Very nice, here I was thinking that I would update my own modifications from the standalones, but what you've done here is quite close to what I used to do anyway! (except much, much better).
Ah i see, thanks for the changelog update, also I believe the Makeshift Nailgun has the same problem, everytime I found one it was just a regular pistol version of it, both for enemies and at vendors, when you have the time could you take a look at that?
Ironically that's the one weapon I didn't touch, as it felt quite fine as is. Also quite sure that it'd spawn a random if none was specified. Did some console spawn and it gave me the various template variations. You sure it's not a co-incident due to there being very few templates?
Yeah you are right, I also did some testing with console and more variants spawned eventually, I guess it was just bad rng on my side, but hey thanks for looking it up!
The STS support patch requires the Replacer version of STS. Will there be a version for non-replacer users or a version where the weapons already have STS support and that we need only STS installed for it to function?
"a version where the weapons already have STS support and that we need only STS installed for it to function" That's technically what the replacer version does. There is no magical "just works" due to how the entries needs to be updated to make it work.
Also never understood the need for "non-replacer" either you want STS or you don't? Long will still work as "vanilla" though.
Greetings friend! I know you've been busy but is there any ETA on the scripted injected Lvl lists version? Sorry to bother you and thanks for the attention :')
Oh boy, still hoping for that script injected leveled lists version, its the final piece for this LO i'm baking, but I guess hope is truly the last one to die xD
I hope you are doing well friend, thanks for the hark work you put into your mods!
Hey friend, thanks for uploading the script injected version, i've played for a bit and everything seems to be working well, except for the fact that i simply cant find the Scrap Battle Rifle, Revolving Shotgun and the Raider Boomstick on any shops. I have Smiling Larry on my settlement and as a tier 4 weapon merchant he should probably have all these guns for sale however even after a few shop resets he wouldnt sell them, i also tried the shops at Diamond City and Goodneighbour and couldnt find them, is that by design or there is something else going on?
All those 3 was set to "LL_Vendor_Weapon_GunGeneralStore", which is general stores. It seems that I mistakenly assumed that the "SpecialistVendors" used that together with their special one, but seems I was mistaken there. That's quite embarrassing.
Should be fixed in 1.1.1. Unfortunately since the script already ran once you'd have to fall back on earlier save for those 3 to show on the gun vendors. Can still spawn in general stores though. Sorry about that.
Are gunners supposed to spawn with the weapons? I killed a few that had the self loading rifle and the scrap handgun, also I tried installing manually the updated leveled list files from version 1.0.6 but it says it lacks a mod and cant be enabled
Oh well i really wished only the leveled lists changes proposed by your mod were applied, it feels weird to run into gunners using some of these weapons :/
Sadly nothing I can do about that for an ongoing save.
You could uninstall the mod. Make a "clean save", and reinstall, but that also comes with the potential side-effects you'd get from uninstalling a mod.
Thanks for explaining, I still have a backup save from before I installed the mod so I might give it a try on that one, by the way do you still plan on doing a script injected version of the leveled list? If yes I might wait on that, thanks for the attention and the hard work friend!
Eventually will, but life been busy atm so have had to focus elsewhere for now.
Good thing is that converting from a hard injected leveled list to a script injected one is 100% safe to do. Main reason why I prefer hardinjected as those are safe to remove at any time.
Hi mate, thanks for taking the time to create these patches, would it be possible to get an optional patch for "See Through Scopes (3dscopes.esp)", at the moment it's the replacer one please, if it isn't to time consuming, if not no worries and thanks for the mod.
may want to cheak the files/FOMOD.. the LIF_DLC needs the base version patch as well, but it does not get added.. only fix i found was to hand place from manual download file. hope it being minor issue
I found some issues and also have some more personal suggestions.
-The Scrap Handgun shows up in-game as "Scrap Handgun Pistol"
-The "Homemade Self-Loading Rifle" shows up as "Homemade Self-Loading Rifle Rifle"
-The Scrap Handgun with the .38 Mag does the same damage as the Pipe Gun but uses more AP. Since it's based on the Deliverer maybe it could be balanced as a sort of low-tier variant of it. The .38 is found frequently at low levels which is why I even noticed.
-There's a naming inconsistency between the Scrap Handgun's "Extended Double Stack .38 Magazine" and "Single Stack Extended .45 Mag" attachments. Whether "Extended" or "Stack" comes first is different, and "Mag" vs "Magazine" is different. For reference, the Homemade Self-Loading Rifle uses "Magazine".
-Since the Homemade Self-Loading Rifle is available very early + is a homemade Pipe Gun-tier thing, I think it would make sense for it to be an objectively worse version of the Assault Rifle. Pipe Guns don't have a 5.56 variant in the vanilla game, and this could now fit that niche. While it wouldn't make sense for the player to personally waste 5.56 with it, it could act as a way of accumulating 5.56 in the early game for use with more viable weapons later on.
-This is a personal pet peeve I have with many modded weapons and is the least important and most difficult to "fix" thing I have. I mostly just want to say it for the sake of catharsis. With vanilla weapons, attachments go from lowest Gun Nut level to highest Gun Nut level as you scroll down the list in the crafting menu. I only checked the Scrap Handgun but I assume the rest of the weapons do this as well-- in this mod, it goes by attachment type first, and then Gun Nut. I hate this so much man, why don't they just follow vanilla conventions?
I haven't looked at everything but there are probably more issues like these throughout the mod.
Thank you for sharing your feedback. I appreciate it. I'm sure there's some oversights here and there. 15 weapons after all and tbh I just wanted to be done by the end of it xD
Updated the mod based on your feedback.
