File information
Last updated
Original upload
Created by
AntistarUploaded by
antistarVirus scan
Some files not scanned
Tags for this mod
- Gameplay
- Fair and balanced
- English
- Animation - New
- Sound FX
- Models/Meshes
- Textures
- Modder's Resource
- Tutorials for Modders
- Tutorials for Players
- Leveled Lists
- Weapons
- Weapons - Energy
- Weapons - Conventional
- Weapons - Melee
- Weapons - Components
- Weapons - Explosive
- Overhaul
- Settlement
- Fallout 4 Script Extender (F4SE)
- DLC: Automatron
- DLC: Wasteland Workshop
- DLC: Far Harbor
- DLC: Contraptions Workshop
- DLC: Vault-Tec Workshop
- DLC: Nuka-World
- Mod Configuration Menu (MCM)
- Crafting
- Plugins : Regular
1616 comments
Read the FAQ before posting about issues with the mod!
The FAQ is under the Description tab. Please read it before posting about any issues that you think may be related to WARS. Especially the "Read this before posting about issues with the mod" questions.
If you ask me a question that is already covered in the FAQ, you will only be wasting your time, as you will at best get a reply from me along the lines of "please see the FAQ".
------------------------------------
Posted in June 2024:
On compatibility with the Fallout 4 "Next-gen" update:
WARS itself should be fine with more or less any version of the game, but it does use some functions from Lighthouse, and since Lighthouse hasn't been updated for the next-gen version, I'd expect that things that rely on those functions won't work properly. (Please don't harass the author of Lighthouse about updating it; it's up to them - and I'm inclined to agree with them that the next-gen update isn't worth the bother.)
I haven't let FO4 update (and maybe never will), so I haven't tested it, but I'd expect the (optional) Physical Mags system to not work, as a result. There may also be some relatively minor weirdness in other areas, like weapons magically reloading when you switch fire modes - but like I said, I haven't tested it.
Really I'd recommend looking into using something like Simple Fallout 4 Downgrader for the time-being, if you've let FO4 update. (And then take steps to prevent it updating.)
------------------------------------
Posted in August 2023 (when the mod released):
Through fire, and flood, and plague - through development hell and through many personal struggles - WARS and PEACE are finally out! Difficult mods, made in difficult times.
I thought that Clockwork would remain my most ambitious mod project, but now with these two mammoth sister mods for Fallout 4, I'm not so sure. (Together they took longer than Clockwork, but individually they took less time.)
I never doubted that I'd get these mods out there in the end, but I also never thought that they'd take so long. I've very much enjoyed finally playing Fallout 4 again (first time since the game came out), this time with WARS and PEACE, in my test playthrough. It was worth the wait, for me. I hope you enjoy it too.
------------------------------------
Actually I think I'll add this to the sticky post too:
I'm thinking (and I did expect this) that interest in WARS and PEACE will be kind of a slow burn. Setting up a load order based around a new overhaul mod (or a pair of sister overhaul mods, if you were to go for the intended experience and use both) is not going to be a simple proposition for most people.
Something I'd suggest though - if you're interested in the mods - is to have a look at potentially adding a new profile in your mod manager that is for WARS and/or PEACE. That way you can try them out without having to risk messing up any established load order you may have.
And then: A new game, with a new approach.
__
The above I deciphered thorugh analyzing several crash logs with use of various LLM's. Not saying that its not my fault, but maybe it is solvable or a potential rare scenario that happens? Does this give you any useful info or hypothesis?
What's probably more significant is that you were approaching Lexington, which is one of the heaviest locations in the game. Tons going on there.
Pretty hard for me to diagnose on my end, sorry. (And I'm no expert with that, like I said.)
Game crashes consistently with "EXCEPTION_ACCESS_VIOLATION" at 0x7FF6C3C86129
File: "WARS-AmmoTweaksV1Integration.esp"
Modified by: Fallout4.esm -> WARS-WeaponAdditionandReplacementSuite.esp -> WARS-AmmoTweaksV1Integration.esp
Flags: 0x40400009
Name: "Gun"
FormID: 0x00024F55
FormType: kWEAP (43)
GetFullName: "Pipe"
I've played for 30h and I've used, looted and scrapped ALOT of Pipe Guns. I dont know why right now one would crash the game.
