Latest Version: ALLBP.341 -|- ALLBP.S.341 Compatibility: Officially released Steam 1.50.0 (and GoG/Epic Equivalent) (Also compatible with all prior game versions. However, only blueprints that exist in your game version will be auto-learned. Blueprints from newer game versions will just be skipped as they do not exist in your older game version.) ______________________________
_______________________________________________________________________ PLEASE ACTUALLY READ THE README FILE AND MOD DESCRIPTION _______________________________________________________________________ Asking basic questions that are not only already answered, but PLASTERED all over the mod and its files wastes not just my time, but yours. On that note:
Spoiler:
Show
As I am constantly needing to reply to questions on my mods with "As noted in the ReadMe...", and "As noted in the mod description...", if you do post a question that is already clearly answered on the mod page or in the mod ReadMe file(s): A) your question will be ignored B) your question will be removed C) you will be banned from access to all of my content
Repeated posts asking already-answered questions will likely also lead to removal of not just the question(s), but also of the ability for the poster to download or even see any of my mods on Nexus.
I already put the effort in to writing the information out clearly and in multiple locations. Being too lazy to bother reading any of them and going right to asking a question that is literally answered an inch above where the question is being written has no excuse. _________________________________________________________________________________________________________________ As I am used to re-writing information: To summarize: Anyone who asks a question/makes a statement/reports an issue that is already answered in the ReadMe file or clearly noted in the mod description will have their question ignored, outright deleted, and or simply blocked from even being able to see/download any of my mods. _________________________________________________________________________________________________________________
The mod makes a quest which is instantly completed upon loading or starting a new game and it will award all of the blueprints.
To account for save games potentially loading up into any of the many maps, this quest is multiplied and customized to load and complete in each map.
I previously had a keymaster quest relying on the internal "game_root" to recognize and initiate the custom awarding quests. This quest would auto-complete and activate the map quests that award all of the blueprints. This began behaving abnormally with the 1.10.0 update and it would not always recognize the mod quests.
I switched the mod to no longer rely on the "game_root" and keymaster quest. It would now piggy-back off of the first game quest being completed to trigger the awarding quest. Basically, you finish the movement tutorial and go down to the ground floor and begin actually playing, which completes the "Q_Start01" quest. Strangely, there seems to be a case of the blueprint quest awarding them all as soon as you wake up...which shouldn't happen as that Q_Start01 parent quest hasn't completed yet. Still figuring that one out.
Now, the wasteland (The Following) map is configured differently due to being DLC maps. I've now found that the quests there seem to rely on an actual root quest ("WastelandStart_Root"), and not the "game_root" internal to the base game's code.
The blueprint awarding quests in The Following maps use the "WastelandStart_Root" to initiate their awarding starting in ALLBP v179h, while the base maps all use the "Q_Start01" quest to initiate the awarding.
All of my personal tests resulted in multiple existing The Following save games, new The Following save games, and new or existing base game saves awarding them properly.
These changes to the mod behavior should also get rid of the [You have learned how to craft XXXXX] screen-spam due to the mass-awarding.
All Blueprints version - only requires adding the Data3.pak file into your game installation's "DW" folder.
Selective Blueprints version - requires placing the included empty Data3.pak file into your game installation's "DW" folder or using an existing Data3.pak file there. - opening the Data3.pak pak file with WinRar/7z and adding the 'data' folders from blueprint categories you want into the open Data3.pak file.
If installed correctly and not loading a save game into the Following/Countryside map, you need to progress past the tutorial stage of the game to when time passes normally and you are in 'freeroam'.
Have you already spent the night at the park/basketball court safe zone and time has begun passing normally?
learned all the blueprints and deleted the mod but i cant enter co-op help "The session you are trying to join no longer exists" error i was able to log in before installing the mod
Hi. I'm sorry, I've never heard of such an issue. I don't see how it could relate to this mod as it does nothing that could cause such an issue, though. All this mod does is have a custom quest that auto-completes and the quest reward is all of the blueprints instead of needing to go through the entire game and collect/earn them all.
Is it every co-op game you try to join? I thought perhaps it was just a run of bad luck of people possibly not realizing they had their games open to public until they see you trying to connect and then they set it private before you fully connect.
I'm not sure how co-op sessions go with connecting to each other as I've not taken part in co-op.
