so I did some testing and here are the problems i ran into for. once weapons are upgraded using your other mod 1 wmx doesnt work when weapons are upgraded they only use vanilla mods. 2 upgraded weapons perks arnt working at least grunt, cowboy and shotgun surgeons. I have both mods at the bottom of my load order so nothing should be in their way.
Given WMX adds weapon mods specifically for the vanilla weapons, this isn't something which surprises me. If the people who made WMX want compatibility they're welcome to contact me and we can work that out, but I've got the same standpoint as DLC when it comes to supporting other mods: It was never originally planned to be added so if it does, then that'll happen when I've got the content for all my existing/planned mods finished first.
For the weapons you think aren't working with perks- could you please let me know which ones specifically aren't working? They're all added to the same form lists as the original weapons through the same scripts which populate the world with the items, so if you're finding the guns in the first place then that means the script is working and the perks should be too.
It's the same situation with your comment on the crafting plugin, I'm definitely going to work on a patch for the DLC eventually I'm just working on other content at the moment. DLC support has always been an afterthought- not everyone will have all the DLC and so I'm working on the features of my work that are accessible to all first.
I was expecting them to read more like, "10mm Pistol, Low-Quality" instead of "Low Quality 10mm Pistol". Would it be possible for you to make such a version? I feel like it would fit in more with people who use things like JSawyer Ultimate and have the "Stimpak, Expired" Options on.
Sure, if you're interested in a version that's more compatible with sorting mods I can work on that. The way it is now just made more sense to me grammatically and given it's a mod intended to feel like part of the base game, I didn't even consider sorting mods. My bad on that one :p
Hi, nice mods! I have a question though, are the high and low-quality weapons affected by perks such as Shotgun Surgeon, Plasma Spaz, Pyromaniac, etc.? If not could you make it that they are affected? Thanks :)
Hi! Thank you for the compliment :) As explained in my spotlight and in the description, every weapon has been added to pretty much every category that the original was. So yes, HQ/LQ plasma rifles/pistols are affected by plasma spaz, every shotgun fits shotgun surgeon, all of the fire weapons and weapons which can fire incendiary ammunition (but only when firing incendiary ammunition) are affected by pyromaniac. Same goes for both tiers of holdout list and challenges too!
Thank you again :) If you're interested in new features, I do have a plan for a larger update which will add crafting and special misc loot for the mod. I'll be working on that sometime this week or next week so hopefully that interests you!
Thanks :) I'll be making similar mods for armour and other things like chems, meds and food in the near future, so if you like this they might be good for you too.
23 comments
1 wmx doesnt work when weapons are upgraded they only use vanilla mods.
2 upgraded weapons perks arnt working at least grunt, cowboy and shotgun surgeons.
I have both mods at the bottom of my load order so nothing should be in their way.
It was never originally planned to be added so if it does, then that'll happen when I've got the content for all my existing/planned mods finished first.
For the weapons you think aren't working with perks- could you please let me know which ones specifically aren't working? They're all added to the same form lists as the original weapons through the same scripts which populate the world with the items, so if you're finding the guns in the first place then that means the script is working and the perks should be too.
https://www.nexusmods.com/newvegas/mods/64960