Thank you to everyone who downloads and supports my mods!
COMMENT SECTION COMMUNITY GUIDELINES (READ BEFORE POSTING)
FEEDBACK:
If you have any technical feedback relating to this mod, please report it in the comments below! There’s a lot of content and it’s hard to test everything! I’m looking for things like typographical errors, issues with the material swaps, visual quirks, or other similar oddities. Just remember, if you are using mods that alter the appearance or behavior of vanilla weapons, please don’t report issues when paired with those mods. That feedback isn’t helpful for balancing the mod with the base game, which is my primary goal.
Additionally, if you encounter any bugs, glitches, or issues not mentioned in the mod description, please report them. And again, only report these issues if they are NOT related to interactions with other mods.
REMOVAL/EDIT/MODULARITY REQUESTS
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I am not considering further modularity at this time. Thank you.
SUGGESTIONS
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I am open to suggestions for new and additional cosmetics. I already have plenty of ideas, and plan to expand this mod in the future. So, feel free to drop any ideas in the comments below!
REPEATED QUESTIONS
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I generally will not answer questions that have already been answered, or that are covered in the mod description already. If you ask a question, and receive radio silence, that likely means you didn't do your due diligence and are being ignored as a result. It is, in fact, disrespectful to ask a question and take up someone else's time if they've already provided an answer somewhere - and you just didn't feel like reading or researching. Please, be respectful.
BAD FAITH, RUDE, RANTY, OR AGGRESSIVE COMMENTS:
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This is something that has become a bit of a minor issue as my mods have steadily grown in popularity, so all-in-all I believe it's symptomatic of a good thing. With that said, however, this comment section is NOT a place for you to rant, rave, and air your grievances. Comments consisting of constructive criticism, bug reports, and/or opinion sharing are all welcome. Negativity is not. Be kind, courteous, and constructive with your comments or I will remove them. This applies to both comments about the mod, and responses to other users. Repeat offenders will be banned from my mod pages.
USING SPOILER BRACKETS
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IF YOU POST IMAGES, LOGS, LOAD ORDERS, OR LONG QUOTES IN THE COMMENTS, PLEASE PLACE THEM IN SPOILER BRACKETS. OTHERWISE, I WILL REMOVE THE COMMENT.
If you're afraid anything you may be posting might be a spoiler, just put it in spoiler brackets with a warning! I don't mind people sharing that kind of information so long as it is clearly marked.
LARGE REPLY THREADS
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Nexus comment sections are clunky, and not designed in the best way. Because of this, we must make concessions. Do not reply to towering comment reply threads with around 10 or more comments, and avoid responding to threads with 5 or more comments if you can help it. Reply trees are unwieldy and eat up a ton of the comment section when bumped by multiple people multiple times. Instead, please use the "Add Comment" function instead if a thread is too large. Going forward, I WILL be removing threads that get too big for their own good once they pass that threshold. I will not allow small groups of users to colonize the comments section - intentionally or not - with mountains of replies.
I realize this is more a shortcoming of functionality on comment section than anything else, but I have to do what I can to keep the comments clean and accessible.
LOAD ORDER/COMPATIBILITY ISSUES
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It is not my nor anyone else's responsibility in this comment section to help you with your personal load order. Some people utilize their comment sections for that type of troubleshooting, I do not. This comment section is for feedback on/discussion of the mod itself, and discussion of bugs/technical issues that may arise with said mod. It is NOT for you to document your journey on making my mod compatible with your LO. Or for you to witch hunt other mods as "good or bad" with my mod. Respectfully, take it to Discord, Reddit, or some other online space.
Now, If you believe my mod has tangible issues that are causing it to conflict with other mods, please provide evidence. Evidence is not your Buffout crash log or a passionately and frustratedly written tangent about how many times you CTD'd, and disabling my plugin magically fixed it. Evidence is offending files you found in FO4Edit or the CK. Evidence is a script property injecting a form into itself by mistake. Evidence is a vanilla file or script being present in the BA2 archives. Conflicting/overwritten cells or forms, or even corrupted DDS textures. THAT is evidence. These are things I can work with.