For the Scrap Handgun it looks like I forwarded a bit too much to the grip when I made sure it was considered a pistol as far as perks are concerned. Should be fixed now. Similar with the Self-Loading Rifle. Added extra support to the naming, but didn't update the base name to properly comply. A bit of an oversight there.
The Scrap Handgun share a lot of stats with the Deliverer and is essentially a weaker version using alternative ammo. The approach I went for when balancing was that the "Pipe Gun" would have a bit more range, accuracy and speed, while the Handgun would end up slightly stronger but slower. Mainly due to Deliverer being slower than Pipegun in general.
For the Handgun Magazines I kinda just left them "as is" from the original mod, but I see clearing up giving it some consistency. So renamed them to use "Standard Caliber Magazine" and "Extended Caliber Magazine" for simplicity.
So the way I balanced the "Homemade Self-Loading Rifle" was more to have it as a "Raider" version of the regular Assault Rifle, rather than being strictly worse. Not 100% sure it was the perfect call, but saw it more of an alternative sort of thing. Not that I'm against trying to adjust that in the future though.
And I agree with your pet peeve on the order of mods. I actually adjusted it for a lot of the weapons, but must admit it seems I missed it for the Scrap Handgun. So updated that as well!
Yeah this is a pretty big mod so I don't blame you. I appreciate you listening
So the way I balanced the "Homemade Self-Loading Rifle" was more to have it as a "Raider" version of the regular Assault Rifle, rather than being strictly worse. Not 100% sure it was the perfect call, but saw it more of an alternative sort of thing. Not that I'm against trying to adjust that in the future though.
Also, I made a mistake while writing my comment. I thought I got the Self-Loading Rifle from a regular raider when in fact I got it from a high level Gunner, I just forgot. Probably shouldn't be making that kind of a mistake while giving opinions on balance, sorry 👀
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Thanks! :D
That's technically what the replacer version does. There is no magical "just works" due to how the entries needs to be updated to make it work.
Also never understood the need for "non-replacer" either you want STS or you don't? Long will still work as "vanilla" though.
I hope you are doing well friend, thanks for the hark work you put into your mods!
Should be fixed in 1.1.1. Unfortunately since the script already ran once you'd have to fall back on earlier save for those 3 to show on the gun vendors. Can still spawn in general stores though. Sorry about that.
You could uninstall the mod. Make a "clean save", and reinstall, but that also comes with the potential side-effects you'd get from uninstalling a mod.
Good thing is that converting from a hard injected leveled list to a script injected one is 100% safe to do. Main reason why I prefer hardinjected as those are safe to remove at any time.
The leveled list patch conflicts with the LIF_DLC plugin btw, maybe an optional patch for that would be in order? :-)
the LIF_DLC needs the base version patch as well, but it does not get added..
only fix i found was to hand place from manual download file.
hope it being minor issue
thanks for the fast update
-The Scrap Handgun shows up in-game as "Scrap Handgun Pistol"
-The "Homemade Self-Loading Rifle" shows up as "Homemade Self-Loading Rifle Rifle"
-The Scrap Handgun with the .38 Mag does the same damage as the Pipe Gun but uses more AP. Since it's based on the Deliverer maybe it could be balanced as a sort of low-tier variant of it. The .38 is found frequently at low levels which is why I even noticed.
-There's a naming inconsistency between the Scrap Handgun's "Extended Double Stack .38 Magazine" and "Single Stack Extended .45 Mag" attachments. Whether "Extended" or "Stack" comes first is different, and "Mag" vs "Magazine" is different. For reference, the Homemade Self-Loading Rifle uses "Magazine".
-Since the Homemade Self-Loading Rifle is available very early + is a homemade Pipe Gun-tier thing, I think it would make sense for it to be an objectively worse version of the Assault Rifle. Pipe Guns don't have a 5.56 variant in the vanilla game, and this could now fit that niche. While it wouldn't make sense for the player to personally waste 5.56 with it, it could act as a way of accumulating 5.56 in the early game for use with more viable weapons later on.
-This is a personal pet peeve I have with many modded weapons and is the least important and most difficult to "fix" thing I have. I mostly just want to say it for the sake of catharsis. With vanilla weapons, attachments go from lowest Gun Nut level to highest Gun Nut level as you scroll down the list in the crafting menu. I only checked the Scrap Handgun but I assume the rest of the weapons do this as well-- in this mod, it goes by attachment type first, and then Gun Nut. I hate this so much man, why don't they just follow vanilla conventions?
I haven't looked at everything but there are probably more issues like these throughout the mod.
Updated the mod based on your feedback.
For the Scrap Handgun it looks like I forwarded a bit too much to the grip when I made sure it was considered a pistol as far as perks are concerned. Should be fixed now. Similar with the Self-Loading Rifle. Added extra support to the naming, but didn't update the base name to properly comply. A bit of an oversight there.
The Scrap Handgun share a lot of stats with the Deliverer and is essentially a weaker version using alternative ammo. The approach I went for when balancing was that the "Pipe Gun" would have a bit more range, accuracy and speed, while the Handgun would end up slightly stronger but slower. Mainly due to Deliverer being slower than Pipegun in general.
For the Handgun Magazines I kinda just left them "as is" from the original mod, but I see clearing up giving it some consistency. So renamed them to use "Standard Caliber Magazine" and "Extended Caliber Magazine" for simplicity.
So the way I balanced the "Homemade Self-Loading Rifle" was more to have it as a "Raider" version of the regular Assault Rifle, rather than being strictly worse. Not 100% sure it was the perfect call, but saw it more of an alternative sort of thing. Not that I'm against trying to adjust that in the future though.
And I agree with your pet peeve on the order of mods. I actually adjusted it for a lot of the weapons, but must admit it seems I missed it for the Scrap Handgun. So updated that as well!