v1.7has Support Skin Switching(only PC) [at present, skin Support weapons: Giat Famas , STI 2011, SIG MCX , MP7, Mac10, Mk14 Redux, MPX, SA80, AX50(Tooun's), USP .45(Tooun's), I will add more in the future]
About install : The ESL file must Activated before entering the game you can use your [ MO / NMM / Vortex ]tools to Enable it(or Manually activated/edited the plugins.txt) C:\Users\xxxx\AppData\Local\fallout4\plugins.txt
xxxx = your system user name
C:\Users\xxxx\Documents\My Games\Fallout4\Fallout4Custom.ini Add the following data. [Archive] bInvalidateOlderFiles=1 sResourceDataDirsFinal=
important: F4se and MCM is required. Game version above v1.10.114 - Last version(optimum)
Tips: Install the complete F4SE, corresponding to your game version.
Normally there will be a lot of pex files in [ data/scripts ] Folder : Actor.pex \ ActorBase.pex \ Armor.pex \ ArmorAddon.pex \ Cell.pex .......................................UI.pex \ WaterType.pex \ Weapon.pex
1.My mod only recognizes weapon ESP,, Please do not modify the original weapon ESP : [weapon] or [object modification] form ID
2.If there are two identical weapons in the inventory, the MOD will not work
3.Be sure to keep these mods versions up to date XM2010,USP45 ,Vector ,RU556,AK400 ,AUG............................
4.gamepad : please use gamepad arrow keys(Same function as the up, down, left and right buttons on the PC keyboard)
about Modern Firearms 2.6.4 There are too many mod parts, and the workload is very heavy
I think a lot of people don't know how I can achieve this mod.. In fact, I use flash SWF to read an XML.. I want to add the [ ID,name, type,icon ] of [Obj Modification ] one by one to the XML file, which is very tiring..
and I will make a different [animation in 3ds max] for each different weapon If it is possible to support modern firearms in the future, it may take a long time to release
Hello toounx, for the 2.0 Update, you should really add support for vanilla weapons AND release the source, so people can make patches, which you can then test and incorporate.
That would be especially helpful as I see how you have it set up, this would take a load off of you, decrease the times of requests and so on...
2021.5.10 edit: I'm sorry, my English is poor This comment contains : about Framework and vanilla weapon issues:
At the beginning of q.m.w : I found that the original game rifle, the same type of gun: there arelong and short, variable pistol, variable rifle AssaultRifle PipeGun HuntingRifle LaserGun I can't control the correct location of the UI display.. So I gave upthe vanilla weapon. Because their receiver is changeable, the shape and accessories are notfixed.
But. 44, 10 mm. Delivery, Gauss Rifle and other models with fixedlength may be added q.m.w support in the future But I don't think it's necessary, because the transformation of theweapon workbench of the original game will be more abundant.
Q.M.W. only changes scope and muzzle of modern weapons to be moreefficient
In addition, I would like to reply "why there is no framework like [qmwframework] in this mod ?"..
Yes, I really want you to make patches and let each author support this [qmwframework]
But I found it impossible.. Drawing ICOn to UI needs a person. 3dsmax HKX Animation needs a person. The script needs a person. edit esp/esl ,xml file needs a person These 4 people need tacit cooperation
2021.5.10 edit supplement: Sorry, I forgot to mention one difficulty , Also about scripts. I have to judge the special accessories in some mods For example: MP5 SD barrel(If you install this barrel). I have to judge the hidden rail attachment on the UI and scripts.
I released [tactical action extension package] in 2019, and I also provided the source code.. But so far, I haven't found any patch supporting this mod provided by any author. https://www.nexusmods.com/fallout4/mods/38715 The reason is that the implementation of [q.m.w] and [tactical action extension package] is too complicated... No one can inherit the job. It's too complicated!!!
The production of [qmwframework] is too difficult, there is no way [flexible, changeable, judgment] Before I made this mod, I had considered everything. But in the end, at the moment, only I can do the difficult update job.
