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  1. Gambit77
    Gambit77
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    Installation Instructions
    NOTE: I got a good testimonial about the install process that sums it up well, "Holy s***, finally got full Weaponsmith installed. I have never done more to get a single mod installed, or less to get dozens of weapon mods installed."
    #1 - Install all the required frameworks: AWKCR, LOADS, New Calibers, and See-Through Scopes.
    The needed plugins from the frameworks are:
    ArmorKeywords.esm
    Loads.esm
    New Calibers.esp
    3dscopes.esp
    Picture tutorial for steps #2 through #8, but not step #5 (I forgot because I did that in my assets a long time ago)
    Spoiler:  
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    [Archive]
    sResourceIndexFileList=Fallout4 - Textures1.ba2, Fallout4 - Textures2.ba2, Fallout4 - Textures3.ba2, Fallout4 - Textures4.ba2, Fallout4 - Textures5.ba2, Fallout4 - Textures6.ba2, Fallout4 - Textures7.ba2, Fallout4 - Textures8.ba2, Fallout4 - Textures9.ba2, Unique NPCs - Main.ba2, Unique NPCs - Textures01.ba2, Unique NPCs - Textures02.ba2, Unique NPCs - Textures03.ba2, Unique NPCs - Textures04.ba2, Unique NPCs - Textures05.ba2, Weaponsmith Extended 2 - Textures01.ba2, Weaponsmith Extended 2 - Textures02.ba2, Weaponsmith Extended 2 - Textures03.ba2, Weaponsmith Extended 2 - Textures04.ba2, Weaponsmith Extended 2 - Textures05.ba2, Weaponsmith Extended 2 - Textures06.ba2

