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frogs345

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frogs345

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12 comments

  1. Voicesaa
    Voicesaa
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    I don't know why, but your two newly updated mods actually conflict with the mods used by the shipyard to add items, such as Matilija's Aerospace AvonTechShipyards、Place Doors Yourself
    1. Voicesaa
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      I understand. It turns out it conflicts with NPC Height Variation. Damn it, this mod has edited too many things
    2. frogs345
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      Well, no, none of the mods I've updated recently conflict with any of those mods. None of them modify any of the same things as those mods. If you're having issues, then it's not down to what you've said there.

      Moreover, this mod doesn't edit too many things. This only records this mod edits are ones related to the laser sights for weapons. It doesn't touch any other part of the game, and certainly nothing to do with spaceships and NPCs.
    3. Voicesaa
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      Sorry,I mean, NPC Height Variation edited a lot of things. When I closed NPC Height Variation, everything was fine, the spaceship was fine, and the weapons were fine. I don't know why.
    4. frogs345
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      Oh, I understand in that case. I wouldn't have thought that mod would break things so much, but I'm not experienced enough with it to know how its changes interacts with other mods. Hopefully, you'll be able to figure something out.
  2. JbutterZJ12
    JbutterZJ12
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    thank youy34
  3. frogs345
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    Edit: As of the 1.10.31.0 patch, this is no longer an issue.

    Warning: There currently seems to be a bug in the game where any weapon/armour mods not present in the base game will be removed after closing the game, if the item isn't in the player's inventory or in the world. This will also result in the mod category no longer being accessible on the item. As a result, it's not recommended to put any custom mods on an item and then put them in a container or a companion's inventory. The only way to fix these items right now is by using console commands.

    Right now, this appears to be an issue with the game than any specific mod, as this occurs with the official skin packs as well.

    In regards to this mod, this can impact all of the Recon Laser Sights that are added, along with the Solstice's Barrels with Recon Sights and the Maelstrom's No Mod option in the laser sights category. However, the regular Laser Sight for the Maelstrom and Mag weapons should be safe, as these are modifications to mods that already exist in the base game.
  4. JotaEme88
    JotaEme88
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    Fantastic job mate, also love your other mod for scopes!
    Btw do you know how to disable the recon highlight effect? I really like the added accuracy but not the effect.
    1. frogs345
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      Glad to hear you're liking both mods!

      As far as I'm aware, there's no way to disable the recon effect without making a plugin for it. It's easy to do though, thanks to the templates they're using for mods.

      Honestly though, I'd suggest just using the standard Laser Sight if you want to avoid the effect. For most weapons, the accuracy bonus between the two sights is only a couple of percentage points at most, which I don't imagine is all that noticeable in actual gameplay.
    2. JotaEme88
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      Hey, thanks for replying mate. Yeah been using the regular laser sight - anyway, thank you for such neat mods!
  5. LuxDragon
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    Thanks for this. The Tombstone is my go-to gun and it's nice to have it upgraded like this.

    Quick suggestion though, might be better to add the L to the title for laser. I first assumed this mod added the recon scope, not the laser, which was weird considering you just created a mod for scopes too.
    1. frogs345
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      Glad to hear you like it!

      Good point at the name though. Honestly, I forgot that they had Laser in their names when I was setting up the mod page and files, but I thought it might be fine. But with what you've said, it's probably worth changing the name. I may or may not change the name of the plugin, but that'd only come if I need to update the plugin anyway.