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.
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.
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.
"The Gun Runners' Arsenal DLC divides opinion. Some people like it because it adds flash new items, but wish it was better integrated with the vanilla game, and others (like me) think that it ruins the game balance so much that it would be better off removed entirely."
Is it possible for you to release an optional file with a custom INI that includes your own settings for this mod, similar to the "Push's Tweaks" file for JSawyer Ultimate Edition? I find that you usually do a pretty good job when it comes to balancing changes, so it'd be nice to have a pre-configured INI with all of your personal tweaks available.
I'd also like to ask... does this play well with Vigor? That mod also does some sort of GRA integration, but I'm not exactly sure what it does and if it conflicts with Mojave Arsenal's changes.
My preference is to disable the custom GRA weapon and the optimized energy ammo, so those are the only changes in the INI that I would make.
I'm pretty sure that this won't play nice with Vigor, as it will mess with the GRA containers and leveled lists. Just seems like a less feature-complete JSawyer Ultimate anyway.
I tried to remove recipes from this mod because there is an overlap with SPARE, but when i do that main menu doesn't want to load in, it's just the background. I suspect one of the scripts tries to reference some recipes and can't find them, but i don't know wich one does that.
I'm getting these two errors in my nvse.log. I'm not really sure what they mean. Has anyone else experienced this? Error in script 5D010970 (MoArsenalEvOnCellSeen) in mod Mojave Arsenal.esp Attempting to call a function on a NULL reference Script line approximation: eval ##rRef.IsPersistent## && rRef.GetOwner (error wrapped in ##'s) Where rRef=invalid form (175912), rRef=invalid form (175912) File: Mojave Arsenal.esp Offset: 0x00A1 Command: eval
Error in script 5D023A9C (MoArsenalFnLootAddxNVSEOptimised) in mod Mojave Arsenal.esp Attempting to call a function on a NULL reference Script line approximation: eval ##rContainerRef.GetItemCount MoArsenalToken## > 0 (error wrapped in ##'s) Where rContainerRef=invalid form (175912) File: Mojave Arsenal.esp Offset: 0x0021 Command: eval
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Is there an option to disable the ammo name changes at all?I am a foolIs it possible for you to release an optional file with a custom INI that includes your own settings for this mod, similar to the "Push's Tweaks" file for JSawyer Ultimate Edition? I find that you usually do a pretty good job when it comes to balancing changes, so it'd be nice to have a pre-configured INI with all of your personal tweaks available.
I'd also like to ask... does this play well with Vigor? That mod also does some sort of GRA integration, but I'm not exactly sure what it does and if it conflicts with Mojave Arsenal's changes.
I'm pretty sure that this won't play nice with Vigor, as it will mess with the GRA containers and leveled lists. Just seems like a less feature-complete JSawyer Ultimate anyway.
Error in script 5D010970 (MoArsenalEvOnCellSeen) in mod Mojave Arsenal.esp
Attempting to call a function on a NULL reference
Script line approximation: eval ##rRef.IsPersistent## && rRef.GetOwner (error wrapped in ##'s)
Where rRef=invalid form (175912), rRef=invalid form (175912)
File: Mojave Arsenal.esp Offset: 0x00A1 Command: eval
Error in script 5D023A9C (MoArsenalFnLootAddxNVSEOptimised) in mod Mojave Arsenal.esp
Attempting to call a function on a NULL reference
Script line approximation: eval ##rContainerRef.GetItemCount MoArsenalToken## > 0 (error wrapped in ##'s)
Where rContainerRef=invalid form (175912)
File: Mojave Arsenal.esp Offset: 0x0021 Command: eval