    #2 - Install Weaponsmith Extended v2 plugin and one of the ini files (which one depends on whether you're also using Unique NPCs - An Overhaul of the Commonwealth) from the main file section.
    #3 - Download the bundled asset pack and all the weapon mods under the heading in the description page, REQUIRED WEAPON MODS TO DOWNLOAD SEPARATELY. Move all these mod archives to one folder.
    #4 - Extract all the rar/7zip archives. Using Archive2.exe extract all ba2 archives. Compile all the assets into a single folder.
    #5 - In the Materials/Weapons/mjp/ptrs folder delete the file with Japanese characters in the file name.
    Spoiler:  
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    #6 - Using Archive2.exe create new file using General format. Add Materials, Meshes, and Scripts folders. Save as Weaponsmith Extended 2 - Main. Using Archive2.exe create new file using DDS format, and set Maximum Archive size to 1024. Add Textures folder and save as Weaponsmith Extended 2 - Textures. In v2-23-2019 this will create 6 segmented texture ba2s. Errors about .jpg, .tga, thumbnail files not being included in the archive are harmless. The texture ba2 is for .dds files only, all the rest are added junk.
    #7 - Setup a folder file structure like so, Weaponsmith Extended 2 v2-23-2019 Assets/Data. Inside that Data folder place your Sound folder and ba2 files.
    Weaponsmith Extended 2 v2-23-2019 Assets/
    Data/
    Sound/
    Weaponsmith Extended 2 - Main.ba2
    Weaponsmith Extended 2 - Textures01.ba2
    Weaponsmith Extended 2 - Textures02.ba2
    Weaponsmith Extended 2 - Textures03.ba2
    Weaponsmith Extended 2 - Textures04.ba2
    Weaponsmith Extended 2 - Textures05.ba2
    Weaponsmith Extended 2 - Textures06.ba2
    Use WinRar or 7Zip to archive the Weaponsmith Extended 2 v2-23-2019 Assets folder and then import that archive into your mod manager and install it normally.
    #8 - For your load order you want Weaponsmith Extended 2.esp right near the bottom.I recommend only putting compatibility patches to merge other mods' leveled lists with the lists from Weaponsmith, and custom followers and Unlimited Companion Framework or Everyone's Best Friend below Weaponsmith Extended 2.esp.
    #9 - It's been reported that Vortex is installing the Weaponsmith Extended 2.ini file to the wrong location which is preventing the BA2s from loading properly causing invisible weapons. Make sure you have it installed in Fallout 4/Data/.
    Here is my current load order for reference.
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    # This file is used by the game to keep track of your downloaded content.
    # Please do not modify this file.
    *DLCUltraHighResolution.esm
    *Unofficial Fallout 4 Patch.esp
    *ArmorKeywords.esm
    *SettlementKeywords.esm
    *WorkshopFramework.esm
    *HUDFramework.esm
    *XDI.esm
    *DEF_WIDGETS_CORE.esm
    *Homemaker.esm
    *SimSettlements.esm
    *Snap'n Build.esm
    *NAC.esm
    *Endless Warfare.esm
    *Loads.esm
    *Darlene.esm
    *CC Nuka VIS-G Patch.esl
    *Gatorclaw Revamp.esl
    *Ghouls Revamped.esl
    *RRTV_NukaRecipeRetextures.esl
    *RRTV_RobotModelKits.esl
    *SimSettlements_IDEKsLogisticsStation.esl
    *Sim Settlements_Drinks_VIS_Weightless_DLC_Patch.esl
    *SimSettlements_RotC_Complex_SunshineTidings.esl
    *SimSettlements_RotC_Complex_AbernathyFarm.esl
    *SimSettlements_RotC_Complex_Castle.esl
    *SimSettlements_RotC_Complex_CoastalCottage.esl
    *SimSettlements_RotC_Complex_CountyCrossing.esl
    *SimSettlements_RotC_Complex_Covenant.esl
    *SimSettlements_RotC_Complex_CroupManor.esl
    *SimSettlements_RotC_Complex_DaltonFarm.esl
    *SimSettlements_RotC_Complex_EchoLake.esl
    *SimSettlements_RotC_Complex_EgretToursMarina.esl
    *SimSettlements_RotC_Complex_FinchFarm.esl
    *SimSettlements_RotC_Complex_Graygarden.esl
    *SimSettlements_RotC_Complex_GreentopNursery.esl
    *SimSettlements_RotC_Complex_HangmansAlley.esl
    *SimSettlements_RotC_Complex_JamaicaPlain.esl
    *SimSettlements_RotC_Complex_KingsportLighthouse.esl
    *SimSettlements_RotC_Complex_LongfellowsCabin.esl
    *SimSettlements_RotC_Complex_MechanistsLair.esl
    *SimSettlements_RotC_Complex_Murkwater.esl
    *SimSettlements_RotC_Complex_Nordhagen.esl
    *SimSettlements_RotC_Complex_OberlandStation.esl
    *SimSettlements_RotC_Complex_OutpostZimonja.esl
    *SimSettlements_RotC_Complex_RedRocket.esl
    *SimSettlements_RotC_Complex_SanctuaryHills.esl
    *SimSettlements_RotC_Complex_Slog.esl
    *SimSettlements_RotC_Complex_Somerville.esl
    *SimSettlements_RotC_Complex_StarlightDrivein.esl
    *SimSettlements_RotC_Complex_TaffingtonBoathouse.esl
    *SimSettlements_RotC_Complex_TenpinesBluff.esl
    *SimSettlements_RotC_Complex_Vault88.esl
    *SimSettlements_RotC_Complex_VisitorCenter.esl
    *SimSettlements_RotC_Complex_WarwickHomestead.esl
    *PerpetualBeta_Framework.esm
    *Worsin's Garage.esm
    *NewCalibers.esp
    *CC BFG VIS-G Patch.esl
    *CC Doom Marine VIS-G Patch.esl
    *CC Tunnel Snakes VIS-G Patch.esl
    *CC Anti-Material Rifle WSE & VIS-G Patch.esl
    *CC Branded Attire VIS-G Patch.esl
    *CC Chinese Stealth Armor VIS-G Patch.esl
    *CC Cpt. Cosmos VIS-G Patch.esl
    *CC Gauss Rifle VIS-G Patch.esl
    *CC Handmade Shotgun VIS-G Patch.esl
    *CC Hellfire PA VIS-G Patch.esl
    *CC Horse Armor VIS-G patch.esl
    *CC Prey VIS-G Patch.esl
    *ProtoLining.esl
    *CROSS_CosmeticFramework.esm
    *SettlementMenuManager.esp
    *WorkshopPlus.esp
    *PowerArmorHUD.esp
    *DEF_WIDGETS_SURVIVAL1.esp
    *HoloTime.esp
    *Immersive HUD.esp
    *Extended weapon mods.esp
    *TheMobileMechanic.esp
    *aes_rendeco.esp
    *AES_Renovated Furniture.esp
    *AkaSinger.esp
    *AkaWaterWorld.esp
    *AlternateFurniture.esp
    *AlternateSettlements.esp
    *BasementLiving.esp
    *BetterJunkFences.esp
    *Bunker1LinkedContainers.esp
    *CompactCrafting.esp
    *CREAtiveClutter.esp
    *CREAtiveGardens.esp
    *CWSS Redux.esp
    *DD_Foundations_&_Water_Wells.esp
    *dinoshelf.esp
    *Eli_Crafting Shiz 9000.esp
    *Evan_Modular Kitchen.esp
