my LOs.
But, this was my procedure for my most recent test.
- I used this file: Unmodded Save , to playtest. The only addon this save had that I'm not using is the
high resolution textures addon. It had no other warning pop up when
loading, showing that no mods were used and it was "fresh."
- The above save loads right before you pick up the pip-boy in Vault 111.
Upon exiting the vault, I ran straight through to Concord, skipped
saying hi to Codsworth, stopped to get Dogmeat, ran passed the bloodbugs
and straight into the fight at the museum. I sped through the
conversation with the Sanctuary five, but engaged with Preston, Sturges,
and Mama Murphy, grabbed the magazine and bobblehead, then went out to
grab the power armor and minigun.
I was sort of speed running the test, and only had this mod enabled in my load order, although there
were a 4 other mods in my LO from a previous playtest that weren't
enabled for this last run.
Also, for this last run, I did a fresh reload of the original unmodded save file. What I mean is that after
deleting all other saves except for the original Unmodded Save, I
disabled all other mods save for yours, then backed fully out of the
game for a bit, reloaded the game, and then did what's listed above to
test it.
I did another test before the one listed with 4 other mods and had the same results. Those 4 mods were, the sister one to this
- Broken t-45 in Concord, No Free Power Armor in Concord, Cheat
Terminal (which I did not use for this playtest though - it was simply
left over from testing the mod I was making), and a mod of my own
creation, Settlement Food Resources (only listed to show it doesn't
affect Concord - it's just a tweak to settlement food resources really -
and why Cheat Terminal was left in my LO) that I just released on Xbox a
few days ago. The two mods changing the power armor work perfectly
together, and your mod is the icing on the cake in what I'm trying to
achieve with the 3 loaded together. The perfect breaking of the Concord
power armor and minigun.
Could one of the disabled mods affect how this works? Could skipping talking to Codsworth, or speeding through
Concord affect how this works? Or maybe it's simply the Unmodded Save
file? I'm curious as to why this happened in my test, so I'll try again
in efforts to figure it out.
Would you like me to report back on how it works with a fresh game? If I'm the only one to experience this,
then the problem is assuredly on my end.
Regardless, thanks for your reply, kevkas
Probably not, unless one of the disabled plugins also comes with a script that happens to edit the vanilla one that is associated with the main quest script that runs in Concord, in that case even a disabled plugin (but not 'uninstalled mod' could still has some of its scripts replacing vanilla ones depending on how you've installed them). It's a longshot but it's something to consider, shouldn't really affect the outcome of my mod much as I didn't include any scripts on purpose, the idea is that the script that is attached to the minigun activator in the minigun should work as it does in vanilla (basically forces the game to equip the picked up minigun, but doesn't specify the actual minigun you get, the actual minigun you get comes from a container associated with the activator, and I simply replaced the regular minigun in that container with a copy of it that can't be repaired and has a few slightly lower stats, so for all intended purposes it is still a minigun, just a variant of the regular one).
Not really no, that should be fine.
I don't use any mods that provide saves made by others so I'm not sure if that save could be causing it. I have seen uploaded saves that are reported to still have undisclosed changes based on the comments posted in them, so while it's annoying to go through the intro scene every time I want to start a new playthrough, I still do it because it's the only way I can guarantee I'm not using someone else's save that might or might not have changes I am not aware of.
It does sound like an issue on your end I'm afraid, I've no idea what might be causing it, as I tested my own mod on a fresh game several times and I get the expected results, so it sounds like there might be a mod conflict that could be causing the issue on your end. I also haven't had anyone else report getting duplicates so far so you are the first one reporting this issue unfortunately.
I wonder how I ended up with both a broken and regular minigun the other times? I only say that because what was originally suggested earlier doesn't seem to fit what I did when testing the second time.
Although, the mod that I had that causes the power armor frame to explode did have a script packaged in a BA2 file... even though it was disabled on one of my tests. Could that be causing it anyway?
Anyway, it's a mystery. But I thank you for your time, responses, and this mod!
And I wanted to report back that this mod is indeed working as intended!
Thanks again! Endorsed!
It shouldn't, BA2 files shouldn't really be loaded if their ESP plugin isn't active, or at least that's my understanding.
Glad to see you were able to get the mod working, must have been a conflict with a mod you have on your list I would assume.
Cheers.
Mostly I play on console these days, and will make small mods to port over to my game. I've been setting up for a new playthrough lately, and had a question or two for you. I see under permissions that you don't want this mod ported to console, and I was wondering if I could change your mind and allow me to port it with full credits to you? I'd love to use this on my next game on Xbox, but definitely understand that some modders really don't like their mods ported for various reasons. If not, I totally understand.
I'd also like to ask if you'd be horribly offended if I took a crack at making a mod that's similar? My mod skills aren't grand by any stretch and I usually stick to making tweaks, but I find the issue of free full power armor and a minigun so easily accessible so early in the game to be very immersion breaking. I've got a couple of fun ideas I'd like to try out, but don't want any mod I make to cause any issues with anyone else, or offer the exact same thing someone else's mod does. Variety and options are the spice of life, though, as far as I'm concerned, which is why I still mod games as a hobby. If you'd rather private message me about either of those questions, feel free, and if I've pestered you too much here and you'd like me to take any of these messages down, I don't mind doing that either.
I appreciate your time and thank you again
Anyways thanks for the quick reply and great mods!
Broken Minigun -> Damaged Minigun, it would not work if it was broken, would it?
Minigun removal text ->
"You damage the Minigun as you rip it off the Vertibird."
"As you rip it off the Vertibird, the Minigun sustains severe damage."
One of these, they sound more natural and in-line with the game's writing.
I am probably nitpicking, outside of those little tweaks this is a perfect mod!
As for the removal text, I might use one of those in the future if I release an update to the mod, I just don't want to make everyone redownload the mod just to change one line of text, but they are good suggestions.
For that I would probably have to edit the script that equips the minigun to show the player a notification, or figure out a workaround to have a note added to the player or something, both options I would prefer to avoid (particularly editing the script, as editing that quest and the scritps attached to them will potentially conflict with a lot of other mods on the Nexus, and if the edit is just for a notification it's honestly not worth the headache for people wanting to use this mod with their mod lists).
At one point I did consider editing the notification you get IF you try to rip off the minigun before you put on the power armor, the game shows you a message in the upper-left corner saying something like "You need STR 8 to rip off the minigun from the vertibird" or something like that, perhaps I could add something to it like "You need STR 8 to rip off the minigun from the vertibird. It may cause some damage to it." for example. In the case you do have STR 8 and rip it off without using power armor (which you can do in vanilla) you won't get any notifications though, same if you just use the power armor to pick it up normally.
Turns out the solution was simpler than I though, so I added a notification when you pick up the minigun, it will now inform that the weapon took severe damage as you ripped it off.
Changing Mama Murpley's action could indeed introduce a new layer of immersion and challenge for players. By altering her decision not to send the player character directly to Diamond City, the mod could open up opportunities for exploration, decision-making, and interaction with various factions or individuals. This could create a more dynamic and non-linear progression, allowing players to immerse themselves deeper into the world and the storyline.
Since Mama sending you to DC makes game linear cant say I do not know where to go.
This video explains it really good from 01:50 to 03:50
https://www.youtube.com/watch?v=i-Tiz04lWQE
I accidentally saw a new interesting mod, and it’s you again. your last mod was great. I downloaded this one too. Thank you
BY THE WAY, THIS MOD GOES WELL WITH YOURS. VERIFIED - No Free Power Armor in Concord at Fallout 4 Nexus - Mods and community (nexusmods.com)
edit: also, fair enough on the second post, about the notification