Have you installed any other mods that could have altered any game files, specifically files within Data0.pak or any mods that added any DLL files to your game directory? If so, those DLL files could be the culprit causing the trouble as removing that mod's Data3.pak file to uninstall that mod would still leave those added DLL files existing and causing co-op connection troubles.
You just repeated what you already stated in your first comment and did not answer any of my questions.
I was attempting to help you find the actual cause for the trouble you are having, but I can't help if my questions to help you find the actual cause are ignored.
I can only state that it is not due to this mod as this mod cannot cause this issue and to recommend that you seek another source as the cause.
Hi. This mod is not the cause of such an error. If you are getting that message when trying to connect to another player, possibilities include: 1) The mod Data3.pak file is still installed If so, delete the mod Data3.pak file from the game installation's "DW" folder and try connecting again 2) If the Data3.pak file has been removed, perhaps another the mod has been improperly installed into the Data0.pak file The Data0.pak file should never be altered directly. You would need to delete this pak file and run a Steam File Integrity Check to download a fresh, unaltered copy of the pak file.
If Data3.pak is removed and a Steam File Integrity Check didn't find any altered files to then download fresh, unaltered versions, then your game installation is likely not the cause of the trouble and it is the person you are trying to connect with that has a mod installed somewhere or a damaged/altered game pak file. That person would be the one that needs to remove the Data3.pak file from their installation and run a Steam File Integrity Check to verify their game files.
If you are both using other mods but you both simply removed this mod's files from your Data3.pak files, your pak files will still not be identical. A pak file containing the same files is not enough to match as any alterations to the pak file changes its Last Modified attribute and other attributes. If you are both still using the same mod(s) in your Data3.pak files, one of you must send the pak file to the other person for them to use instead of both removing this mod's files from your install pak files.
Thank you so much! I encountered a bug and couldn't get the Deathbringer. I did the 666 kill bounty 4 or 5 times on Nightmare difficulty and it never dropped. Thanks to your mod I can finally craft this gun. Thanks again for the mod and the detailed instructions (I only put blueprints from Hellraid in the data3.pack, so I can find the rest myself)!
Finally got around to playing this game. Knew I had a lot of catching up to do with all the updates and just didn't feel like going through all the hassle of finding every single blueprint. I have some knowledge of using mods and your instructions were crystal clear. Thank you for this and your "Merchants And Quartermasters - All Items" mod. I'm going to enjoy this game even more!
PS: Hope my donation was enough to buy you a meal =D
I have responded on your comment on my Merchants And Quartermasters - All Items mod, but I wanted to thank you here as well for your expression of appreciation for my mods! Thank you very much! I hope you find more of my mods to be of interest to you in enhancing your enjoyment of Dying Light!
tenho um mod recém instalado no jogo, e gostaria de adicionar esse mod de blueprints posso fazer isso em cima do arquivo data 3 acredito que vá fazer a substituição do mod anterior pois tem o mesmo nome de arquivo correto ?
Bom dia, amigo. Todos os arquivos dentro deste pacote são únicos e não entram em conflito com arquivos em outros pacotes.
Você não precisa substituir seu arquivo "Data3.pak" existente com a versão deste pacote. Em vez disso, você deve adicionar os arquivos deste pacote ao seu arquivo "Data3.pak" existente.
1) Abra o seu arquivo "Data3.pak" existente com um programa "zip", como WinRar ou 7zip. Você verá uma pasta chamada "dados". 2) Dentro deste pacote de download é uma pasta que contém os arquivos. Digite-o e você verá uma pasta chamada "dados". > "Extracted Files To Merge With Other Mods If Needed" 3) Copie esta pasta "dados" do pacote de download para o seu computador. 4) Arraste e solte a pasta "dados" da área de trabalho do seu computador para sua janela aberta "Data3.pak", que também exibe uma pasta chamada "dados".
Isto irá adicionar todos os arquivos deste pacote ao seu pacote existente. Em seguida, carregue o jogo e todos os projetos serão aprendidos.
____ Good day, friend. All of the files within this package are unique and will not conflict with files in other packages.
You do not need to replace your existing "Data3.pak" file with this package's version. Instead, you must add the files from this package into your existing "Data3.pak" file.
