I do not know if anyone else has this problem, but all the plugins are "Missing masters", as well as an error saying that one of the active esp files are missing which will close the game automatically upon starting it. I use Vortex to handle my fnv mods, and any help would be greatly appreciated.
is there a simple version of this mod? As in I don't need to have "Lucky Bastard" Perk, or need to use things like Hammer or Laser Cutter to make weapon mods? This is seriously the only thing stopping me from endorsing this mod or recommending it to anybody.
Doesn't work for me unfortunately, even after meeting the requirements for the recipes to show up. I had a Sniper Rifle and the exact crafting ingredients required to craft Sniper Rifle Carbon Fibre Parts, but it did not show up.
This is the Weapon Mod Crafting mod you want for the final version of WMX. I just wish mod crafting had been incorporated into the vanilla game because otherwise you end up looting crafting materials with little use for most of them (except ammunition components). I think the best way to incorporate it would either be through a special Mods Crafting Bench or a submenu in the Crafting Bench to avoid clutter. Perhaps some schematics for certain classed of mods (eg scopes) could have been added to the game as well.
Weapons of the New Millennia also lets you craft some modifications.
The requirements for this mod are quite steep and I wish there was a simplified version with few tools and just, say, a Repair Skill of 50 required. I needed to cheat to get the Perk since I started the game with a Luck (& Charisma) of 1. I did manage to craft all the tools though (some require other tools to make). Information of requirements is listing in the original mod: https://www.nexusmods.com/newvegas/mods/36741/?/ If you are cheating to add prerequiste tools or perk, make sure you use the wmr.esm load order, not WMR - WMX Edition.esp .
For those of you having trouble getting this mod to work and have Project Nevada 2.5 and WMX 1.1.3, there are quite a few prerequisites needed (QUITE A FEW NOT DOCUMENTED IN THIS VERSIONS DESCRIPTION OR README, AND SOME NOT EVEN IN THE ORIGINAL OR PREVIOUS VERSIONS DESCRIPTION OR README)
Firstly, you must of course have Project Nevada 2.5 and WMX 1.1.3 installed and working before installing this mod. If you are having crash on start up then it's most likely a load order issue, suggest use the program FNVEDIT to resolve. Download and install FNVEDIT here: http://www.nexusmods.com/newvegas/mods/34703/?
I believe If you don't have the Ultimate Edition version of the game this mod will still work but any DLC you don't have you simply will not have the recipes available for the corresponding DLC's. Though I am unable to confirm it will work as I only have the Ultimate edition working with this mod.
Secondly, this version has realistic recipes only, meaning you will need to build the tools (file, pliers, laser saw, etc.) and have those tools and the necessary ingredients in order for the recipe to even show up at all. If you don't want to alt-tab between the game and browser all the time to check for recipes, I suggest you use Recipes For Weapon Mods (WMR) - THE NOTES : http://www.nexusmods.com/newvegas/mods/56784/? which will create a note with all the recipes available from your pip-boy.
Next, you must also get a perk called "Lucky Bastard" which is only available to select during a level up if you have a repair skill of 50 or above and a Luck of 7 or more. Im unsure if there is a prerequisite level you need to be at but I was able to get it as soon as I met the 2 previous requirements at level 16.
It should go without saying that you need the necessary repair skill to build particular tools and weapon mods or else the recipes will not show up, so be sure to check the recipe notes either with the Notes mod I specified or in the Description section of the original mod by DSoG_Sergeon: http://www.nexusmods.com/newvegas/mods/36741/?/
ALL OF THESE CONDITIONS MUST BE MET SIMULTANEOUSLY OR ELSE RECIPES WILL NOT SHOW UP AT THE WORKBENCH
On an ending note, I'm very grateful to be able to finally use all these mods working together and I want to thank all the mod authors for all of their hardwork... BUT... it was very difficult to confirm these mods working, I had to piece together info from all previous and related mods descriptions and readmes just to make sure I had it installed correctly before coming here to rant and educate fellow mod users who were also confused. I essentially had to stumble upon the necessary perk after I upgrade my Luck to 7 which normally isn't my play-style to have a high luck. I understand the perk is supposed to be immersive because the perk specifies the Courier was only able to build mods because they happen to find a schematic just wondering the wasteland. but I'd argue that having a high luck is not relevant to be able to build weapon mods. Having a high repair and maybe an above average Perception or Intelligence should be enough to indicate that the Courier is able to reverse engineer weapon mods and build them from scratch as a means to augment their weapons.