Evidence is NOT "I have been enabling/disabling mods and moving them around in my LO for hours and I have concluded your/someone else's mod is bad and wrong and needs work." That is, with all due respect, a trivial understanding of mod compatibility. It's also a type of claim nobody but yourself can replicate nor verify. Meaning it is, effectively, useless to everyone but you.
If you don't understand how to track down evidence to back up your hypothesis, or you're not proficient with the tools needed to do so, that's totally fine. Just don't make public claims you are not qualified to back up - a basic virtue that should be followed in most aspects of life. If my mod has a problem, either I will find it or someone qualified to go poking around in my mod will find it and point it out to me - evidence included. I understand the desire to help, but not everyone needs to take up the sword. I have, in fact, had multiple occasions of veteran mod authors reaching out to make me aware of issues that I was unable/unqualified to sniff out personally. So, trust me when I say that you can relax - everything will be okay.
And to be clear, when I speak of qualifications, I am not intending to demean anyone. Some of us are hobbyists, some of us are casual gamers, and some of us are developers. Some among us may even be industry professionals and veterans. There are users of all skill levels here, and no one is inherently better or worse than anyone else for it. My main intent is to prevent witch hunts and misinformation from mucking up my comments - that is the ultimate goal.
Lastly, you want to support my work, you can do so by donating and/or following the link below:
Only way this could be better is if it had a 4k texture option and weapons like the Deliverer, Lever Action Rifle, Handmade Rifle, etc. were included. Otherwise maybe the best skin set out there!
I actually considered doing this during development, but ultimately decided to postpone developing more compatibility patches until I'd at least covered armors and DLC content first.
Quick question, and it's perfectly acceptable if not, but I was wondering if you'd add a patch version that makes the crafting prices free for the skins.
I know that higher rarity skins affect selling price and whatnot, and the items for the crafting materials can be obtained naturally or spawned in, but I think the option to have them free by default would be pretty intuitive.
Again, it's perfectly fine if you don't want to do that. I am just adding my 2 cents. Otherwise, I think this mod is a lot of fun. Thanks for making it :)
You can always use the console in game which would achieve the same end goal or purpose of patching a free price option into this mod. I'm not sure how familiar you are or your skill level but below is a great place to start learning. I'd give some advice but again, I don't know your expertise in order to tailor it so it is digestible for you. IF those pages are confusing to you then I recommend reddit or discord. There's people out there who can help more effectively using those mediums compared to this one.
Getting comfortable with console commands will only make your gaming experience easier, less frustrating, and more fun. You'd be surprised the headaches you can avoid or problems you can solve using the console- IF you invest the time but there IS a learning curve, for sure. Sorry if you're already a pro (maybe someone reading this will still benefit) or it feels like I'm talking down- not my intention.
https://fallout.fandom.com/wiki/Fallout_4_console_commands Best starting place as a general overview.
https://fallout.fandom.com/wiki/Fallout_4_OMODs This one goes more in depth about the specifics you'd need to know for textures/skins/paint jobs.
Any plans to cover DLC guns? I'm specifically interested in the nuka world AK, but I'm also sure that people would enjoy skins for the lever action rifle, radium rifle and maybe even the thirst zapper lol
I have read the guidelines here and am very unsure if I should post. If I am wrong please delete it.I am dying to use this great mod, but I can't use the variant because of the tweaks to the gun. So I tried to patch it manually but I don't know what to patch since there are no changes from vanilla except for damage etc. English is not my native language so it was difficult to look it up.I am sorry, but could you please tell me in a few words, if possible, where I should patch?
