Errant6 Posted May 19, 2022 Share Posted May 19, 2022 So, just wondering. how weapon replacer mods and their prerequisites work when overwriting default weapons. e.g. If I use a weapon install the Ultimate M4 Pack, then the Replacer Pack that draws off the UM4P to replace Handmade Rilfes with CAR15's... Does that mean when I find "CAR15"s in-game...they all have the Handmade Rifle stats? they all have the Ulitmate M4 Pack's CAR15 stats? orit depends entirely on how the Replacer Pack is written?do I need to avoid level list injectors when installing the Ultimate M4 Pack* to be sure? *(I can't remember if that particular mod has level list injectors but some replacer pre-reqs do...) Thanks in advance for any guidance. Link to comment Share on other sites More sharing options...
StormWolf01 Posted May 20, 2022 Share Posted May 20, 2022 Hi Errant :)Good question. And the short answer is that yes it does depend upon how the mod is written.If the author copied over all the information from the mod weapon, then it will have that author's stats and everything. However, if the author of the replacer mod just made it so that the replacers just use the graphics and sounds from the mod weapon, then it will have the vanilla weapon's stats.IF the replacement author modified a level list to inject the guns/gear into the world, then yeah. The NPCs that would normally carry the handmade rifle would have a chance of carrying the CAR15 instead. (I say "chance" simply because level list usually is not 100% chance (of carrying the handmade rifle, to be replaced).As for the LL injections and avoiding them. It's entirely up to you. If you want NPCs to spawn them, and any items that may accompany them (such as custom ammunitions) then use the level list. If you want them to be more of a "specialized" gear, then don't use a LL. :)Keep in mind tho, that the more items that a NPC has in a level list, the much more that it's gear is gonna get randomized. Since there are more items in the list for the game engine to sort through. So your chances of getting what You Want from rando NPCs on that list, drops. Hope this helps you out :)-Storm Link to comment Share on other sites More sharing options...
Errant6 Posted May 22, 2022 Author Share Posted May 22, 2022 Hi Errant :smile:Good question. And the short answer is that yes it does depend upon how the mod is written.If the author copied over all the information from the mod weapon, then it will have that author's stats and everything. However, if the author of the replacer mod just made it so that the replacers just use the graphics and sounds from the mod weapon, then it will have the vanilla weapon's stats.IF the replacement author modified a level list to inject the guns/gear into the world, then yeah. The NPCs that would normally carry the handmade rifle would have a chance of carrying the CAR15 instead. (I say "chance" simply because level list usually is not 100% chance (of carrying the handmade rifle, to be replaced).As for the LL injections and avoiding them. It's entirely up to you. If you want NPCs to spawn them, and any items that may accompany them (such as custom ammunitions) then use the level list. If you want them to be more of a "specialized" gear, then don't use a LL. :smile:Keep in mind tho, that the more items that a NPC has in a level list, the much more that it's gear is gonna get randomized. Since there are more items in the list for the game engine to sort through. So your chances of getting what You Want from rando NPCs on that list, drops. Hope this helps you out :smile:-Storm Thanks Storm, any info is helpful. End of the day I'd like to replace the looks of the canon weapons, but not the stats - but most replacers require a base weapon mod and don't specify whether you end up with just new-looking-canon-stat-weapons, or those plus the modded weapons (often with dramatically different stats), dropping around in game. Guess I need to wrap my head around making my own weapon replacers if I really want to be sure. Link to comment Share on other sites More sharing options...
StormWolf01 Posted May 24, 2022 Share Posted May 24, 2022 Heyas Errant :)It really would be nice if the authors of some mods would be a bit more specific in those areas, indeed.I dunno if you have any experience with Xedit or not. https://www.nexusmods.com/fallout4/mods/2737But my recommendation would be to view both weapon's files with Xedit, and compare the stats. Damage, recoil, etc. If they are the same, then clearly it's what you're looking for,If they're not the same, its actually pretty easy to change them. When Xedit opens, it will open with checkmarks next to ALL the mods in your game folder. Even the master file, and the DLC, CC files that you have. You want to press CTRL + A to highlight ALL of them. Once they're all highlighted, tap your SPACEBAR. That will UNcheck all of them. Then just left click on one of them (not in the check box) to UNhighlight them all. Then just check the mod that you are wanting to look at/edit. That will also activate the master esm file too, as those are always listed as dependancies. Once the files are open, you go down to where it lists Weapon, and click the + next to it. Do that in both the mod, and the master file.Now, when you have the name of the replacer weap and the vanilla weap both to where you are able to click on them, hold down on your Shift key and single click each one of them. WHEN you do this correctly (it may take some practice, it did for me, at least) it will list both weapons side by side, running vertically. You can then scroll down the file, by using the scroll bar on the RIGHT hand side of the screen, until you get to where the stats are (Down towards the bottom IF I remember correctly.If they are different, you can literally drag and drop the number values from one of the to the other. Tho the first time, Xedit will ask if you are SURE you want to do that. Then I think it makes you wait 3 seconds to decide that Yes, you Do want to do it,Then afterwards, just CTRL + S to save the file. Link to comment Share on other sites More sharing options...
StormWolf01 Posted May 24, 2022 Share Posted May 24, 2022 Oh, if they're different, you would also want to check the weapon's Aim or AimData or Aim model file. (sorry, can't remember the exact name at the moment!)that has your recoil settings, your accuracy, etc etc etc in it. Link to comment Share on other sites More sharing options...
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