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Making weapons added by mods holdout?


DJL2011

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Hope Ive got this in the right section,

 

I am using a few weapon pack mods, as well as some single weapon mods and none of my modded weapons stay with me when I select "keep holdout weapons" upon entering a casino. I have checked the individual mods in GECK and most of the weapons are on the improved holdout list already, so I am really stumped as to why they don't make it past the casino security. If anybody could help me out with this I would really appreciate it, I was really looking forward to killing Benny with my silenced AMT Hardballer while wearing my stylish Agent 47 suit. :(

 

The weapon mods I have installed are:

Stalker Weapons Pack

Shrapnel

The Armory

AlexScorpion's Sniper Gear

A Cheytac m200 mod that seems to no longer be on the nexus

Devil's Mistress Returns DWPPC retex

Striker5877's Magpul Masada ACR Hi-poly

Tactical Combat Set I believe this was uploaded by Munkee but it seems to be under moderation ATM

Exciters mp5 pack

Exciters m4 pack

Tommy Gun.esp, no idea as to who the author of this one is

Hellsing Jackal by lautasantenni

Robocop - Sin City Beretta m93r Auto 9 by joe camel

SelfDefense Co. Brass Knuckles by Lolmaster

Fully Customizable Glock 20 by FrankFamily

Reservoir Razor by McMaverickz

m24 by enroger

Destroyer Of Worlds by whackyandyj

The Death Carbine by whackyandyj

Ruger gp100 by MBile

Beretta m9 Samurai Edge port by Morcris96

Patriot Gun NV by corax06

 

 

Thanks for any help/suggestions.

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If you have multiple mods that make HARD changes to those lists, only the last mod loaded will actually 'work'.

 

This is why it's considered bad practice to manually edit form lists; not that that stops ANYBODY...

 

You need to make a merge patch, or find all those mod Authors and smack them upside the head with the tome of good modding practice until thy fix it.

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