Fallout New Vegas
0 of 0

File information

Last updated

Original upload

Created by

Slippy

Uploaded by

slippyguy

Virus scan

Safe to use

267 comments

  1. 4thDimensionalMind
    4thDimensionalMind
    • member
    • 1 kudos
    I'm guessing this is incompatible with Vigor, seeing as JSUE is in the incompatible list. Shame.
    1. slippyguy
      slippyguy
      • premium
      • 240 kudos
      JSawyer variants tend to already include GRA integration, as per the original JSawyer mod. There's no point installing two mods that do nearly the exact same thing
    2. 4thDimensionalMind
      4thDimensionalMind
      • member
      • 1 kudos
      Unless I installed Vigor incorrectly (which I don't think so since I followed VNV guide to the letter) GRA prefixes are still everywhere in my game (challenges list, weapons list in Pip-Boy etc) and that would be the main purpose for me to install your mod, sorry that I wasn't clear before.

      I guess I could remove Vigor, install JSUE - GRA merged and deal with it, but I'm dozen or so hours into my current playthrough and I'm not looking forward to edit my modlist yet again... so I'll just deal with GRA in my face all the time I guess.
    3. slippyguy
      slippyguy
      • premium
      • 240 kudos
      Vigor claims to remove even more GRA tags than the original JSawyer; if there's any remaining it's likely due to load order conflicts
    4. 4thDimensionalMind
      4thDimensionalMind
      • member
      • 1 kudos
      Hmn, interesting. I went into the VNV discord and shared my load order with some of the peps in there and got a positive feedback so I was sure I was squared. Thanks for pointing it out, I'll investigate my modlist closer on my end.
    5. 4thDimensionalMind
      4thDimensionalMind
      • member
      • 1 kudos
      Hey slippy, decided to install your mod with this patch: Vigor - Gun Runners' Arsenal Patch. I wonder if there was a bit of miscommunication between us, but all I wanted was to remove the GRA prefixes before challenges and after weapons etc while changing as little things as possible from Vigor itself - which it already does remove some to some extent as you said, but it keeps a few around for a more vanilla experience or so I believe. Your mod removes them completely as far as I can tell, which is ideal for me, don't want to be reminded I have GRA installed everywhere I go.

      I'll update this comment if I notice any issues. Thanks for taking the time to reach out and reply, appreciated it.
  2. william7733
    william7733
    • member
    • 4 kudos
    please forgive me for wasting your time ( if this is so) i only returned to NV after years of neglecting this great game. many mods i installed around 2014, but i noticed most GRA weapons have "(custom)" in their names instead of "GRA", so whatever mod is doing that i assume does what your mod does basically?
    1. slippyguy
      slippyguy
      • premium
      • 240 kudos
      If you're using WMX, yes. WMX makes it so GRA and non-GRA weapons have entirely separate sets of weapon mods, so in that case both are kept
    2. BigChungus96
      BigChungus96
      • member
      • 0 kudos
      Doesn't work for me fsr, when trying to put mods on my anti-materiel rifle only the gra mods appear, also any anti-materiel rifles with the
      wmx mods already installed before have their mods turned into the gra
      mods
    3. slippyguy
      slippyguy
      • premium
      • 240 kudos
      Are you loading WMX after GRA Merged, followed by the patch for WMX?
    4. BigChungus96
      BigChungus96
      • member
      • 0 kudos
      Sorry for replying rather late, putting gra merged before wmx seems to fix the wmx mods turning into gra mods. However, the weapon mods seem to still be separated to base and gra weapons
    5. slippyguy
      slippyguy
      • premium
      • 240 kudos
      That's intentional. WMX has an entirely unique set of mods for GRA and non-GRA versions of weapons. I can't throw out a full set of them and choose a combination of mods to make everyone happy, so both sets and both variants stay, with separate mods for each

      Regular GRA doesn't have that problem, it (mostly) just added mods to weapons that previously lacked them, so they could be carried over without any issue
  3. herobrineharry
    herobrineharry
    • member
    • 0 kudos
    The mod isn't detecting my copy of NVSE- I installed it manually, since the NVSE mod manager download says its broken. I tried using the mod manager download, but that wasn't detected either.
    1. slippyguy
      slippyguy
      • premium
      • 240 kudos
      Which NVSE did you install, and where did you install it to?
  4. MeisterKennyNMA
    MeisterKennyNMA
    • member
    • 0 kudos
    Is this compatible with DLC Weapon Integration?
    1. KWSoulja7
      KWSoulja7
      • member
      • 0 kudos
      +1 to this!
  5. BakerBoy05
    BakerBoy05
    • supporter
    • 2 kudos
    this mod seems to cause a new inconsistency which is that you can now ads with all laser pistols but still cant with a laser rifle
    1. slippyguy
      slippyguy
      • premium
      • 240 kudos
      Vanilla GRA had that problem too. That's what makes the combat sights weapon mod function; it doesn't actually do anything outside of changing the model. They just enabled aiming down sights with the GRA laser pistol at all times, whether the weapon mod was on or not
  6. TinyWizard4
    TinyWizard4
    • member
    • 0 kudos
    Hi! Just wondering something about the patch for WMX. So GRA Merged removes the GRA version of, for example, the laser pistol and gives the standard version the GRA weapon mods. However, WMX gives new weapon mods to the standard laser pistol. So my question is: because there is only one laser pistol that I can now obtain in the game what weapons mods will it use? 
    1. slippyguy
      slippyguy
      • premium
      • 240 kudos
      The WMX patch keeps both GRA and non-GRA versions, since WMX gives them two entirely different sets of mods. It does still remove GRA tags though, with GRA versions being labeled "(custom)"
    2. TinyWizard4
      TinyWizard4
      • member
      • 0 kudos
      Oh I see. Is there any way to remove the GRA versions so that there is only one version of the laser pistol for example?
    3. slippyguy
      slippyguy
      • premium
      • 240 kudos
      Not without making a personalized patch. Now that there's six unique mods, somebody will want some combination of the six that I didn't choose
    4. TinyWizard4
      TinyWizard4
      • member
      • 0 kudos
      Oh yeah that is true. I guess I could give it a try to mod it myself. Thanks for the answer!
  7. highstar09
    highstar09
    • member
    • 0 kudos
    can you make this compatible with crafting mods? some mods have weapons in their recipes and this mod breaks every one of them 
    1. slippyguy
      slippyguy
      • premium
      • 240 kudos
      You're going to have to be more specific about which mods it's breaking
  8. ComoSrgt
    ComoSrgt
    • premium
    • 0 kudos
    nevermind, I think I learned how to properly handle this via conflict resolution in xEdit. I will upload a patch between Vigor and GRAM when I get the chance. I have posted the mod. If there are any issues let me know!
  9. monotheist1989
    monotheist1989
    • premium
    • 0 kudos
    Hi, I'm new to MO2 and I just can't seem to get this installed, it downloads, no installer FOMOD pops up, just installs as greyed out. I've searched all over for a fix and I can't find a fix. Any ideas?
    1. slippyguy
      slippyguy
      • premium
      • 240 kudos
      Click "OK" in Mod Organizer 2, not "Manual"
  10. CazadorDeLobo
    CazadorDeLobo
    • member
    • 3 kudos
    This is awesome - a bit weird in the installation(probably something in the compression settings) - but is a solid QOL/OCD cope mod. I agree with the basis and implementation of this mod. Endorsed and now part of my Modern Mod Framework collection, which I hope to develop into something resembling more than a day's effort.