I understand, if there is anything you don't understand from my posts, please don't hesitate to ask, I will try to clarify.
But I don't understand, if I saw it correctly in your config file, you take the formid of scopes/muzzles, convert them to decimals and then access them somehow...I didn't get that part, since I am still very new to scripting.
I understand Icons and animations, but wouldnt it work without those, as a proof of concept?
Also, the workbench is not becoming redundant (I am guessing, you wanted to say that), because, as you say, you only allow the switching of scopes and muzzles (and i think even magazines?!), which makes complete sense to me, doing that would not require a workbench, everything beyond simple things as that, would.
Since I have no way of testing, but I did create a textfile with the vanilla stuff in it MAYBE you have a way of testing them? I agree with the pipegun and the lasergun, since they are highly modular, but the others i dont really get, because they are rifles in every way :)
If you are interested, I could try a few things, if you explain them. I will look at the package again.
I would still encourage you to release the source or a framework of some kind if possible. It would make it really nice for mod authors like myself to add out-of-the box compatibility with the release of our own mods as opposed to giving you the workload. I can do the esp, scripting, and animation work myself, and I don't think it will be too difficult for me to learn basic flash or find someone who can help me with that part.
Again, don't feel like you have to, but if you release the framework, especially with the abundance of weapon mod authors, I guarantee there will be patches made and support created for it.
This does not need source code.. You just need to convert only one file: PEX to PSC
About HKX animation file, this needs the weapon animation author to do. You can see mine Q.M.W Main.ba2 The directory structure in the file. This mod does not need source code
I've been trying, but the PEX decompilers have been very finicky for me when trying to convert your PEX files, not to mention that the conversions are never perfect and are not really a replacement for having the source PSC file. As I mentioned, I am an animator myself, so that part is no problem. Mostly what would be needed is:
1. The source PSC files you use for the mod 2. A small breakdown for what files go where and a short guide to implement new weapons 3. The max file you use for the shake animation, so that its easy to keep consistent when new weapons are added. along with any necessary annotations.
Maybe need more, haven't taken an extensive look at the mod, but this should be at least a great start and would allow the community to take some of the workload off of you and continue to support the mod in the future, should you ever leave the modding scene.
@robersonb1 use Champollion-V1.0.6-x64 PEX to PSC, The integrity of the "qmwmenu.psc" file you get is 100%
I won't provide the 3ds max file, I won't even provide templates file You can use havokcontenttools to parse Weapon animation author's HKX files by yourself
And I don't offer any tutorials about Q.M.W. Because all the principles and ideas can be seen at the end of my video.
For everyone: This mod will not have a framework, Because there are too many classified resources involved... Too complicated Not as flexible as [See Through Scopes] and [Bullet Counted Reload System (BCR)] mods
This mod not need source code... All files can be decompressed main.Ba2 file In addition, I really do not have much time to spend on this issue, please understand.. I have a lot of unfinished mods to continue to complete
If you are using Bullet counted reload (BCR) system and any of its patches and your game crashes when using this mod, try disabling BCR. That stopped the crashes for me and several other users. The mod author here has provided a patch for a mod that was the precursor to BCR (https://www.nexusmods.com/fallout4/mods/20454) but no patch for the current system. I'd love to be able to use both of these mods at the same time since I use a lot of modded weapons that reload shells and cartridges individually. It would be great if anyone is able to create a patch to get these working together.
sorry my english You mean q.m.w can't work with [bullet counted reload]?? but I has using BCR a long time.... There is no problem. . . . and I've released a patch in July [0_compatible with (Lever Action Rifle Reload Fix) . Patch] (in Optional files) Q.M.W & BCR & Lever Action Rifle Reload Fix3 mod Working together in my pc Can you provide more information??
Updating to version 1.8.1 from version 1.75 seems to have solved the incompatibility for me. Thanks for the fast response, and fantastic work on the mod!