1) Open your existing "Data3.pak" file with a "zip" program, such as WinRar or 7zip. You will see a folder called "data". 2) Within this download package is a folder that contains the files. Enter into it and you will see a folder called "data". > "Extracted Files To Merge With Other Mods If Needed" 3) Copy this "data" folder from the download package to your computer desktop. 4) Drag and drop the "data" folder from your computer desktop into your open "Data3.pak" window that displays a folder called "data" as well.
This will add all of this package's files into your existing package. Then load your game and all blueprints will be learned.
Hey, i only want to unlock one specific blueprint only , the Fixer-upper, as i cant find any information about it on how to unlock in anywhere. Is it that possible ?
Hi. If you only want that one blueprint to be learned and no other blueprints, I note in the mod description that my Quartermaster Bows Mod can be used to only add specific items/blueprints to Quartermasters that can then be taken. That mod offers a version that adds all blueprints to the quartermasters so that you can then locate and take just that one blueprint from them without having to also get other unwanted blueprints learned.
Also to note, if you have already used this auto-learn mod on your game, once a blueprint is learned, it cannot be forgotten. If you have already auto-learned all of the blueprints on your save game, you would need to begin a new game without all blueprints auto-learned on it and then get that single blueprint from a Quartermaster using that other mod of mine to only have that one blueprint learned.
I strongly recommend that you use QBM+All Blueprints instead and then scroll down the Quartermaster offerings to the Gold "Fixer-upper" blueprint and then take just that one blueprint from the Quartermaser.
While using my QBM+All Blueprints mod to find and get only that one blueprint from quartermasters is faster, it is still possible to use this auto-learn mod to achieve what you want. If you insist on going the route of using this ALLBP mod to do it instead of QBM, doing so will require editing this mod's files so that only this one blueprint gets auto-learned on a specific map:
Spoiler:
Show
1) In this mod's "Selective" download zip, install the Selective mod Data3.pak file and open it 2) In the mod "Selective" download zip, enter the "7 Named Upgrades" folder and add the 'data' folder it contains into the open Data3.pak File 3) In the open Data3.pak file, browse to "data\quests" and delete all butthe one folder for the map you want that the quest will activate on: e.g. Delete all but the "slums" folder so the blueprint will only be auto-learned upon entering the Slums map (keep only the "wasteland" folder for the Following Countryside map, or "old_town" so loading into Old Town will active the mod) 4) In this lone folder you kept (e.g. "slums"), enter into it and then into the "allbp\named_upgrades" folder it contains 5) There are 4 custom quest files in this folder: allbp_X_named_upgrades_17_quest.xml allbp_X_named_upgrades_quest.xml allbp_s_named_upgrades2_17_quest.xml allbp_s_named_upgrades2_quest.xml Delete all but the last one. 6) Copy this remaining file out to your computer desktop and edit it using Notepad 7) On the 16th line you will see <!-- Named Weapon Upgrades --> and it will be followed by a bunch of these blocks for each blueprint it awards: <Path pxsl_line="8"> <Phase type="give weapon" name="_" weapon_id="Craftplan_Melee_Crowbar_CandyCane" pxsl_line="9" /> </Path>
Change the craftplan noted in the first block's weapon_id to being weapon_id="Craftplan_Melee_Machete_AddOn_Swrench"
Then delete all of the other <Path> </Path> blueprint sections after this one. It will look like this using the "slums" map quest as an example: <?xml version="1.0"?> <!-- StinVec's Auto-Learn All Blueprints Mod --> <QuestsDefinitions level="slums" source="dlc1" quest_tree="tree7" pxsl_line="3"> <Quest name="allbp_s_named_upgrades2_318" parent="Q_Start01" pxsl_line="5"> <Phase type="AND" name="_" pxsl_line="7"> <!-- Named Weapon Upgrades --> <Path pxsl_line="8"> <Phase type="give weapon" name="_" weapon_id="Craftplan_Melee_Machete_AddOn_Swrench" pxsl_line="9" /> </Path> </Phase> </Quest> </QuestsDefinitions> <!-- End StinVec's Auto-Learn All Blueprints Mod --> You will have now made it so only one blueprint gets auto-learned when you load into this specific map and specified the blueprint that gets auto-learned to be this one you desire. 7) Save the change you made to the file and add it back into the open Data3.pak file and replace the unedited version with yours. 8) Load into the Slums map (or the map you chose to use) and the custom quest will activate and auto-learn only this one blueprint.
Hi. This error occurs when one crafts and tries to equip a weapon from a DLC that is not owned. Is this the case for you?