    *Graffity2ElectricBoogaloo.esp
    *Homemaker - Bunker Disabler.esp
    *ImmersiveVendors.esp
    *LadyKillerBed.esp
    *Northland Diggers New.esp
    *NX Pro - Farm Core.esp
    *OCDecorator.esp
    *OCDispenser.esp
    *OCDecoratorDLC.esp
    *RainbowBeds_Kids.esp
    *RealTroughs.esp
    *SettleObjExpandPack.esp
    *ShootingTarget.esp
    *SimSettlements_XPAC_Conqueror.esp
    *SimSettlements_MegaPack_YearOne.esp
    *Altairp's Animal Farm.esp
    *BloodMoonRaiders.esp
    *SimHomestead.esp
    *IndustrialCity_Sim_Settlements_Addon.esp
    *SimSettlements_AddOnPack_Foundations_JtBryant.esp
    *SimSettlements_AddOnPack_SimTowers_JtBryant.esp
    *SimSettlements_AddOnPack_Utilities_JtBryant.esp
    *JunkTown.esp
    *ss_addon_pbpp.esp
    *RS_Sim_AddOn.esp
    *ruined_simsettlement_addonpack.esp
    *ohSIM_Sim_Settlements_Scrappers_Addon.esp
    *SSAOP_SamutzVault88.esp
    *WVSimSAddon.esp
    *Snappy_HouseK.esp
    *Summer Roses.esp
    *NorthlandDiggers-SummerRoses.esp
    *Thematic and Practical.esp
    *Thematic and Practical - DLC.esp
    *Unicorn_Farts_And_God_Rays.esp
    *VendorTrunk.esp
    *Vault-Tec Workshop Overhaul.esp
    *VltElevatorDLC.esp
    *Weapon Brackets.esp
    *Merged Game Setting Tweaks.esp
    *Cuts and Blunts 3.0.esp
    *WET.esp
    *CommonwealthConifersREDUX.esp
    *TrueGrass.esp
    *SlowTime.esp
    *Auto Loot.esp
    *Gernash-Sounds.esp
    *Blues Radio DBR.esp
    *NuWaste.esp
    *OWR.esp
    *Radioliberty.esp
    *RenRadioMod.esp
    *Wolf100.esp
    *CBBE.esp
    *AzarPonytailHairstyles.esp
    *KSHairdos.esp
    *MiscHairstyle.esp
    *MoreHairstyles4Female4.1.esp
    *Kat's New Hairstyles1.3.esp
    *TheEyesOfBeauty.esp
    *3DNPC_FO4Settler.esp
    *RecruitableSettlers.esp
    *SimSettlementsRecr_Leaders.esp
    *CROSS_GoreCrits.esp
    *CompanionStatus.esp
    *CompanionHealThyself.esp
    *DavesPoses.esp
    *Dirty Raiders Standalone for CBBE.esp
    *UniquePlayer.esp
    *UniqueFollowers.esp
    *ModdableRobotSettlers.esp
    *Campsite.esp
    *DrunkenGnomes_Gnomepocolypse.esp
    *Eli_Chestnut Lodge DLC.esp
    *Eli_Faction Housing Overhaul - Institute.esp
    *Eli_Faction Housing Overhaul - Prydwen.esp
    *Eli_Faction Housing Overhaul - Sanctuary.esp
    *Eli_Faction Housing Overhaul - The Castle.esp
    *Eli_Faction Housing Overhaul - V81.esp
    *Eli_FahabaShack.esp
    *Eli_Hangman's Home.esp
    *Eli_Rockin Red Rocket.esp
    *RRTV_AtomCats_Home.esp
    *RRTV_BunkerZulu.esp
    *RRTV_CambridgeBungalow.esp
    *RRTV_CommonwealthRoadMap-Drumlin.esp
    *RRTV_EdenCinemaHome.esp
    *RRTV_FizztopGrilleEnhancements.esp
    *RRTV_GoodneighborCondo.esp
    *RRTV_HomesAndBunkers_Coastal.esp
    *RRTV_HomesAndBunkers_Oberland.esp
    *RRTV_HomesAndBunkers_Slog.esp
    *RRTV_HomesAndBunkers_Somerville.esp
    *RRTV_HomesAndBunkers_Starlight.esp
    *RRTV_OverbossHideaway.esp
    *RRTV_ScavBunker_Home.esp
    *Cyber-Light Apartments.esp
    *AlootHomePlate.esp
    *3DNPC_FO4.esp
    *AA FusionCityRising.esp
    *OutcastsAndRemnants.esp
    *ProjectValkyrie.esp
    *BTInteriors_Project.esp
    *Better Power Armor - Extended.esp
    *WIPAG_Power Armor Overhaul.esp
    *WIPAG_Paint Garage - Full (Hard).esp
    *WIPAG_Decal Station.esp
    *FALLOUT4WT.esp
    *Jetpack Overhaul.esp
    *Brotherhood of Steel Kit.esp
    *SuperMutantRedux.esp
    *Unique NPCs.esp
    *Unique NPCs FarHarbor.esp
    *LooksMenu.esp
    *LooksMenu Customization Compendium.esp
    *BetterSettlers.esp
    *Unique NPCs_SpecialSettlers_All.esp
    *Leaders Of The Commonwealth.esp
    *SS_AddOn_CbC_AIO.esp
    *Unique NPCs - Creatures and Monsters.esp
    *Unique NPCs - Creatures and Monsters - NonLore.esp
    *DeadlierDeathclaws.esp
    *DeadlierDeathclaws_Insanity.esp
    *VIS-G Legendary Modifications.esp
    *VIS-G Item Sorting.esp
    *Armorsmith Extended.esp
    *Armorsmith CC Weapon Skins For Wearable Weapons.esp
    *Armorsmith Accessories.esp
    *Armorsmith Cat_woman1989.esp
    *Armorsmith Deserter X.esp
    *Armorsmith Ellise.esp
    *Armorsmith Pack It Up.esp
    *3DNPC_FO4 AE VIS.esp
    *Classic Combat Armor.esp
    *Crimsomrider's Tomb Raider Accessories.esp
    *CROSS Ultimate Merge v3.esp
    *DeckardCoat-ArmorsmithExtended.esp
    *Eli_Armour_Compendium.esp
    *BetterSettlersCCAPack2.0.esp
    *EnclaveX02.esp
    *Fading's Oodles of O's AE & VIS-G Patch.esp
    *FOC_NCR_Armors.esp
    *GITS_suit_by_OniNigma.esp
    *Hellfirenew.esp
    *HN66-SiriusArmor.esp
    *HN66Fo4_EasyGirl_BS.esp
    *Ingestibles Extended.esp
    *UNPC - IE patch.esp
    *JC-Shirt and Jeans.esp
    *K9TacticalHarness.esp
    *LagrieHelmet.esp
    *Mercenary.esp
    *MilitarizedMinutemen.esp
    *MilitarisedMinutemen_PatchesAddon.esp
    *rep_immersivecanteen.esp
    *STRAC Hats.esp
    *NukaRadBans.esp
    *RaiderOverhaul.esp
    *Rangergearnew.esp
    *Revolution Clothing.esp
    *Scavvers of the Commonwealth.esp
    *strong_PA.esp
    *Synth Overhaul.esp
    *Tactical Flashlights.esp
    *TrueReporter.esp
    *Unique_NPCs_SuperMutantRedux.esp
    *Unique NPCs - Creatures and Monsters - AE & VIS-G Patch.esp
    *VisibleWeaponsOnPacks.esp
    *VisibleWeaponsOnPacks - AE patch.esp
    *WastelandGirlArmor.esp
    *WestTekTacticalOptics.esp
    *GunmetalWeaponSkins.esp
    *3dscopes.esp
    *Weaponsmith Extended 2.esp
    *SuperMutantRedux_AE-WSE-VIS-G-Insanity_AIO_Patch.esp
    *UNPC - WSE Patch.esp
    *Stm_DiamondCityExpansion.esp
    *Unique_NPCs-Stm_DiamondCity.esp
    *DCE_female_body_replacer_EasyGirl.esp
    *The_Left_Field_Diner.esp
    *Eli_Faction Housing Overhaul - Railroad HQ.esp
    *Eli_MarlboroughHouse.esp
    *DCE v1.4.2 - TLFL v1.0 - Patch.esp
    *Gernash Lights.esp
    *Gernash Lights_Fire_Smoke_Plants.esp
    *Armorsmith-Weaponsmith_CC_Patch.esp
    *Leveled List Patch.esp
    *Audrey.esp
    *ButtonsCompanion.esp
    *Cait.esp
    *Danse.esp
    *DualSurvivors.esp
    *DualSurvivors_additionaldialogue.esp
    *llamaCompanionHeather.esp
    *MacCready.esp
    *Nick Valentine Deckard prototype.esp
    *Piper.esp
    *Preston.esp
    *SummonCompanions.esp
    *EFF.esp

