This mod has been discontinued because of its many issues which I couldn't fix. Fortunately, there are now several very good alternatives. I've suggested a few of these; check out the Description page of this mod.
So, I've found that adding them to the supermutantweapons formlist fixes this. I've just tested it and the pancor jackhammer is now being equipped and firing properly and everything.
But why doesn't this mod add these weapons to the formlist itself? The super mutants spawn with these weapons but can't use them unless you manually patch them into the formlist.
Unless I'm missing something here, which I feel like I am, because I can't really find any other person mentioning this problem beyond a single reddit post from years ago.
I'm using a Bashed Patch, but this mod doesn't actually seem to alter the supermutantweapons formlist so it doesn't even matter. I've also noticed super mutants were spawning with Fire Axes & Rippers which also didn't work until I added them to the formlist manually so this clearly seems to be some sort of issue on my end but I have no idea what the problem is.
I used this mod years ago and never remember having this issue, except when using TTW but I'm not using that currently.
Ok, I narrowed down the ripper issue being just a problem with another mod.
But I've turned off all other mods except for this, & WAR, spawned in super mutants with the console and they are still spawning with these weapons which they cannot equip because they're not in the super mutant formlist.
Switching over to Another Millenia, which doesn't seem to have this problem, because I sure as Hell don't feel like adding nearly 100 weapons to the supermutantweapons formlist manually.
Thanks for your replies. Yes, I have tried looking through this mod on FNVEdit and GECK. But I simply couldn't begin to fix the issues I had been told, plus these which you just described. I suspect one reason is due me using an autopatcher to merge the original plugins (I tried to merge them manually with FNVEdit, but failed), which the TTW team doesn't recommend, particularly for plugins which contains a lot of scripts.
But thanks for telling me this anyway. It looks like I am way over my head on this mod. Plus even if everything works as it should, this mod would still be very unbalanced, gameplay-wise. Looks like I'm going to have to recommend my fans to use another mod instead.
Having to stick on the version from the 14th of july for some reason as if I update as soon as I go to the items section on my pipboy game just crashes odd glitch could be that something else causes it but the fact that it works fine again if I downgrade it means something at least
I don't think those are regular cartridges, since when the Model 12 was originally designed and put into production most people used Brass Shotgun Shells
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They have ammo, plus the gun in their inventory, but when I use the console command "showinventory" on them it states "CANNOT EQUIP"
I can't figure out what I'm doing wrong here.
But why doesn't this mod add these weapons to the formlist itself? The super mutants spawn with these weapons but can't use them unless you manually patch them into the formlist.
Unless I'm missing something here, which I feel like I am, because I can't really find any other person mentioning this problem beyond a single reddit post from years ago.
I'm using a Bashed Patch, but this mod doesn't actually seem to alter the supermutantweapons formlist so it doesn't even matter. I've also noticed super mutants were spawning with Fire Axes & Rippers which also didn't work until I added them to the formlist manually so this clearly seems to be some sort of issue on my end but I have no idea what the problem is.
I used this mod years ago and never remember having this issue, except when using TTW but I'm not using that currently.
But I've turned off all other mods except for this, & WAR, spawned in super mutants with the console and they are still spawning with these weapons which they cannot equip because they're not in the super mutant formlist.
But thanks for telling me this anyway. It looks like I am way over my head on this mod. Plus even if everything works as it should, this mod would still be very unbalanced, gameplay-wise. Looks like I'm going to have to recommend my fans to use another mod instead.