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The6thMessenger

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The6thMessenger

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38 comments

  1. MugenO
    MugenO
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    You know what would be a good addition? Artillery grenade ammo. So you can use them from a distance
    1. ImmortalAbsol
      ImmortalAbsol
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      +1
    2. The6thMessenger
      The6thMessenger
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      Neat idea.

      I just added it in. Also bonus, Vertibirds.

      Not really sure if it works honestly. It seems to. I also put the constructibles condition to require the globals. Hopefull they unlock once the quests are finished.

      Anyways, this one is for you.
  2. JustSkell
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    Yeah,i think i got this mod with some other mod somehow,have no idea why,considering some ammo names i think it came in pack with Munitions but now it broke my flare gun and i cant use my flares to call minutemen anymore,bruh (im using "We are the minutemen" so yeah,i do want to have fun calling minutemens sometimes)
    So any ideas what i can do with it ? . -.
  3. eldabash
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    Great mod! What about adding a flare ammo that is to be used for lighting?
    1. The6thMessenger
      The6thMessenger
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      You mean like regular flare?
    2. JustSkell
      JustSkell
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      Well,yeah
  4. M644
    M644
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    When installing with in vortex, what is the differences between main loose and BA2?
    Sorry if this is a dumb question

    Oh and also is there support for other crafting stations like from the mod Standalone Workbenches https://www.nexusmods.com/fallout4/mods/41832
    1. The6thMessenger
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      BA2 installs BA2 archives, it's zip or rar, but for Bethesda.

      Loose files installs all of the files that are not packed within the neat 1-file archive.
    2. M644
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      Ah ok thank you, Just was not fully sure what each meant.

      Also does the VIS selection work for other sorting mods or only VIS? As I use FIS + M8r complex item sorter
  5. Guirse
    Guirse
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    Good mod but sadly not totally functional for me , i tried on a new save but no matter what do i can't change of ammo type (sub ammo is working) with the switch
  6. The plugin claims the master Weapon overhauls AIO, which as far as I know has been phased out. Is this mod no longer usable without an archive of the AIO version of weapon overhauls?
    1. The6thMessenger
      The6thMessenger
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      It's included in WO-R by default already.
  7. GigaByteWide
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    Can't seem to install this mod through MO2. It keeps popping up that "Following files were not found in the archive, this is likely due to an incorrect FOMOD installer. This mod may not work properly" 

    The game CTD's right away after I finish downloading it through the Bethesda mod section in game too
    1. The6thMessenger
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      Were you using the other patch files?
    2. KamSolastor
      KamSolastor
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      I got a similar issue with MO2, and got it even when installing without any patches at all. It specifically gives an error saying:



      Also when I check the actual files installed, I see this:



      So it looks like the FOMOD is not properly pointing to the folders in the .rar.
    3. fredfunk
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      It looks like this is using a modified fomod installer xml recycled from Ithaca overhaul mod since its asking for that .esp file. When installing with MO2 as BA2 this mod appears to install correctly even with the warnings. I only had the Girly animation patch file and it installed as well.
      Installing as loose files though the installer doesn't appear to work properly as the meshes and scripts folder appear double data in MO2 (Data\Data\). If you unpack the mod, move the scripts and meshes folder up one level and repack the mod it appears to install correctly though still get the IthacaOverhaul.esp warning.
      I don't know enough about how the fomod XML works to clean it up and at time of writing I have yet to test if the mod functions correctly
  8. KodamaOM01
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    Really hoping to get this working. Since installing via MO2, I have both built the utility gun in the chem bench, and bought it from vendors (appears named "Default" for some reason in stores). The mesh however for the gun is entirely invisible to me. I've tried updating mods for them in the weapons workbench (which do all show up), so the only issue seems to be that the gun doesn't appear visually in inventory or in the hand when equipped.

    I haven't tested if I'm able to reload and fire it yet though regardless of being invisible. I'll attempt that next to ensure it's a mesh-only issue.

    Mods in my load order that may impact the Utility Gun include:
    - Flare Gun Receivers V2.0 (Shotgun receiver for flare gun) - I'll attempt a test with this one disabled.
    - Flare Gun Overhaul (With Faction Support)
    - LC's UHD Flaregun (Higher res textures for flareguns) - I'll attempt a test with this one disabled.
    - Girly Animations

    Currently, I don't have AIO installed, as I'm worried it may impact other weapon mods I have in my load order. Since it's listed as optional, I assume it wouldn't cause mesh issues. It also appears to be taken down currently.

    Thanks for any help! Great mod and excellent concept.
    1. KodamaOM01
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      Success! Managed to get the utility gun working and visible. For anyone with a similar issue, Flare Gun Receivers mod seemed to be the conflict. (Easily removed for redundancy since Utility Gun has its own shotgun rechamber options via smooth bore barrel.)
  9. OzrinStel1
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    Can anyone tell me how to trigger quests to get the other ammo? I installed mod, it showed up in game and all customs are there but quest never started and I can't find how to craft artillery flares to use strikes even though good old guns quest was completed.. so what do I do?
    1. The6thMessenger
      The6thMessenger
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      The quests are literally just the Old Guns for the Minutemen and the Show No Mercy for BoS.
    2. OzrinStel1
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      I've done the old guns quest but I still cannot find or craft any ART ammo to fire from it. Nor can I buy from merchants. I downloaded the mod after the quest was already completed, could that have glitched it? I can craft for the flare gun to use the ammo, I just can't find the ammo.. how to find the ammo?
  10. JacobKirwin
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    "Breaks Existing Flaregun" if used mid-game. Will the newly added Utility Gun still work okay mid-game? I don't use the standard Flare Gun much anyway. Or do I need to avoid this all together unless I'm starting over? 

    Also; if I wait until new game, does the original flare ammo still work to call in support troops?

    Thanks!
    1. The6thMessenger
      The6thMessenger
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      It breaks existing flareguns, but if you don't want to make a new game, just fix it in the Workbench to attach weapons manually.
  11. OpheliaNeoma
    OpheliaNeoma
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    Thanks to this mod I've been given the motivation to do animations for the flare gun :)
    1. The6thMessenger
      The6thMessenger
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      That's neat.

      While you're at it, can I ask some help with the Laser Musket? https://forums.nexusmods.com/index.php?/topic/10324608-automatic-laser-musket-animation-fix/
    2. OpheliaNeoma
      OpheliaNeoma
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      Possibly, but i have a backlog i would need to get through first
    3. The6thMessenger
      The6thMessenger
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      Neat thanks.