    Also, v2 does not build off v1.2, so if you were using the older version you want to uninstall it before installing v2.
  2. Gambit77
    Gambit77
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    What does this mod do?
    If you're familiar with my other juggernaut Armorsmith Extended, you'll know this is a question that requires a long answer.
    #1 - This mod adds hundreds of weapons. All these new weapons are fully leveled list integrated. All the new weapons are also setup to where they can spawn with random mod loadouts on them. All the new, vanilla, and DLC weapons, with the exception of Swan's Axe which is a unique loot drop, are craftable at the Weaponsmith bench.
    #2 - All the new weapons, as well as all the vanilla weapons have undergone a balance overhaul. All ballistic weapon damage is based off of muzzle energy for particular calibers as well as barrel length. Rifles are significantly more dangerous than small arms fire. Melee weapons do more damage and many are faster. I tried making the melee combat have a pace more similar to the pace of battle in Skyrim. Melee combat is now a more viable choice. I have also done a balance overhaul on the caps value of weapons and ammunition. Ranged Weapon Perks have been nerfed from adding up to +100% to now only up to +50% damage. All receivers now also have been nerfed from adding up to +100% to now only up to +50% damage. So ranged weapon mods & perks now combined have been nerfed from adding up to +200% to now only up to +100% damage. This is better for balance late game.
    #3 - Ammo crafting galore. All New Caliber ammos as well as LOADS variants of each of those calibers are craftable at the Ammunition bench. The Crafting Workbenches plugin from here moves crafting of vanilla ammos to the same bench, and Weaponsmith Extended 2.esp moves crafting of the vanilla ammos' LOADS variants to the same bench as well. Now WSE, CW, and LOADS all share one ammunition bench and set of menus. Also for ammo crafting I've implemented a casing and primer system that you will recognize from Fallout New Vegas. I'm bringing it back. To make ammo you craft gun powder, various primers, and casings or shells for the type of ammo you want to craft. For crafting loads variants you need the base ammos and additional ingrediants. Also weapon vendors are now receiving shipments of supplies needed for ammo crafting.
    #4 - Framework orgy time. If you were previously a LOADS and New Calibers user, you probably pined to have LOADS variants for the New Calibers ammos. Now you do, so go out and f*** the Commonwealth up, down, and sideways til your heart's content. Besides that particular marriage of compatibility, this mod also seamlessly integrates the AWKCR and See Through Scopes frameworks as well. No more compatibility patches.
    #5 - Dynamic weapon naming. This mod has gun and melee weapon naming rules built off of Valdacil's Item Sorting as a base, but expanded to encompass the much wider variety of weapon calibers, as well as integration of various weapons new custom mods.
    #6 - Weapon Calibers. What good is it to have a massive variety of available ammos if you can't shoot them. Now you can. Every new gun has a very wide selection of weapon caliber rechambering mods. There are two ways to go about crafting these. For a lower level character with Gun Nut 2, you can acquire barrels and conversion kits from vendors in order to craft rechambering mods. For higher level characters with Gun Nut 4, you don't need any parts because you can fabricate them yourself as you craft the rechambering mods. Also caliber rechambering mods are on their own mod slot, not receivers, so you can use the receiver of your choice and caliber mods will scale throughout the whole game. Rechambering mods besides changing the ammo a gun uses, also effect attack delay, ammo capacity, recoil, and action point costs. So there are advantages and disadvantages to using weaker or more powerful caliber bullets compared to the base ammo type for a weapon.