For the reason that all the necessary conditions were not documented and consolidated in the description or readmes on this latest update, I can not endorse this mod until it is updated with all the necessary steps to be able to get it working. You are free to copy/paste my above steps if you wish or add anything else to it. Again, thank you for your efforts
Just confirmed this by your process after pulling my hair out. With all the trouble I've gone through for this mod, I could have probably built the gun mods on a real-life workbench! I'm "downgrading" to the non-perk-required version. I would much prefer if the mods were visible at all times. I don't want useless perks separating me from weapon mods, especially at low levels. I don't need "workbench will react quicker and faster with no lags in opening". The original Recipes for Weapon Mods by DSoG_Sergeon worked just fine for me.
Also, "Lucky Bastard" requires you to be at least level 10 before you can acquire it. Hope that bit of info helps someone else.
"For the reason that all the necessary conditions were not documented and consolidated in the description or readmes on this latest update, I can not endorse this mod until it is updated with all the necessary steps to be able to get it working." Quoted for truth, KickingBear519. Have a kudos!
Exactly. It got me mad that I'm forced to have a perk to be able to craft items... A perk that's only unlocked by levelling up the stupid Luck SPECIAL... I seriously can't endorse this. Though the mod, originally from DSoG_Sergeon, is quite fun and makes random items useful, the Perk with it's requirements just ruined it, no sense in having a perk at all.
player.forceav <ActorValue> <value> – Set precise value of Skill or S.P.E.C.I.A.L. level. A = Skill or S.P.E.C.I.A.L. name; X = amount - Skill range from (1-100), S.P.E.C.I.A.L. from (1-10) (Example: player.forceav medicine 50 sets medicine level on 50)
player.addperk xx003357 - add Lucky Bastard (xx is mod id number in plugin order/mod index)
74 comments
Mod hasn't been updated since 2014 so it's a lost cause.
(I want to know what the requirements are to craft "Padded Glove Insert".)
As in I don't need to have "Lucky Bastard" Perk, or need to use things like Hammer or Laser Cutter to make weapon mods?
This is seriously the only thing stopping me from endorsing this mod or recommending it to anybody.
Weapons of the New Millennia also lets you craft some modifications.
The requirements for this mod are quite steep and I wish there was a simplified version with few tools and just, say, a Repair Skill of 50 required. I needed to cheat to get the Perk since I started the game with a Luck (& Charisma) of 1. I did manage to craft all the tools though (some require other tools to make). Information of requirements is listing in the original mod: https://www.nexusmods.com/newvegas/mods/36741/?/
If you are cheating to add prerequiste tools or perk, make sure you use the wmr.esm load order, not WMR - WMX Edition.esp .
Firstly, you must of course have Project Nevada 2.5 and WMX 1.1.3 installed and working before installing this mod. If you are having crash on start up then it's most likely a load order issue, suggest use the program FNVEDIT to resolve.
Download and install FNVEDIT here: http://www.nexusmods.com/newvegas/mods/34703/?
I believe If you don't have the Ultimate Edition version of the game this mod will still work but any DLC you don't have you simply will not have the recipes available for the corresponding DLC's. Though I am unable to confirm it will work as I only have the Ultimate edition working with this mod.
