I'm sorry for disappearing but I had several reasons. First, WoW Legion came out and that game was blast to play. Besides it, I had little time for modding. And even if I had, thanks to my promotion from QA to software development, I had little creative juices left.
Also, I got tired of too many compatibility patches offered. 20+ files that are usually just a merge of form entries. But I had to do it record after record, for 20 files. I spent up to 50% of my modding time on compatibility, mindnumbing work. It was no fun.
Then there was the issue of my last update. I wanted to do something fancy for shotguns. Usual changes in my mod add existing calibers to existing weapons. But for shotguns there was no other viable existing caliber. So I created Birdshot ammo, Flechetta ammo... then some variants of shotgun grenedes. I liked the result, but then I realised that it is really stupid to have to change a weapon part to be able to fire Birdshot instead of standard ammo. Or to fire Cryo Grenade instead of Frag Grenade. This is what ammo switching is for, but not weapon modding. And since there's no goto ammo switching mod, I was stuck.
Then there was the issue of negative recoil. My mods sometimes reduce weapon recoil. Combined with vanilla weapon mods, it could lead to negative recoil - when the weapon fired, the recoil would lead it downwards. I temporarily solved it by reducing values of vanilla mods so that the sum of recoil reduction on weapon never reached over 100%, but I wasn't satisfied with this solution. I want to change as little vanilla mods as possible.
All in all, I had my reasons for delay... and then it was too late and I got too embarassed to say anything.
Now, my plans are to return to this mod. I cannot promise when, but I have my changes outlined: 1) I'll do little compatibility mods. Maybe 2-3 most popular mods that don't require too much editing (like the Better Mod Description mods). I'd like to finish the core content of the mod first and then do some fancy compatibility patches. Doing both content and patches is exhausting. 2) Dump AWKCR. I'm using it basically for a single keyword. Originally that wasn't an issue since AWKCR was a repository of new keywords. But now the feature creep has changed it into too much more. I can fully understand why users don't want to install it. I may provide a patch for AWKCR, but it won't be a dependency. 3) Reduce the scope of the shotgun update. I'll have only one basic (frag) grenade reciever and then come up with some scrap-ammo reciever. No ammo that would feel better suited for ammo switching. I don't want to use existing mods for ammo switching, because I don't want to introduce new dependencies... If everyone was using an ammo-switching mod, then maybe, but there's no such mod. 4) I'll try to find a solution to the negative recoil. Maybe something in F4SE can help?
This is all... See you in the Wasteland... hopefully soon.
Are you still working on this mod? It's wonderful, but the weapons it doesn't cover is a bit of a deal breaker, even if the alternative mods don't use AWKCR and thus fail to play nice with sorting the items.
I was just wondering that myself. Seems like a great mod, but it's needing an upgrade along with the VIS patch to the new VIS-G. I'll keep watching and hoping this makes a comeback. Too many great mods have died the slow horrible death of time.
This mod conflicts badly with Legendary Modification to a point where you cannt craft anything as the screen is blank, trying to fumble through it results in crafting crashing and mods become $MODS, the only way out of the crafting menus after that is alt f4.
First of all, I just wanted to say that I LOVE this mod. Hands down the best weapons mod I've come across. Definitely my favorite.
I would, however, like to request a merged patch for "Better Armor and Weapon naming and sorting" by ruddy88. Sorting through all the weapon mods is daunting to say the least. The INNR's are vastly different between each of these mods and I can't really get my mind wrapped around it.
[EDIT] Version 0.3.2 "Hotfix Mk.II" is up. Apparently the modified installation "script" didn't recognize VanillaWeight files. Also patch for VIS Mods needed to get rid of master requirement and VIS Mods Weightless patch got added. This was done quickly, but there wasn't much space for errors now.
Also, I'll probably support only Val's Pick variants in the future. Next update will add some ammo and I'll have to create weighless patch for it too... So I'll maintain just 4 VIS patches (combinations of DLC-NoDLC and Weightless-VanillaWieght), otherwise I'd die from juggling too many compatibility patches...
Uploaded version 0.3.1 "Hotfix Mk.I". After being contacted today (thanks Gota115!) I verified that there is a bug with latest AWKCR and VIS for weapons. Basically weapons with base Caliber stopped displaying caliber prefix/icon if Val's Picks were used. I also discovered that my VIS_Weapons patch cannot be applied to Val's Picks, so I had to also create some new patches.
Note that the VIS patches are not critical. Without them the names for new receivers (as Robust or Hardened Calibrated) won't be reflected in gun names. If you want to use patch for it, pick one that fits your VIS installation: A) Val's Picks DLC without (weapon) overrides B) Val's Picks NoDLC withous (weapon) overrides C) Whatever with Weapons override (but no DLC Weapons) D) Whatever with Weapons DLC override
This hotfixed version was created quickly and tested only briefly. Report any issues with it. And don't worry to use the bug section - I will be notified via e-mail and can start fixing it ASAP.
With the Nuka World trailer featuring what appears to be an assault rifle of some sort, and the lever action rifle from Far Harbor, I'm really looking forward to the potential future DLC inclusion of this mod.