Any chance of more raider takes on hot rod paint jobs? More twisted/chaotic. Sticker art/merch skins even though I know you don't want to do specific nuka skins. pirate decor skins i.e haunted ship/oceanic. You're hot rod could have a depths version for example. Just ideas for you.
I wanted to make this just for the people asking about "The Attachment Pack" by DegernerateDakand Pig, micalov, who also did some work on the mod, made an unofficial expansion for "The Attachment Pack". His mod comes with an optional weapon modification to replace the custom textures to utilize vanilia UV maps so that skins can be used on both mods' attachments.
As a fellow mod author, I have to add that Micalov's method of doing so is ingeniously simple as well. By just UVing the attachments to appropriate vanilla weapon textures, he cut out what would potentially be weeks of texture work for any mod author that wanted to make compatible weapon skins for all the custom texture sets in the AP.
If I add a proper support patch for this mod in the future, I will most likely use this same approach. What a fantastic concept.
This mod is great, I know it would probably be a lot of work, but it would be great if it covered the modifications that the attachment pack makes, I'm a fan of your mutant menagerie mod, and I'm also very interested in this one, that compatibility with the attachment pack would be great if it could be done.
I've encountered issues with the .44 pistol for some skins, where the bull barrel doesn't have the skin appearance on it, default appearance, but the rest of the gun does, for the blazing shark specifically, the bull barrel and the reflex sight have the court of roses appearance while the rest of the gun is correct
Looks like there were 2 typographical errors in the Material Swap paths in the CK, and 3 incorrectly referenced textures in the BGSM files. Easy fixes, I'll get a hotfix pushed out soon.
48 comments
(READ BEFORE POSTING)
FEEDBACK:
If you have any technical feedback relating to this mod, please report it in the comments below! There’s a lot of content and it’s hard to test everything! I’m looking for things like typographical errors, issues with the material swaps, visual quirks, or other similar oddities. Just remember, if you are using mods that alter the appearance or behavior of vanilla weapons, please don’t report issues when paired with those mods. That feedback isn’t helpful for balancing the mod with the base game, which is my primary goal.
Additionally, if you encounter any bugs, glitches, or issues not mentioned in the mod description, please report them. And again, only report these issues if they are NOT related to interactions with other mods.
REMOVAL/EDIT/MODULARITY REQUESTS
I am not considering further modularity at this time. Thank you.
SUGGESTIONS
I am open to suggestions for new and additional cosmetics. I already have plenty of ideas, and plan to expand this mod in the future. So, feel free to drop any ideas in the comments below!
REPEATED QUESTIONS
I generally will not answer questions that have already been answered, or that are covered in the mod description already. If you ask a question, and receive radio silence, that likely means you didn't do your due diligence and are being ignored as a result. It is, in fact, disrespectful to ask a question and take up someone else's time if they've already provided an answer somewhere - and you just didn't feel like reading or researching. Please, be respectful.
BAD FAITH, RUDE, RANTY, OR AGGRESSIVE COMMENTS:
This is something that has become a bit of a minor issue as my mods have steadily grown in popularity, so all-in-all I believe it's symptomatic of a good thing. With that said, however, this comment section is NOT a place for you to rant, rave, and air your grievances. Comments consisting of constructive criticism, bug reports, and/or opinion sharing are all welcome. Negativity is not. Be kind, courteous, and constructive with your comments or I will remove them. This applies to both comments about the mod, and responses to other users. Repeat offenders will be banned from my mod pages.
USING SPOILER BRACKETS
IF YOU POST IMAGES, LOGS, LOAD ORDERS, OR LONG QUOTES IN THE COMMENTS, PLEASE PLACE THEM IN SPOILER BRACKETS. OTHERWISE, I WILL REMOVE THE COMMENT.
If you're afraid anything you may be posting might be a spoiler, just put it in spoiler brackets with a warning! I don't mind people sharing that kind of information so long as it is clearly marked.
