For those having issues with this mod not recognizing that AMAW is installed, here is what I did:
1. Go to ...\steamapps\common\Fallout 4\Data and find AnyModAnyWeapon2.esp, then simply rename it to not have the "2", so now you have AnyModAnyWeapon.esp!
2. Open NMM (or whatever you use) and acticvate AnyModAnyWeapon.esp (it gets disabled after renaming it).
3. Then run LOOT to sort your load order, or just make sure all EWR mod files are below the AMAW esp.
That's it. I didn't need a new character either. A temporary fix at least. Warning!: this will probably break any mod that requires AnyModAnyWeapon2.esp, but I don't have any.
Can there be a patch that is like "Keep randomizing until weapon can shoot and cause damage, then inject into world/npc " like if the weapon is too randomized that it doesn't even work, it will randomize a few times before injecting a normal vanilla weapon after so many modded failures?
Sounds like something that needs scripting and I'm no good at that... I guess another way to do it would be to test which mods break which weapons and remove them from the distribution, but that's quite a lot of work that I'm not interested in doing.
I just tried making this, but somehow the game just does that anyways. Like, I did not change anything related to the weapon mods, and instead just put all of the weapons in a leveled list for enemies to pull from when they spawn in, and still they would inexplicably have weapons with mods that didn't belong. The creation kit doesn't seem to think it's happening either; when I tell it to simulate a random inventory it only creates weapons with either no mods or mods specific to that weapon. I may still be able to make this, but if it is even possible at all, it would probably be with the cost of no weapons ever spawning with weapon mods and only being their default version.
Okay so it turns out I'm a dingus and I left this mod enabled when I tested my mod. It does work as expected. https://www.nexusmods.com/fallout4/mods/40446
67 comments
1. Go to ...\steamapps\common\Fallout 4\Data and find AnyModAnyWeapon2.esp, then simply rename it to not have the "2", so now you have AnyModAnyWeapon.esp!
2. Open NMM (or whatever you use) and acticvate AnyModAnyWeapon.esp (it gets disabled after renaming it).
3. Then run LOOT to sort your load order, or just make sure all EWR mod files are below the AMAW esp.
That's it. I didn't need a new character either. A temporary fix at least.
Warning!: this will probably break any mod that requires AnyModAnyWeapon2.esp, but I don't have any.
Thank you, good sir!
I guess another way to do it would be to test which mods break which weapons and remove them from the distribution, but that's quite a lot of work that I'm not interested in doing.
@lawlcatzlol what do you mean by that? so whats the difference between Any weapon mod compatible version and non any weapon mod version then?
...i have AMAW installed...