Hi @toounx. Just wanted to add that even after updating to 1.8.1, the menu still crashes for me whenever I have bullet counted reload enabled, even if the guns don't use directly benefit from Bullet Counted Reload, such as the AKM. Still, I think your mod is great and will gladly have BCR disabled until someone can find a workaround.
For anyone who wants to replicate the crashing: Redownloaded BCR on a level 25 save with Q.M.W already being enabled throughout the entire game. The moment you load with BCR enabled and modify a weapon with Q.M.W, the game will likely not crash. After this happens, modify that same weapon at a workbench by doing anything (i modified the weapons ammo type at the bench). Right after I'm done with the weapon workbench, I go into Q.M.W with that same weapon, choose some options in the menu, then the game crashes.
Hi, i got it fixed(at least i hope so, cause i've got no more ctd crashes and i got both QMW and BCR working Never found this solution anywhere, so that's a reason to leave this post for me
If you need both QMW and BCR just install this outdated patch, that toounx made back in 2020 using this link(cause nexus kinda doesn't realy want us to download files from mod archives): https://www.nexusmods.com/fallout4/mods/44985?tab=files&file_id=187179
worked for me. ofc only if the reason of ctd was the enabled BCR, not anything else
Has anyone been able to get this mod to work with the Wheel Menu FallUIified? The old weapon wheel mod stopped functioning with FallUI (wouldn't show up) but I love the aesthetic of this skin for it.
Yeah so its a bit weird you need to install VIS-G as well follow THIS EXACT MOD ORDER (keep in mind im my mod order is acsending so the thing at the bottom is what is first and the thing at the top is what's last meaning VIS-G should not be overwriting anything as it is the last thing, think of it as just adding to what FALLUI already has) 1- VIS-G Item Sorting(DISABLE THE PLUGIN ONLY LEAVE THE MOD ENABLED so that means uncheck VIS-G Item Sorter.esp) 2- FallUI - HUD 3- FallUI 4- FallUI - Icon Library 5- FallUI - Workbench (You don't need this, this is just my mod order you really only need FallUI, Fallui HUD, FallUI, Icon Library to be safe install those) 6- Fallout 4 Wheel Menu 7- Wheel Menu - FallUIified 8- Wheel Menu HD aka Wheel Menu Remaster 9- FIS - The NEW FallUI Item Sorter ( you technically dont need this but if you want FallUI Item sorter this is the correct way to install it meaning that FIS is the first thing) If you encounter any problems try taking off FIS but it should be working eitherway
Thanks for this! it fixed my wheel menu and now it shows up. The only other problem I have is anytime I take a consumable, it resets all the way to the top and I have to scroll down again but hopefully, the author can fix that.
If you have backported archive2 support system installed, then yes. I don't know about any of the technicalities, so take my comment with a pinch of salt. But I think without that mod, mods made for NG don't work.
for what i wanted to use this for, for combat arms and your Remington, to dynamically add suppressors on and off without having to go into the workshop menu. my guy, i am in love! this is a new one for my permanent load list!!!
я скачал ваш мод но он работает но почемут горячая клавеша не хочет ставится хоть я сделал все ваши требование даже рукзак не показывает хоть я его качал
903 comments
[at present, skin Support weapons: Giat Famas , STI 2011, SIG MCX , MP7, Mac10, Mk14 Redux, MPX, SA80, AX50(Tooun's), USP .45(Tooun's), I will add more in the future]
About install :
The ESL file must Activated before entering the game
you can use your [ MO / NMM / Vortex ] tools to Enable it(or Manually activated/edited the plugins.txt)
C:\Users\xxxx\AppData\Local\fallout4\plugins.txt
C:\Users\xxxx\Documents\My Games\Fallout4\Fallout4Custom.ini
Add the following data.
[Archive]
bInvalidateOlderFiles=1
sResourceDataDirsFinal=
important:
F4se and MCM is required. Game version above v1.10.114 - Last version(optimum)
Tips:
Install the complete F4SE, corresponding to your game version.