    TAKE NOTICE: DON'T RECHAMBER YOUR GUN WHILE IT'S LOADED WITH A LOADS AMMO VARIANT, AS THAT WILL BREAK YOUR ABILITY TO HOTSWAP AMMOS ON THAT GUN.

    FREQUENTLY ASKED QUESTIONS
    Please read these before asking a question


    Q: This mod is too hard to install, why can't it be or will you make it a one-button install?
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    Q: How does hotswapping LOADS ammo variants work?
    Spoiler:  
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    A: At the ammo bench in the [Ammunition Switchers] menu, there are an assortment of activators that can be hot keyed. They go about switching in different ways, so how you want to handle it is a personal preference thing. I myself hotkeys the next ammo and previous ammo activators. To assign them to the vanilla hotkey system is done normally. If you're using the FO4 Hotkeys mod, to assign it to a keyboard key you have to unequip any weapons in order to place the activator in one of that mod's hotkeys. Also note that ammo swapping will only work if you only have one of the currently equipped gun in your inventory. If you have more than one of that gun the script can't work and will give you a debug message reminding you of this. This is a limitation of the LOADS mod.
    If that first method of hotkeying the activator doesn't work using the FO4 Hotkeys mod, try this method from ItemRain.
    You may need to install a console reenabler temporarily if you don't have one installed. (Or start a non survival game to get the itemIDS.)
    Type into your console:
    hotkey Y player.equipitem XXXXXXXX
    Where Y is the key you want as a hotkey, it must be a capital letter (so G not g).
    Where XXXXXXXX is the ItemID of the switcher.
    OR
    Put:
    Y=player.equipitem XXXXXXXX
    into your Hotkey.ini (it's in your Data files if you installed FO4Hotkeys correctly).
    (the Y and XXXXXXXX being the same as the above method.)
    If you change your load order and it stops working check the itemid of the item is still the same.

    Q: I'm getting a repeatable CTD when I go into my inventory or the weapon bench to mod a weapon.
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    A: This is an indication of a missing mesh. Occasionally NMM fails to install all the files from a mod archive properly. Try to identify possibilities for which weapon you think it is causing the CTD, and check what files you have installed against what files are in the bundled asset pack or one of the separately downloaded mods for that weapon, and finish manually installing any missing files.
    This could also be caused by having an out of date ArmorKeywords.esm, in which case the game CTDs when it tries to access a keyword that you don't have. Concealed Armors and Crafting Workbenches are both packed with very old versions of ArmorKeywords.esm, do not allow them to overwrite AWKCR.

    Q: When packing my ba2s how can I split up the textures into multiple ba2s?
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    A: The first step is when you choose to create a new archive, you need to change one of the settings. The following pic shows how to segment your texture ba2 into 1GB chunks.

    The second step is setting up an ini file to allow the game to associate the split ba2s with the plugin. I will show you how to make a plugin specific ini, although this may work by adding the same entries to you custom ini.
    Say Weaponsmith Extended 2.esp is the only mod you have doing this, you'd create an Weaponsmith Extended 2.ini file and in it would be this,
    [Archive]
    sResourceIndexFileList=Fallout4 - Textures1.ba2, Fallout4 - Textures2.ba2, Fallout4 - Textures3.ba2, Fallout4 - Textures4.ba2, Fallout4 - Textures5.ba2, Fallout4 - Textures6.ba2, Fallout4 - Textures7.ba2, Fallout4 - Textures8.ba2, Fallout4 - Textures9.ba2, Weaponsmith Extended 2 - Textures01.ba2, Weaponsmith Extended 2 - Textures02.ba2, Weaponsmith Extended 2 - Textures03.ba2, Weaponsmith Extended 2 - Textures04.ba2
    But say you had another mod that does this also. In that situation only the ini for whichever mod is lower in your load order will work. For example, say you're using Unique NPCs like me. Since Weaponsmith goes lower in your load order, you'll want to add the entries you'd need for UniqueNPCs to your Weaponsmith Extended 2.ini, like so,
    [Archive]
    sResourceIndexFileList=Fallout4 - Textures1.ba2, Fallout4 - Textures2.ba2, Fallout4 - Textures3.ba2, Fallout4 - Textures4.ba2, Fallout4 - Textures5.ba2, Fallout4 - Textures6.ba2, Fallout4 - Textures7.ba2, Fallout4 - Textures8.ba2, Fallout4 - Textures9.ba2, Unique NPCs - Main.ba2, Unique NPCs - Textures01.ba2, Unique NPCs - Textures02.ba2, Unique NPCs - Textures03.ba2, Unique NPCs - Textures04.ba2, Unique NPCs - Textures05.ba2, Weaponsmith Extended 2 - Textures01.ba2, Weaponsmith Extended 2 - Textures02.ba2, Weaponsmith Extended 2 - Textures03.ba2, Weaponsmith Extended 2 - Textures04.ba2