If so, in the mod description I note: ______ - Some blueprints may require a minimum game version or owned DLC to learn, craft and equip ______
The mod only causes blueprints for weapons -DLC and not- to be learned. While you are able to craft DLC weapons from the DLC blueprints, you must still own the required DLC for that weapon in order to equip it.
Last Hope This weapon is produced from a Gold blueprint. The blueprint is located on your blueprints tab at the bottom of the first "Weapons" blueprint category. You can also hit your 'F' key to cycle between blueprint filters and viewing the "Weapons" category filter will have Last Hope at the very bottom.
Last Wish This weapon does not have a blueprint. You would need to use a mod such as my Merchants And Quartermasters - All Items mod to get it as an alternative to getting it from a docket. As the weapon has no price defined on it in the game files, it cannot be sold at merchants and can only be listed at quartermasters. You would need to use the main "Merchants and Quartermasters" version of that mod or the "Quartermasters Only" version to have the item listed at quartermasters. You can then get the item from any Quartermaster.
384 comments
Compatibility: Officially released Steam 1.50.0 (and GoG/Epic Equivalent)
(Also compatible with all prior game versions. However, only blueprints that exist in your game version will be auto-learned. Blueprints from newer game versions will just be skipped as they do not exist in your older game version.)
______________________________
_______________________________________________________________________
PLEASE ACTUALLY READ THE README FILE AND MOD DESCRIPTION
_______________________________________________________________________
Asking basic questions that are not only already answered, but PLASTERED all over the mod and its files wastes not just my time, but yours.
On that note:
A) your question will be ignored
B) your question will be removed
C) you will be banned from access to all of my content
Repeated posts asking already-answered questions will likely also lead to removal of not just the question(s), but also of the ability for the poster to download or even see any of my mods on Nexus.
I already put the effort in to writing the information out clearly and in multiple locations. Being too lazy to bother reading any of them and going right to asking a question that is literally answered an inch above where the question is being written has no excuse.
_________________________________________________________________________________________________________________
As I am used to re-writing information:
To summarize: Anyone who asks a question/makes a statement/reports an issue that is already answered in the ReadMe file or clearly noted in the mod description will have their question ignored, outright deleted, and or simply blocked from even being able to see/download any of my mods.
_________________________________________________________________________________________________________________
_________________________________________________________________________________________________________________
Behind-The-Scenes Info:
The mod makes a quest which is instantly completed upon loading or starting a new game and it will award all of the blueprints.
To account for save games potentially loading up into any of the many maps, this quest is multiplied and customized to load and complete in each map.
I previously had a keymaster quest relying on the internal "game_root" to recognize and initiate the custom awarding quests. This quest would auto-complete and activate the map quests that award all of the blueprints. This began behaving abnormally with the 1.10.0 update and it would not always recognize the mod quests.
I switched the mod to no longer rely on the "game_root" and keymaster quest. It would now piggy-back off of the first game quest being completed to trigger the awarding quest. Basically, you finish the movement tutorial and go down to the ground floor and begin actually playing, which completes the "Q_Start01" quest. Strangely, there seems to be a case of the blueprint quest awarding them all as soon as you wake up...which shouldn't happen as that Q_Start01 parent quest hasn't completed yet. Still figuring that one out.
Now, the wasteland (The Following) map is configured differently due to being DLC maps. I've now found that the quests there seem to rely on an actual root quest ("WastelandStart_Root"), and not the "game_root" internal to the base game's code.
The blueprint awarding quests in The Following maps use the "WastelandStart_Root" to initiate their awarding starting in ALLBP v179h, while the base maps all use the "Q_Start01" quest to initiate the awarding.
All of my personal tests resulted in multiple existing The Following save games, new The Following save games, and new or existing base game saves awarding them properly.
These changes to the mod behavior should also get rid of the [You have learned how to craft XXXXX] screen-spam due to the mass-awarding.
All Blueprints version
- only requires adding the Data3.pak file into your game installation's "DW" folder.
Selective Blueprints version
- requires placing the included empty Data3.pak file into your game installation's "DW" folder or using an existing Data3.pak file there.
- opening the Data3.pak pak file with WinRar/7z and adding the 'data' folders from blueprint categories you want into the open Data3.pak file.
If installed correctly and not loading a save game into the Following/Countryside map, you need to progress past the tutorial stage of the game to when time passes normally and you are in 'freeroam'.