I've decided to wait with the DLCs a bit (or I would wait if vanilla weapons didn't already take me so much time ). When I decide the time is right, I will start adding DLC weapons to the base mod. In order to avoid compatibility patch hell, I will not support NoDLC or SomeDLC versions when that happens. I guess that around the time GOTY comes out is when I stop caring about anyone not having the DLCs...
That sounds interesting. Can you elaborate? By "assets for custom shotgun shells" you mean models for projectiles? Or even models for ammunition? I admnit, I've thought about adding new custom ammo (looking at you .50AE !), but with it comes the need to make it craftable. That itself means having some workbench for crafting it. Either using chemical WB or some modded one. I'm not sure what is better approach...
Sorry for the absurdly late reply, but this (http://www.nexusmods.com/fallout4/mods/14569/?) is my friend's mod, I've asked him already and he said as long as you credit his work, and talk to him personally, that'd be okay.
115 comments
I'm sorry for disappearing but I had several reasons. First, WoW Legion came out and that game was blast to play. Besides it, I had little time for modding. And even if I had, thanks to my promotion from QA to software development, I had little creative juices left.
Also, I got tired of too many compatibility patches offered. 20+ files that are usually just a merge of form entries. But I had to do it record after record, for 20 files. I spent up to 50% of my modding time on compatibility, mindnumbing work. It was no fun.
Then there was the issue of my last update. I wanted to do something fancy for shotguns. Usual changes in my mod add existing calibers to existing weapons. But for shotguns there was no other viable existing caliber. So I created Birdshot ammo, Flechetta ammo... then some variants of shotgun grenedes. I liked the result, but then I realised that it is really stupid to have to change a weapon part to be able to fire Birdshot instead of standard ammo. Or to fire Cryo Grenade instead of Frag Grenade. This is what ammo switching is for, but not weapon modding. And since there's no goto ammo switching mod, I was stuck.
Then there was the issue of negative recoil. My mods sometimes reduce weapon recoil. Combined with vanilla weapon mods, it could lead to negative recoil - when the weapon fired, the recoil would lead it downwards. I temporarily solved it by reducing values of vanilla mods so that the sum of recoil reduction on weapon never reached over 100%, but I wasn't satisfied with this solution. I want to change as little vanilla mods as possible.
All in all, I had my reasons for delay... and then it was too late and I got too embarassed to say anything.
Now, my plans are to return to this mod. I cannot promise when, but I have my changes outlined:
1) I'll do little compatibility mods. Maybe 2-3 most popular mods that don't require too much editing (like the Better Mod Description mods). I'd like to finish the core content of the mod first and then do some fancy compatibility patches. Doing both content and patches is exhausting.
2) Dump AWKCR. I'm using it basically for a single keyword. Originally that wasn't an issue since AWKCR was a repository of new keywords. But now the feature creep has changed it into too much more. I can fully understand why users don't want to install it. I may provide a patch for AWKCR, but it won't be a dependency.
3) Reduce the scope of the shotgun update. I'll have only one basic (frag) grenade reciever and then come up with some scrap-ammo reciever. No ammo that would feel better suited for ammo switching. I don't want to use existing mods for ammo switching, because I don't want to introduce new dependencies... If everyone was using an ammo-switching mod, then maybe, but there's no such mod.
4) I'll try to find a solution to the negative recoil. Maybe something in F4SE can help?
This is all... See you in the Wasteland... hopefully soon.
I'm having issues seeing the Calibers and Materials on the Hunting Rifle
Seems like a great mod, but it's needing an upgrade along with the VIS patch to the new VIS-G.
I'll keep watching and hoping this makes a comeback. Too many great mods have died the slow horrible death of time.
I would, however, like to request a merged patch for "Better Armor and Weapon naming and sorting" by ruddy88. Sorting through all the weapon mods is daunting to say the least. The INNR's are vastly different between each of these mods and I can't really get my mind wrapped around it.
Also, I'll probably support only Val's Pick variants in the future. Next update will add some ammo and I'll have to create weighless patch for it too... So I'll maintain just 4 VIS patches (combinations of DLC-NoDLC and Weightless-VanillaWieght), otherwise I'd die from juggling too many compatibility patches...
Uploaded version 0.3.1 "Hotfix Mk.I". After being contacted today (thanks Gota115!) I verified that there is a bug with latest AWKCR and VIS for weapons. Basically weapons with base Caliber stopped displaying caliber prefix/icon if Val's Picks were used. I also discovered that my VIS_Weapons patch cannot be applied to Val's Picks, so I had to also create some new patches.
Note that the VIS patches are not critical. Without them the names for new receivers (as Robust or Hardened Calibrated) won't be reflected in gun names. If you want to use patch for it, pick one that fits your VIS installation:
A) Val's Picks DLC without (weapon) overrides
B) Val's Picks NoDLC withous (weapon) overrides
C) Whatever with Weapons override (but no DLC Weapons)
D) Whatever with Weapons DLC override
This hotfixed version was created quickly and tested only briefly. Report any issues with it. And don't worry to use the bug section - I will be notified via e-mail and can start fixing it ASAP.
Thanks and see you all in the Wasteland!