    Realistic Bullets - Velocity and Gravity by ShanicTheOatmeme
    Visual Reload Compatibility Patch by Zeridian and a_blind_man (Not up to date) Battousai is currently updating Zeridian's patch.
    Modern Weaponry (Weaponsmith Extended 2 - Modern Firearms merge) by TeddyShots (not up to date)
    Weaponsmith Extended Contraptions by Cyborg11
  3. Gambit77
    Gambit77
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    First off I want to thank all the people involved in this project.
    Big thanks to DOOM for being a great wingman and helping me out a bunch with the plugin work, as well as including his awesome guns Desert Eagle, LK-05 Carbine, MAC-11, Kalash, Rhino M1, SCAR-LK, M2019 PKD Detective Special, and the scary MAIBATSU swords.
    Thank you to Battousai124 for helping with plugin work and handling getting permission for including bundled assets.
    Thank you to ShawnPhillips for the beta testing feedback and for helping people out in the comments.
    Thank you to BrowncoatGarrus for making the excellent framework New Calibers and for being willing to rework his mod to a different way of going about handling rechambering mods. I think the new system we're using has turned out great.
    Thank you to TalkieToaster for making the excellent framework Loads of Ammo and for helping me work things out when I got stuck adding support for his hot-swappable ammo system for all the New Caliber ammos.
    Thank you to Henkspamadres for making the excellent framework See-Through Combat Scopes, for patches he made for various weapon mods, and his Alien Assault Rifle and Gatling Rifle mods that he has allowed us to integrate into this mod.
    Thank you to DrDanzel for getting the ball rolling when it came to crafting items proper. His ammo plugins were the basis for how I handled ammo crafting for this mod.
    Thank you to Valdacil for teaching me all about utilizing FO4's dynamic naming rules, and for being a great wingman on AWKCR.
    Thank you to ElminsterAU, Hlp, Zilav and Sharlikran for FO4Edit. I'm sure the CK is a great tool, but it's your tool that I have grown to love, and it's responsible for making this mod.
    Thank you to MatortheEternal, Fireunduhb, and VlitS for their FO4Edit scripts. The three of you helped me get things done in a much more efficient manner. And without you three this mod wouldn't be done yet.
    Thank you to Yogensia for making some melee weapons with attitude, the Parang Machete, Harley Quinn's Bat, Can Cudgel, and Crowbar mods and letting us package them with this mod.
    Thank you to our resident Hatori Hanzo, Billyro for making the awesome swords Crecy, Menace, Regent, Scottish Claymore, and The Serenity mods and letting us package them with this mod.
    Thank you to TrickyVein for pushing the boundaries of what kind of weapons we can have in game with his Crossbows, Chainsaw, and Buzz Axe mods and for letting us package them with this mod.
    Thank you to Wretched89 for making the H&K USP pistol and allowing us to package it with this mod. I have one of these, so I have a soft spot for this pistol.
    Thank you to InsanitySorrow for all the awesome mods you made for Skyrim, and in particular the Celtic Katana and Tanto, who has allowed us to package his work with this mod. Also thank you to InvalidFate for the port, hope you're well, we miss you.
    Thank you to M150 for always bringing a super amount of creativity and playfulness with your mods, and for allowing us to package Kid's Rocket Launcher and Pitching Machine with this mod. Diamond City security looks badass walking around with the latter.
    Thank you to Amoveve for bringing us a big toy to play with, the M82a2 AMR and letting us package it with this mod.
    Thank you to Skibadaa for all his super creative mesh mashup guns, That Gun, IF-54 Battle Rifle, IF-88 Tactical Shotgun, WH-77 LSW, and the big boy, the WH Mk.22 HMG, for leading me down the path to being a LOADS user, and for letting us package his guns with this mod.
    Thank you to Mattsahuman and Stefan Engdahl for their Pipe Shotgun, which is aesthetically indistinguishable from Bethesda canon, and for letting us package their weapon with this mod.
    Thank you to Devon Hartman for adding a new unique weapon to the game with Swan's Axe and allowing us to package it with this mod.
    Thank you to Mike Moore for bringing us axes and blades galore.
    Thank you to Bleu for making a nice UMP and M79 Thumper and to DDProductions for putting them in the game, for being a source of almost constant amusement, and for giving modders a voice. Your advocacy is appreciated.
    Thank you to Dazzerfong for making that badass MK-14 EBR. It's a real beauty.
    Thank you to Tumbajamba for all the awesomeness you bring into our games. Specifically this time the XM-73 Gauss Rifle, but the Battle Goat will always have a place in my heart.
    Thank you to Doobot for making the AS Vektor. It's one of the most beautiful weapons for FO4.
    Thank you to Sligth for his enhancements to the Desert Eagle, and all of his support for Weaponsmith from the beginning.
    Thank you to Junnari for his G67 Battle Rifle. I really like how many different looks this gun can pull off.
    Thank you to TrophiHunter for his Ka Bar BK-3 and BK-9 tactical knifes, they're blacked out beauties, and the Survival Knife. And now that I can play some I look forward to trying out that sexy Walther P99. It'll definitely be in the first batch of guns that gets added to this down the road.
    Thank you to Undyne777 for his MP-153 Riot Shotgun.
    Thank you to Nonow and Robtest for bringing us a little bit of the Mojave with their great Mysterious Magnum. I always rock this on my revolver harness.
    Thank you to FF7Cloudstrife, Moniterman, and thespaceman0915 for their M-14 and M2216 as well as the other weapons they brought to us right out the gates.
    Thank you to Rakul for bringing us some more Mojave in the form of another iconic revolver, the Ranger Sequoia.
    Thank you to Z06Frank for bringing us an awesome assortment of great guns, Wasteland Ordnance.
    And last, but not least, thank you to zAlteredBeastz, FadingSignal, Descivii and Kikaimegami for making weapon wearable meshes so that we can go adventuring in style.

  4. Battousai124
    Battousai124
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    A small announcement:
    I know the install process is an increase compared to other mods.
    But please refrain from asking for permission from the other mod authors. We have a standing communication line to them and we are working on it
  5. bluefroggy
    bluefroggy
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    So what I learned is that I am going to delete all mods that need this damn mod. Too bad when you made this mod, you couldn't have made it so we don't have to go through the 97 steps to make it work.
    1. Gigadweeb
      Gigadweeb
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      That's your fault for not following the steps. It takes maybe 45min to do and after that you have a giant list of weapons that play nicely.
    2. spicydeath82
      spicydeath82
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      he can't include those other mods in his for various reasons, either those mod authors declined or did not respond to his request(likely due to no longer modding). getting mad at gambit for something he has no control over is plain stupid.
    3. Battousai124
      Battousai124
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      REJOICE, OUR SUBJECTS!!!
      As of the next update to WeaponSmith Extended, there will be even fewer of separately needed mods to get it to work.

      Fret not, for we are continuing our quest to obtain permissions for asset inclusion to make your install process easier.
  6. JH275
    JH275
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    IS YOUR MOD MANAGER GIVING YOU ERRORS FOR BA2 ARCHIVES? READ THIS!