Normally there will be a lot of pex files in [ data/scripts ] Folder :
Actor.pex \ ActorBase.pex \ Armor.pex \ ArmorAddon.pex \ Cell.pex .......................................UI.pex \ WaterType.pex \ Weapon.pex
1.My mod only recognizes weapon ESP,,
Please do not modify the original weapon ESP : [weapon] or [object modification] form ID
2.If there are two identical weapons in the inventory, the MOD will not work
3.Be sure to keep these mods versions up to date
XM2010,USP45 ,Vector ,RU556,AK400 ,AUG............................
4.gamepad :
please use gamepad arrow keys(Same function as the up, down, left and right buttons on the PC keyboard)
my patreon : https://www.patreon.com/tooun
There are too many mod parts, and the workload is very heavy
I think a lot of people don't know how I can achieve this mod..
In fact, I use flash SWF to read an XML.. I want to add the [ ID,name, type,icon ] of [Obj Modification ] one by one to the XML file, which is very tiring..
and I will make a different [animation in 3ds max] for each different weapon
If it is possible to support modern firearms in the future, it may take a long time to release
2021.5.10 's comment
Here's a video: how to add weapons to Q.M.W(if you can do it)
Is it possible to have a mod that shows the front of the character on a first-person or third-person screen?
Reloading doesn't feel good just by looking at the back of the head.
and
the grenade
m67 grenade
without throwing with a shortcut
not just throwing
How to take it out and use it
classified by firearms category. defined as a launch weapon
The motion of removing the safety pin and throwing the grenade is the firing animation.
The actual bullet is a grenade with the safety lever removed.
That would be especially helpful as I see how you have it set up, this would take a load off of you, decrease the times of requests and so on...
I'm sorry, my English is poor
This comment contains : about Framework and vanilla weapon issues:
At the beginning of q.m.w :
I found that the original game rifle, the same type of gun: there arelong and short, variable pistol, variable rifle
AssaultRifle
PipeGun
HuntingRifle
LaserGun
I can't control the correct location of the UI display.. So I gave upthe vanilla weapon.
Because their receiver is changeable, the shape and accessories are notfixed.
But. 44, 10 mm. Delivery, Gauss Rifle and other models with fixedlength may be added q.m.w support in the future
But I don't think it's necessary, because the transformation of theweapon workbench of the original game will be more abundant.
Q.M.W. only changes scope and muzzle of modern weapons to be moreefficient
In addition, I would like to reply "why there is no framework like [qmwframework] in this mod ?"..
Yes, I really want you to make patches and let each author support this [qmwframework]
But I found it impossible..
Drawing ICOn to UI needs a person.
3dsmax HKX Animation needs a person.
The script needs a person.
edit esp/esl ,xml file needs a person
These 4 people need tacit cooperation
2021.5.10 edit supplement:
Sorry, I forgot to mention one difficulty , Also about scripts. I have to judge the special accessories in some mods
For example: MP5 SD barrel(If you install this barrel). I have to judge the hidden rail attachment on the UI and scripts.
I released [tactical action extension package] in 2019, and I also provided the source code..
But so far, I haven't found any patch supporting this mod provided by any author.
https://www.nexusmods.com/fallout4/mods/38715
The reason is that the implementation of [q.m.w] and [tactical action extension package] is too complicated... No one can inherit the job. It's too complicated!!!
The production of [qmwframework] is too difficult, there is no way [flexible, changeable, judgment]
Before I made this mod, I had considered everything. But in the end, at the moment, only I can do the difficult update job.
But I don't understand, if I saw it correctly in your config file, you take the formid of scopes/muzzles, convert them to decimals and then access them somehow...I didn't get that part, since I am still very new to scripting.
I understand Icons and animations, but wouldnt it work without those, as a proof of concept?
Also, the workbench is not becoming redundant (I am guessing, you wanted to say that), because, as you say, you only allow the switching of scopes and muzzles (and i think even magazines?!), which makes complete sense to me, doing that would not require a workbench, everything beyond simple things as that, would.