Have you already spent the night at the park/basketball court safe zone and time has begun passing normally?
"The session you are trying to join no longer exists" error i was able to log in before installing the mod
Is it every co-op game you try to join? I thought perhaps it was just a run of bad luck of people possibly not realizing they had their games open to public until they see you trying to connect and then they set it private before you fully connect.
I'm not sure how co-op sessions go with connecting to each other as I've not taken part in co-op.
Have you installed any other mods that could have altered any game files, specifically files within Data0.pak or any mods that added any DLL files to your game directory? If so, those DLL files could be the culprit causing the trouble as removing that mod's Data3.pak file to uninstall that mod would still leave those added DLL files existing and causing co-op connection troubles.
I was attempting to help you find the actual cause for the trouble you are having, but I can't help if my questions to help you find the actual cause are ignored.
I can only state that it is not due to this mod as this mod cannot cause this issue and to recommend that you seek another source as the cause.
Hi. This mod is not the cause of such an error. If you are getting that message when trying to connect to another player, possibilities include:
1) The mod Data3.pak file is still installed
If so, delete the mod Data3.pak file from the game installation's "DW" folder and try connecting again
2) If the Data3.pak file has been removed, perhaps another the mod has been improperly installed into the Data0.pak file
The Data0.pak file should never be altered directly. You would need to delete this pak file and run a Steam File Integrity Check to download a fresh, unaltered copy of the pak file.
If Data3.pak is removed and a Steam File Integrity Check didn't find any altered files to then download fresh, unaltered versions, then your game installation is likely not the cause of the trouble and it is the person you are trying to connect with that has a mod installed somewhere or a damaged/altered game pak file. That person would be the one that needs to remove the Data3.pak file from their installation and run a Steam File Integrity Check to verify their game files.
If you are both using other mods but you both simply removed this mod's files from your Data3.pak files, your pak files will still not be identical. A pak file containing the same files is not enough to match as any alterations to the pak file changes its Last Modified attribute and other attributes. If you are both still using the same mod(s) in your Data3.pak files, one of you must send the pak file to the other person for them to use instead of both removing this mod's files from your install pak files.
PS: Hope my donation was enough to buy you a meal =D
tenho um mod recém instalado no jogo, e gostaria de adicionar esse mod de blueprints posso fazer isso em cima do arquivo data 3 acredito que vá fazer a substituição do mod anterior pois tem o mesmo nome de arquivo correto ?
Poderia no caso renomear talvez para data 4 ?
Obrigado
Você não precisa substituir seu arquivo "Data3.pak" existente com a versão deste pacote. Em vez disso, você deve adicionar os arquivos deste pacote ao seu arquivo "Data3.pak" existente.
1) Abra o seu arquivo "Data3.pak" existente com um programa "zip", como WinRar ou 7zip. Você verá uma pasta chamada "dados".
2) Dentro deste pacote de download é uma pasta que contém os arquivos. Digite-o e você verá uma pasta chamada "dados".
> "Extracted Files To Merge With Other Mods If Needed"
3) Copie esta pasta "dados" do pacote de download para o seu computador.
4) Arraste e solte a pasta "dados" da área de trabalho do seu computador para sua janela aberta "Data3.pak", que também exibe uma pasta chamada "dados".
Isto irá adicionar todos os arquivos deste pacote ao seu pacote existente. Em seguida, carregue o jogo e todos os projetos serão aprendidos.
____
Good day, friend. All of the files within this package are unique and will not conflict with files in other packages.
You do not need to replace your existing "Data3.pak" file with this package's version. Instead, you must add the files from this package into your existing "Data3.pak" file.
1) Open your existing "Data3.pak" file with a "zip" program, such as WinRar or 7zip. You will see a folder called "data".
2) Within this download package is a folder that contains the files. Enter into it and you will see a folder called "data".
> "Extracted Files To Merge With Other Mods If Needed"
3) Copy this "data" folder from the download package to your computer desktop.
4) Drag and drop the "data" folder from your computer desktop into your open "Data3.pak" window that displays a folder called "data" as well.
This will add all of this package's files into your existing package. Then load your game and all blueprints will be learned.
Also to note, if you have already used this auto-learn mod on your game, once a blueprint is learned, it cannot be forgotten. If you have already auto-learned all of the blueprints on your save game, you would need to begin a new game without all blueprints auto-learned on it and then get that single blueprint from a Quartermaster using that other mod of mine to only have that one blueprint learned.
