Fallout New Vegas
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PushTheWinButton

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439 comments

  1. jedp15
    jedp15
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    Looking at using 'GRA Unique Weapons Relocated' with this. Is it compatible with Mojave Arsenal's "fully integrated" GRA option? Also, does this mod remove the GRA copies of vanilla weapons, like 'Gun Runners' Arsenal Merged'? Thanks!
    1. PushTheWinButton
      PushTheWinButton
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      Just set the unique weapons to disabled and the custom weapons to merged in the INI file.
  2. CryoStrider
    CryoStrider
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    I recall that once upon a time years ago this mod had a problem when you used it alongside JSUE, which was an overabundance of reloading parts (since both mods would add these items to loot), so I was told by multiple people I should turn off this feature in Mojave Arsenal's ini if I was running it with JSUE.

    I'd just like to ask, is this still necessary nowadays, or has this issue been addressed in some capacity?
    1. PushTheWinButton
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      That has never been the case, so you’re all good.
  3. huntermane
    huntermane
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    I have a mod added weapon that uses the assault carbine's (vanilla) extended mags. I'm not able to use the vanilla or GRA mags though. What settings do I need to tweak within the ini so I can use either of them?
    1. EggTheKing
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      I'm having this same issue
    2. PushTheWinButton
      PushTheWinButton
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      I assume you're using the option to swap the vanilla weapons with the GRA ones. Just make a patch that makes the weapon use the GRA mags instead.
    3. huntermane
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      I appreciate you getting back to me. I ended up making an "if IsModLoaded" patch
  4. jedp15
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    Just wanted to get a better idea of how the ammos breakdown in this. There's a mod: Bullets Broken Down, that allows breaking the primers, case, & powder down to its base form (ex: 50mg case to brass) that can then be reused to create any ammo caliber, which makes total sense. Does this include something like that?
  5. zealotlee
    zealotlee
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    Hi! I'm trying to get CaliberZL to have similar ammo distribution to how you have set it up with special types. I've been poking around the mod, but maybe there's something I'm missing? Also, if you'd like I can add my ammo types to your lists if the mod is loaded.
  6. MeisterKennyNMA
    MeisterKennyNMA
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    Is this compatible with DLC Weapon Integration?
    1. nurna
      nurna
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      There's an earlier reply from the author that it won't unfortunately.
    2. PushTheWinButton
      PushTheWinButton
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      It probably is.
  7. Marzzh
    Marzzh
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    Is there an option to disable the ammo name changes at all? I am a fool
  8. TinyWizard4
    TinyWizard4
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    Does this mod play well with WMX?
    1. PushTheWinButton
      PushTheWinButton
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      I'm not sure, but probably.
  9. Meatballis1
    Meatballis1
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    Is this compatible with EVE?
  10. pandanese24
    pandanese24
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    Seriously amazing mod! I gotta ask though would you ever consider creating a compatibility patch for this mod with anonx1987's WAP retextures? I've noticed that this mod conflicts with WAP Year One and Bonus particularly with weapon textures for vanilla weapons that're replaced with GRA Weapons.
    1. PushTheWinButton
      PushTheWinButton
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      The way the GRA integration works in this mod is to silently swap any instance of the vanilla weapons with the moddable GRA versions. All that the texture mod needs to do for compatibility is to also retexture the GRA versions, which it probably should do anyway.