    So the Fallout 4 Creation Kit and Archive2 got updated in the Next-Gen update. It seems that .ba2 archives made with this new Archive2 aren't recognized as being for FO4 mods on Vortex (idk about MO2), so you will get an error message regarding the .ba2 archives and people have been encountering issues like invisible weapons in game. Here's a guide to get the old Creation Kit on Steam, so that you can create functioning .ba2 archives.

    IF YOU ALREADY CREATED THE WEAPONSMITH EXTENDED 2 MAIN & TEXTURES .BA2 ARCHIVES USING THE ARCHIVE2.EXE FROM THE NEXT-GEN CREATION KIT YOU WON'T BE ABLE TO OPEN THEM WITH THE OLD CREATION KIT! IF YOU DELETED THE LOOSE FILES YOU DOWNLOADED MAKE SURE TO EXTRACT THE ARCHIVES BEFORE FOLLOWING THE INSTRUCTIONS BELOW OR INSTALL THE OLD CREATION KIT TO A DIFFERENT LOCATION IN STEP 5.


    Otherwise you will have to download all the files again. Or go back to the new creation kit, extract ba2 archives and rollback again. If you haven't created the Weaponsmith Extended 2 archives yet, you don't need to worry about this.


    • Enter the following in a browser window or Run

      steam://nav/console

    • In the Steam console windows enter the following two commands

      download_depot 1946160 1946161 6928748513006443409
      download_depot 1946160 1946162 3951536123944501689

    • These will download into <your steam install directory>\steamapps\content\app_1946160

    • depot_1946161 contains CreationKit.exe and depot_1946162 contains the rest of the Creation Kit files.

    • Copy everything from inside these directories into the Fallout 4 root directory, or wherever your Creation Kit is installed, to replace the Next-Gen Creation Kit with the old one. Alternatively copy the content of the directories to a different location to maintain both versions of the Creation Kit
    1. Gambit77
      Gambit77
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      or use Backported Archive2 Support System or BA2 Archive Version Patcher to make your archives made with Next Gen CK backwards compatible
  7. AshevilleHorror
    AshevilleHorror
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    Wasted too much time trying to get this to work when I could be just playing the game instead. 
    1. Gambit77
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      Takes 10 minutes for someone that can follow directions
    2. Adto
      Adto
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      10 minutes for someone who has +10 years of knowledge in modding
      You are just trolling if you are saying you can set the game with +12391 mods that you have to download manually AND read all the contents before installing each and every single mod... In 10 minutes
      bruh
    3. Gambit77
      Gambit77
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      There is 16 separate downloads, wah. And you don't need to read their mod pages, you just need to download the file it says to on this page. You have no experience dragging and dropping folders that's a you problem. That's a basic computer skill.
  8. Adto
    Adto
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    Moders asking straight to f*#@ you is the best way to not make anyone download it. Good job
    1. Gambit77
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    2. Adto
      Adto
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      coming from someone who thinks an entire +300 mods to download takes less than 10 minutes, there is some amount of copium coming from you mouth that is so god damn funny
    3. Gambit77
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      The actual install process takes 10-15 minutes, only 5 of which is actually doing anything, and that is only using Archive2.exe and dragging and dropping some folders. With this mod it's 17 downloads, and not not sure why you're counting the time it takes for your internet to download them, but it surely takes less time in a web browser to start 17 downloads than it does to start downloading hundreds.
      You can use this mod or not, it's your loss if you don't, not mine.
  9. PedePano31
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    It just works.
    I used MO2 to install everything and I didn't follow your installation guide. I just installed the bundle, the plugin, the .ini file, and both survival patches. I also added the mods that are outside the bundle, and so far, everything is working perfectly.
    The only issue is with the HK USP .45 — the combat scope is pink and I can't see through it, but I think that's a problem with the See Through Scopes mod.
    1. Gambit77
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      Just so other people won't think, this just works, I'll explain the problems with doing this.
      First, those separate mods outside the bundle. Did you also disable all their plugins after installing them? If not you'll have two versions of each of them in your game, only one setup properly to Weaponsmith standards. Also, if any of those have their assets packed in ba2s, and you did disable their plugins, the game won't load their assets. So lose/lose situation there. Also, the rest of those separate mods that use loose files and all the mods contained in the bundeled asset pack will take a large performance downgrade because Fallout 4 has very good optimization for loading textures saved in the correct bc7/bc5 dds format and packed in ba2s, as the game is able to load only the mipmap level needed for display in game instead of loading the entire texture files, which is much faster and uses much less vram.
    2. PedePano31
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      Hey, thanks again for the detailed explanation earlier.
      I went back and redid the installation properly after your advice. You were right: the weapon mods that needed to be downloaded separately were causing issues because I hadn’t extracted their assets.
      I extracted all the necessary BA2s, organized the loose files correctly, and disabled the original standalone plugins. Now everything is working perfectly — no invisible meshes, no duplicates, and performance is solid so far.
      The only thing I noticed is that the HK USP .45 still has a pink scope texture, but from what I checked, it seems to be a problem with the original mod itself, not with Weaponsmith.
      If I notice any big performance drop due to the loose files, I’ll repackage them into a BA2 archive to optimize loading.
      Thanks a lot for taking the time to help — it made a huge difference getting everything cleaned up!
    3. Gambit77
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      You're welcome. You'll see the biggest performance improvement from packing the assets when you're scrolling through the weaponsmith bench or your inventory if you have a lot in it, but also on weapon swaps. Situations where the game is loading lots of weapons at the same time. Maybe not as much on the weapons swaps as WE uses mostly weapons with 2K textures, versus 4K, which is where weapon swap lag is more noticeable. To be fair this advice is also based on playtime with a GTX 1080, so maybe newer cards handle the load better.
  10. CHAAAARGE
    CHAAAARGE
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    My game crashed to desktop after I installed weaponsmith - was my fault and I fixed it but I thought I leave it here to help others.