I strongly recommend that you use QBM+All Blueprints instead and then scroll down the Quartermaster offerings to the Gold "Fixer-upper" blueprint and then take just that one blueprint from the Quartermaser.
While using my QBM+All Blueprints mod to find and get only that one blueprint from quartermasters is faster, it is still possible to use this auto-learn mod to achieve what you want. If you insist on going the route of using this ALLBP mod to do it instead of QBM, doing so will require editing this mod's files so that only this one blueprint gets auto-learned on a specific map:
1) In this mod's "Selective" download zip, install the Selective mod Data3.pak file and open it
2) In the mod "Selective" download zip, enter the "7 Named Upgrades" folder and add the 'data' folder it contains into the open Data3.pak File
3) In the open Data3.pak file, browse to "data\quests" and delete all butthe one folder for the map you want that the quest will activate on:
e.g. Delete all but the "slums" folder so the blueprint will only be auto-learned upon entering the Slums map
(keep only the "wasteland" folder for the Following Countryside map, or "old_town" so loading into Old Town will active the mod)
4) In this lone folder you kept (e.g. "slums"), enter into it and then into the "allbp\named_upgrades" folder it contains
5) There are 4 custom quest files in this folder:
allbp_X_named_upgrades_17_quest.xml
allbp_X_named_upgrades_quest.xml
allbp_s_named_upgrades2_17_quest.xml
allbp_s_named_upgrades2_quest.xml
Delete all but the last one.
6) Copy this remaining file out to your computer desktop and edit it using Notepad
7) On the 16th line you will see
<!-- Named Weapon Upgrades -->
and it will be followed by a bunch of these blocks for each blueprint it awards:<Path
pxsl_line="8">
<Phase
type="give weapon"
name="_"
weapon_id="Craftplan_Melee_Crowbar_CandyCane"
pxsl_line="9" />
</Path>
Change the craftplan noted in the first block's weapon_id to being
weapon_id="Craftplan_Melee_Machete_AddOn_Swrench"
Then delete all of the other <Path> </Path> blueprint sections after this one.
It will look like this using the "slums" map quest as an example:
<?xml version="1.0"?>
<!-- StinVec's Auto-Learn All Blueprints Mod -->
<QuestsDefinitions
level="slums"
source="dlc1"
quest_tree="tree7"
pxsl_line="3">
<Quest
name="allbp_s_named_upgrades2_318"
parent="Q_Start01"
pxsl_line="5">
<Phase
type="AND"
name="_"
pxsl_line="7">
<!-- Named Weapon Upgrades -->
<Path
pxsl_line="8">
<Phase
type="give weapon"
name="_"
weapon_id="Craftplan_Melee_Machete_AddOn_Swrench"
pxsl_line="9" />
</Path>
</Phase>
</Quest>
</QuestsDefinitions>
<!-- End StinVec's Auto-Learn All Blueprints Mod -->
You will have now made it so only one blueprint gets auto-learned when you load into this specific map and specified the blueprint that gets auto-learned to be this one you desire.
7) Save the change you made to the file and add it back into the open Data3.pak file and replace the unedited version with yours.
8) Load into the Slums map (or the map you chose to use) and the custom quest will activate and auto-learn only this one blueprint.
If so, in the mod description I note:
______
- Some blueprints may require a minimum game version or owned DLC to learn, craft and equip
______
The mod only causes blueprints for weapons -DLC and not- to be learned. While you are able to craft DLC weapons from the DLC blueprints, you must still own the required DLC for that weapon in order to equip it.
Last Hope
This weapon is produced from a Gold blueprint. The blueprint is located on your blueprints tab at the bottom of the first "Weapons" blueprint category. You can also hit your 'F' key to cycle between blueprint filters and viewing the "Weapons" category filter will have Last Hope at the very bottom.
Last Wish
This weapon does not have a blueprint. You would need to use a mod such as my Merchants And Quartermasters - All Items mod to get it as an alternative to getting it from a docket. As the weapon has no price defined on it in the game files, it cannot be sold at merchants and can only be listed at quartermasters. You would need to use the main "Merchants and Quartermasters" version of that mod or the "Quartermasters Only" version to have the item listed at quartermasters. You can then get the item from any Quartermaster.