Secondly, this version has realistic recipes only, meaning you will need to build the tools (file, pliers, laser saw, etc.) and have those tools and the necessary ingredients in order for the recipe to even show up at all. If you don't want to alt-tab between the game and browser all the time to check for recipes, I suggest you use Recipes For Weapon Mods (WMR) - THE NOTES : http://www.nexusmods.com/newvegas/mods/56784/? which will create a note with all the recipes available from your pip-boy.
Next, you must also get a perk called "Lucky Bastard" which is only available to select during a level up if you have a repair skill of 50 or above and a Luck of 7 or more. Im unsure if there is a prerequisite level you need to be at but I was able to get it as soon as I met the 2 previous requirements at level 16.
It should go without saying that you need the necessary repair skill to build particular tools and weapon mods or else the recipes will not show up, so be sure to check the recipe notes either with the Notes mod I specified or in the Description section of the original mod by DSoG_Sergeon: http://www.nexusmods.com/newvegas/mods/36741/?/
ALL OF THESE CONDITIONS MUST BE MET SIMULTANEOUSLY OR ELSE RECIPES WILL NOT SHOW UP AT THE WORKBENCH
On an ending note, I'm very grateful to be able to finally use all these mods working together and I want to thank all the mod authors for all of their hardwork... BUT... it was very difficult to confirm these mods working, I had to piece together info from all previous and related mods descriptions and readmes just to make sure I had it installed correctly before coming here to rant and educate fellow mod users who were also confused. I essentially had to stumble upon the necessary perk after I upgrade my Luck to 7 which normally isn't my play-style to have a high luck.
I understand the perk is supposed to be immersive because the perk specifies the Courier was only able to build mods because they happen to find a schematic just wondering the wasteland. but I'd argue that having a high luck is not relevant to be able to build weapon mods. Having a high repair and maybe an above average Perception or Intelligence should be enough to indicate that the Courier is able to reverse engineer weapon mods and build them from scratch as a means to augment their weapons.
For the reason that all the necessary conditions were not documented and consolidated in the description or readmes on this latest update, I can not endorse this mod until it is updated with all the necessary steps to be able to get it working. You are free to copy/paste my above steps if you wish or add anything else to it. Again, thank you for your efforts
Glad to know there was a notes version, i was about to start pulling apart the mod to find out what exactly is inside.
Also, "Lucky Bastard" requires you to be at least level 10 before you can acquire it. Hope that bit of info helps someone else.
"For the reason that all the necessary conditions were not documented and consolidated in the description or readmes on this latest update, I can not endorse this mod until it is updated with all the necessary steps to be able to get it working." Quoted for truth, KickingBear519. Have a kudos!
I seriously can't endorse this. Though the mod, originally from DSoG_Sergeon, is quite fun and makes random items useful, the Perk with it's requirements just ruined it, no sense in having a perk at all.
player.forceav <ActorValue> <value> – Set precise value of Skill or S.P.E.C.I.A.L. level. A = Skill or S.P.E.C.I.A.L. name; X = amount - Skill range from (1-100), S.P.E.C.I.A.L. from (1-10) (Example: player.forceav medicine 50 sets medicine level on 50)
player.addperk xx003357 - add Lucky Bastard (xx is mod id number in plugin order/mod index)
player.additem xx001F1C 1 - add Small Lens
player.additem xx001F1D 1 - add Big Lens
player.additem xx0024DF 1 - add Pliers
player.additem xx0024E0 1 - add Gas Burner
player.additem xx0024E1 1 - add Special Knife
player.additem xx0024E2 1 - add Laser Saw
player.additem xx0024E3 1 - add File
player.additem xx0024E4 1 - add Lens Polishing Tool
player.additem xx0024E5 1 - add Screwdriver
player.additem xx0024E6 1 - add Brace
player.additem xx002D8A 1 - add Soldering Iron
player.additem xx003068 1 - add Tap
For quickness Ctrl+Up Arrow repeats the command in the prompt window.
Now, you're set to mod weapons as you like.
Thanks man !