    When installing 3dScopes dont use the replace options it will install 3dscopes - replace.esp (or something) instead of 3dscopes.esp and weaponsmith will not find the required esp and crash. 
  11. Is there a way to keep synths to just use laser weapons? I think its lore breaking to see them use an AK or FAL lmao. I'm ok with everybody else tho.
    1. Gambit77
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      There are 3 Leveled List records you'll want to edit in FO4Edit. I wouldn't just delete them though as some of the added entries are definitely still your lore friendly (the AS_Veckor one is Institute skinned and a very high tech SMG, and some others are laser and plasma weapons) although I consider it all lore friendly (if the institute is still gonna send mark 2 synths, some in bad repair, into the field on missions, they would also put quality weapons they scavenged into use as they obviously can't meet their logistic needs with new manufacturing). Those 3 leveled lists are:
      NPC_LLI_Synth_Weapons
      NPC_LLI_Synth_Weapons_Rifle
      NPC_LLI_Synth_Weapons_Shotgun
  12. sparton13376
    sparton13376
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    I appreciate all the work yall have done, but I have to be honest. You have made this more challenging than just going and downloading the separate gun mods on their own. The extra steps leave so many questions unanswered, and without knowing exactly how you have this set up its just not worth the time. I wish I had a suggestion but I am so lost how you have this set up I gave up downloading all the individual mods was easier.
    1. Gambit77
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      The second stickied post "What does this mod do?" explains all the enhancements you're not getting by using all the original mods individually.
      Also, instead of downloading 16 mods and following the instructions on how to do 5 minutes of work with 10 minutes of waiting for Archive2.exe to unpack/pack files, you chose to download 107 additional mods individually instead? Did downloading 107 mods take less than 15 minutes, 5 minutes of which was actual effort?
      I'm sorry this isn't a 1-click install, it is what it is, but you didn't save on time or effort by choosing not to learn a new basic skill (how to use Archive2.exe) and following some simple directions. And you're missing out on around 500 hours of polish that turns many mods into a cohesive enhanced whole.
  13. msx77412
    msx77412
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    Hmmmm Im getting some pink textures for 2 weapons. Pipe shotgun and one of revolvers. Not sure where it comes from, I'm confident I installed all required mods, then this one with plugin and INI, just like instructions says. Everything packed correctly. Otherwise than this, wonderful pack with great weapons :)
    1. Gambit77
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      Pipe Shotgun is a bundled asset mod, so if you were missing the bundled asset file you'd have a lot more missing textures. Maybe you hit the ba2 cap and it isn't loading one of the texture ba2s for you. For my London build I packed the texture ba2s into 2GB instead of 1GB because there seemed to be a limit on ba2s that could be in an ini and London added a lot of it's own. Anyways, I haven't noticed any performance hit from doing so, so maybe try that, and adjust your ini entries accordingly.
    2. msx77412
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      Ok, Ill try it, thank you.
  14. carlvestinging
    carlvestinging
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    All the guns are invisible in the workbench and in hand. Can somebody help explain what could be problem?
    1. Gambit77
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      That would be a meshes issue. So it could be a problem with your install, did you follow the written instructions above?
      It could also be a problem with your Weaponsmith Extended 2.ini. You shouldn't need to do this (it works fine for me without doing this), but some people have said that their Weaponsmith Extended 2 - Main.ba2 wasn't being loaded (invisible weapons, no sounds), until they added it into the entries in their Weaponsmith Extended 2.ini file.
      It could also be as simple as a typo in the filename of Weaponsmith Extended 2 - Main.ba2, as that file name has to be exact for the game to load it.
      It could also be an issue with hitting the vanilla limit on ba2s installed. I don't know that much about this issue since I never hit it, and never needed to learn about it, but I do know that once you hit it ba2s above that limit don't get loaded, and since WE is low in load order, that could be a possibility if you have a very large mod build.  IIRC, I think there is a mod maybe that fixes the issue, but I'm not sure.
  15. Vanshira
    Vanshira
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    It's not that there hasn't been an NG-specific update, it's that one of its required master files is the extremely dead-as-in-the-modder-has-openly-announced-that-they'll-never-touch-it-again-and-you-shouldn't-download-it New Calibers.
    1. Gambit77
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      New Calibers needs no update, and probably got a little too many calibers added to it in the first place. I think there was an update or two that I never integrated into Weaponsmith because they were so obscure I never heard of them. The idea that you have to add to a mod forever is ludacris, especially in this case where the things being added is more and more bullet calibers. We have more than enough of those. There is nothing wrong with the released version of New Calibers.
    2. Vanshira
      Vanshira
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      I think there's a wire or two here that's not connecting here.
    3. Gambit77
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      What does that mean? He said don't use it because he didn't want to offer any time to people commenting and asking questions, making requests for more. It doesn't mean the mod has unresolved issues. It's bug free and feature complete. His announcement is basically saying leave me alone already.
      But because of that you think I should what, switch to a different caliber adding mod? Do you have any idea how much work that would be for zero gain? I'm not knocking any of the newer ones. Maybe they made new assets (new unique ammo box reskins, unique bullet casings), but honestly, how often do you go into your pipboy to examine ammo boxes or toggle free cam to zoom in and stare at bullet casings on the ground? Most interaction with calibers is what is it's name (New Calibers has that) and how does it perform in relation to other calibers (Weaponsmith has that), you don't really need anything else. If you have a valid argument on why that isn't enough then lets hear it?
  16. ReaperOfTheFallen
    ReaperOfTheFallen
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    please update _god