Since I have no way of testing, but I did create a textfile with the vanilla stuff in it
MAYBE you have a way of testing them?
I agree with the pipegun and the lasergun, since they are highly modular, but the others i dont really get, because they are rifles in every way :)
If you are interested, I could try a few things, if you explain them. I will look at the package again.
Again, don't feel like you have to, but if you release the framework, especially with the abundance of weapon mod authors, I guarantee there will be patches made and support created for it.
About HKX animation file, this needs the weapon animation author to do.
You can see mine Q.M.W Main.ba2 The directory structure in the file.
This mod does not need source code
1. The source PSC files you use for the mod
2. A small breakdown for what files go where and a short guide to implement new weapons
3. The max file you use for the shake animation, so that its easy to keep consistent when new weapons are added. along with any necessary annotations.
Maybe need more, haven't taken an extensive look at the mod, but this should be at least a great start and would allow the community to take some of the workload off of you and continue to support the mod in the future, should you ever leave the modding scene.
use Champollion-V1.0.6-x64
PEX to PSC, The integrity of the "qmwmenu.psc" file you get is 100%
I won't provide the 3ds max file, I won't even provide templates file
You can use havokcontenttools to parse Weapon animation author's HKX files by yourself
And I don't offer any tutorials about Q.M.W. Because all the principles and ideas can be seen at the end of my video.
This mod will not have a framework, Because there are too many classified resources involved... Too complicated
Not as flexible as [See Through Scopes] and [Bullet Counted Reload System (BCR)] mods
This mod not need source code...
All files can be decompressed main.Ba2 file
In addition, I really do not have much time to spend on this issue, please understand..
I have a lot of unfinished mods to continue to complete
You mean q.m.w can't work with [bullet counted reload]??
but I has using BCR a long time....
There is no problem. . . .
and I've released a patch in July [0_compatible with (Lever Action Rifle Reload Fix) . Patch] (in Optional files)
Q.M.W & BCR & Lever Action Rifle Reload Fix3 mod Working together in my pc
Can you provide more information??
For anyone who wants to replicate the crashing: Redownloaded BCR on a level 25 save with Q.M.W already being enabled throughout the entire game. The moment you load with BCR enabled and modify a weapon with Q.M.W, the game will likely not crash. After this happens, modify that same weapon at a workbench by doing anything (i modified the weapons ammo type at the bench). Right after I'm done with the weapon workbench, I go into Q.M.W with that same weapon, choose some options in the menu, then the game crashes.
Edit: was fallout 2287 gasmasks of the wastland
Never found this solution anywhere, so that's a reason to leave this post for me
If you need both QMW and BCR just install this outdated patch, that toounx made back in 2020 using this link(cause nexus kinda doesn't realy want us to download files from mod archives):
https://www.nexusmods.com/fallout4/mods/44985?tab=files&file_id=187179
worked for me. ofc only if the reason of ctd was the enabled BCR, not anything else
1- VIS-G Item Sorting(DISABLE THE PLUGIN ONLY LEAVE THE MOD ENABLED so that means uncheck VIS-G Item Sorter.esp)
2- FallUI - HUD
3- FallUI
4- FallUI - Icon Library
5- FallUI - Workbench (You don't need this, this is just my mod order you really only need FallUI, Fallui HUD, FallUI, Icon Library to be safe install those)
6- Fallout 4 Wheel Menu
7- Wheel Menu - FallUIified
8- Wheel Menu HD aka Wheel Menu Remaster
9- FIS - The NEW FallUI Item Sorter ( you technically dont need this but if you want FallUI Item sorter this is the correct way to install it meaning that FIS is the first thing)
If you encounter any problems try taking off FIS but it should be working eitherway
I don't know about any of the technicalities, so take my comment with a pinch of salt. But I think without that mod, mods made for NG don't work.
I don't know if it's the cause, but I use 3440x1440 res monitor, perhaps there's a way to fix it ?
BR77