LARGE REPLY THREADS
Nexus comment sections are clunky, and not designed in the best way. Because of this, we must make concessions. Do not reply to towering comment reply threads with around 10 or more comments, and avoid responding to threads with 5 or more comments if you can help it. Reply trees are unwieldy and eat up a ton of the comment section when bumped by multiple people multiple times. Instead, please use the "Add Comment" function instead if a thread is too large. Going forward, I WILL be removing threads that get too big for their own good once they pass that threshold. I will not allow small groups of users to colonize the comments section - intentionally or not - with mountains of replies.
I realize this is more a shortcoming of functionality on comment section than anything else, but I have to do what I can to keep the comments clean and accessible.
LOAD ORDER/COMPATIBILITY ISSUES
It is not my nor anyone else's responsibility in this comment section to help you with your personal load order. Some people utilize their comment sections for that type of troubleshooting, I do not. This comment section is for feedback on/discussion of the mod itself, and discussion of bugs/technical issues that may arise with said mod. It is NOT for you to document your journey on making my mod compatible with your LO. Or for you to witch hunt other mods as "good or bad" with my mod. Respectfully, take it to Discord, Reddit, or some other online space.
Now, If you believe my mod has tangible issues that are causing it to conflict with other mods, please provide evidence. Evidence is not your Buffout crash log or a passionately and frustratedly written tangent about how many times you CTD'd, and disabling my plugin magically fixed it. Evidence is offending files you found in FO4Edit or the CK. Evidence is a script property injecting a form into itself by mistake. Evidence is a vanilla file or script being present in the BA2 archives. Conflicting/overwritten cells or forms, or even corrupted DDS textures. THAT is evidence. These are things I can work with.
Evidence is NOT "I have been enabling/disabling mods and moving them around in my LO for hours and I have concluded your/someone else's mod is bad and wrong and needs work." That is, with all due respect, a trivial understanding of mod compatibility. It's also a type of claim nobody but yourself can replicate nor verify. Meaning it is, effectively, useless to everyone but you.
If you don't understand how to track down evidence to back up your hypothesis, or you're not proficient with the tools needed to do so, that's totally fine. Just don't make public claims you are not qualified to back up - a basic virtue that should be followed in most aspects of life. If my mod has a problem, either I will find it or someone qualified to go poking around in my mod will find it and point it out to me - evidence included. I understand the desire to help, but not everyone needs to take up the sword. I have, in fact, had multiple occasions of veteran mod authors reaching out to make me aware of issues that I was unable/unqualified to sniff out personally. So, trust me when I say that you can relax - everything will be okay.
And to be clear, when I speak of qualifications, I am not intending to demean anyone. Some of us are hobbyists, some of us are casual gamers, and some of us are developers. Some among us may even be industry professionals and veterans. There are users of all skill levels here, and no one is inherently better or worse than anyone else for it. My main intent is to prevent witch hunts and misinformation from mucking up my comments - that is the ultimate goal.
I know that higher rarity skins affect selling price and whatnot, and the items for the crafting materials can be obtained naturally or spawned in, but I think the option to have them free by default would be pretty intuitive.
Again, it's perfectly fine if you don't want to do that. I am just adding my 2 cents. Otherwise, I think this mod is a lot of fun. Thanks for making it :)
Getting comfortable with console commands will only make your gaming experience easier, less frustrating, and more fun. You'd be surprised the headaches you can avoid or problems you can solve using the console- IF you invest the time but there IS a learning curve, for sure. Sorry if you're already a pro (maybe someone reading this will still benefit) or it feels like I'm talking down- not my intention.
https://fallout.fandom.com/wiki/Fallout_4_console_commands
Best starting place as a general overview.
https://fallout.fandom.com/wiki/Fallout_4_OMODs
This one goes more in depth about the specifics you'd need to know for textures/skins/paint jobs.
https://www.nexusmods.com/fallout4/mods/90399
If I add a proper support patch for this mod in the future, I will most likely use this same approach. What a fantastic concept.