Any ideas how to deal with this? I dont want to play without WARS
I believe it is inside one of the "WARS-WeaponAdditionandReplacementSuite" bsa's. Reloading the save without touching anything continues the crash.
I attempted and still crashed in the same place after:
- Overriding the base pipe form with the vanilla.
- Extracting the files from the BSA and using loose files.
I was able to bypass the crash by:Before I saw QShadow's post I was going to say it was a weapon related to the Fire Support as the crash is at the exact distance to trigger for the quest to start. With the lack of others reporting this I believe it is one of the attachments for the Pipe weapon with a low chance of dropping or possibly a certain combination of weapon mods.
But because loading without the BSA's removes the crash it must be this mod causing it. I will test some more things tomorrow to try to figure something out. By deleting files until I find the culprit. And if you have any ideas I will try those as well.
Yeah, my WARS and PEACE playthrough was over 300 hours, and I think had three crashes in that time; none repeatable, and none that seemed linked to anything happening in WARS or PEACE.
If there's something happening with the Pipe Gun specifically, it's likely something related to individual setups; mods, settings, drivers, hardware, etc. Like... maybe a specific weapon part that's using a model/texture/material/shader that's corrupted or interacting oddly with something else and causing a crash. (Just a guess there, but historically for me, crashes in BGS games in specific game locations have been related to a corrupted nif file for a tree/rock/building/whatever.)
Unfortunately, not being able to reproduce this on my end makes it difficult for me to suggest possible fixes. A... well, maybe not a nuclear option exactly, but something to test might be to prevent Pipe Guns from spawning by editing all the levelled lists they appear in to have a different weapon instead. Obviously a pain to do though, given how common the weapon is.
Glad that worked for you, though the WARS main ba2 file includes the scripts for the mod, so running the game - even for just a short moment - without them there is definitely not something I'd recommend. I have no idea what effects that might have on your save.
It usually is nifs and such but because it loaded past the crash wall without the BSA and then the game loaded after re-adding the BSAs I do not believe it is a nif. I believe it is a script. If its a script I will add a bunch of papyrus logging and find where it crashes. If its not then I will just keep trying.
Sense I have the crash I plan to find the cause. And if I need to restart without another mod I will.
TheMagician16 and QShadow can you both send me your full crash log with some kind of file sharing system. Because all these posts are recent it is probably a mod we all downloaded recently, so Ill cross check all our stuff.
I don't know now. I still would like to cross reference our crash logs and hopefully find out why it was crashing. Honestly a repeatable crash that disappears the next day is more annoying then it just continuing to crash. I cant wait until it happens again but this time when I forgot to save after an hour.
I am on AMD. I downgraded the game + BSA archives (?).
We could perhaps share our modlists to compare? Or just drop info that will help us find an indicator or setup we have in common.
Do you think disabling the physical magazine system would help?
(So disabling the Physical Mags system wouldn't help, no; they'd probably still have no ammo. Or next to no ammo.)
Other than specifically these weapons - everything else added by your (amazing!) mod works perfectly. So there must just be something specific that is elluding me. It's not any loose files, I followed your load order guide with WARS/PEACE/Compatability patch. My next best guess is that it's something from OAR/PV/Depravity? I haven't even engaged with any of the content yet to know for sure.
And after checking the Nuka World Raiders - Some of them spawn with weapon/mag/ammo, some with ammo/mags, and some with weapon no ammo/mags. Now I don't know what to think!
Edit - even when doing a binary mod test, clearing buffer memory and resetting cells, it is not AR2/OAR/PV/Depravity.
Sorry I can't be more specific. There's no way I can reasonably audit all the combinations of all the mods in all the load orders out there.
Having done some more testing, could there potentially have been a mistake in the spawning in of handmade rifles in general levelled lists? The same patterns of ammo/mag/gun keep appearing consistently.
If so, do you think that just regenerating the cells/ reinstalling the mod would be enough or would I need a new run entirely for this minor part of the script to function/initialise?
As long as there are no conflicting mods overriding those changes, when a new NPC/container/etc spawns, it will draw from those levelled lists as intended by PEACE. E.g. when you enter a new location and a new NPC spawns. Starting a new game shouldn't be necessary for this. (That's more for if you didn't start a new game after installing WARS/PEACE to begin with.)
The WARS support tutorial (under the Files tab) covers the levelled list side of things, and the basics of making a compatibility patch. Basically you'd want to make sure all the NPCs in that mod are spawning with a "loadout" levelled list from WARS, one way or another.
The wiki page that the author for AR2 has made involves their own "Equipment Control System", and that's the reason I think that this is the potential source of conflict. If possible, please could you let me know if this sounds like it is conflicting with your changes?
https://wiki.otellinomods.com/AmericaRising2-LegacyOfTheEnclave/ModdersResources/AddingAndEditingEnclaveEquipment
You could probably follow the tutorial you linked to have that ECS system add the WARS loadouts to AR2 NPCs, though the way that ECS uses formlists may mean that it would be easier to use the levelled list (LVLI) injection script in WARS instead. (Also covered in the WARS support tutorial.)
In that case I'd imagine that you'd follow that ECS tutorial to disable its default weapon spawning, and instead use the LVLI injection script in WARS to inject WARS loadouts into ECS LVLIs.
Without knowing exactly how AR2 is put together, I can't promise that will work flawlessly, but that seems like it should work.
This is repeated a few times in the documentation.
Beyond the couple of weapons I've already done that with (the Thompson and the M1911), I'm not planning to do that myself; see the FAQ for more on that.
Diakyuto has released some mods based on some of the weapon assets from WARS, though.
Edit: Just saw that lighthouse isnt getting updated, then saw your update regarding the NGU and im wondering if the systems like, condition, ammo types, and things along those lines, should still work? I dont personally need everything you include here like some of the more realistic weapons and the physical ammo thing is a little too much for what im aiming for but i miss most everything you brought over from NV and it seems you really innovated on the mechanics where Bethesda dropped them or s#*! on them. i intended to try to figure that stuff out for myself over time but with all the mods im seeing that more or less fill out my checklist of s#*! i want in Fallout, im leaning more towards using mods wherever its helpful.
Sorry its so long, i overexplain and run on, but this would be super helpful. Even if ya dont get back to me, thanks for doin this work.
In the stickied post, I mentioned the most likely issues you'd see if you used WARS without Lighthouse working. If you disabled the Physical Mags system, the issues would probably be minimal, but like I said in that post, I haven't tested it. (Weapon condition and ammo sub-types should work, though.)
Personally I'd recommend not using the FO4 next-gen update - but what you do there is obviously going to depend on the other mods you want to use, and what they require re: next-gen or not next-gen.
On the Next Gen Update, I've read and understand that alot of people simply don't use it but I remember when FOLON came out it was a whole issue and split people, prolly not evenly, between people who needed a fix and people who didnt or refuse to upgrade. I'd just like to avoid that and allow as many as possible to get the chance to play whatever I produce.
Thanks again for what you did here, this mustve been a massive undertaking and will save me sooo much time if it works as well as I'm hoping.
Do I understand correctly that this mod makes it so that to craft weapons, you need to craft it from their mods? Which then leads to the fact that you can determine with which mods a weapon is crafted instead of it being randomized like in vanilla?
In other words, you can't select whichever random parts you want and build that. (I didn't know how to code that.) Instead, each weapon has a "factory" configuration which is clean, in average condition, and represents a factory default.
E.g. The Double-Barrel Shotgun has full barrels and stock - it's not sawn-off - and the AR-15 is in M4A1 configuration, off the top of my head.
But yeah, that's what the WARS Third-party Weapon Support Tutorial is for; it's under the Files tab, in the Optional Files section.