1616 comments

  1. antistar
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    Posted in May 2024:

    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.
  2. victorzhao216
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    the CZ53 minigun appears to be invisible, is this a common error ? I have no other weapon mod, modlist is short, about 50 but no weapon mod
    1. antistar
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      Almost certainly a conflict or the result of not starting a new game upon installing WARS.
    2. victorzhao216
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      Ye probably the latter, other weapons and clips and rounds stuff seem to work fine, I just didnt start a new game
    3. antistar
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      Well, as it says in the WARS FAQ:

      Please don't bother reporting any issues you encounter if you didn't start a new game after installing WARS; doing so is unsupported.
  3. Hatefulbullvine
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    any  chance you could do a light  version of this mod just changes the weapons 
    1. antistar
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      Please see the FAQ.
  4. TheMagician16
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    When approaching Lexington, my game crashes with an EXCEPTION_ACCESS_VIOLATION at 0x7FF6A9FB6A2F consistently. The crash log shows RCX is null during processing of the “Pipe” record (Form ID 0x00024F55, Form Type 43) from WARS-AmmoTweaksV1Integration.esp. This indicates that the TESObjectWEAP instance data for “Pipe” isn’t being properly initialized—likely resulting in a misconfigured item that, when an NPC spawns with or interacts with it, causes the game to dereference a null pointer.
    __

    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?
    1. antistar
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      I'm not very adept at reading crash logs, but that's the standard Pipe Gun, which obviously spawns very commonly - so I'd be surprised if it's actually an issue with the weapon itself. (Because you - and others - would be getting crashes all over the place if it was.)

      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.)
    2. QShadow
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      I actually have the very same problem, however my location isnt Lexington but at Old Gullet Sinkhole
      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
    3. WigOnTheRun
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      Same issue. I never saw this issue in my last playthrough.

      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:

      • Moving the bsa's out of the data folder
      • Then load the game and moving to where the cell loaded the weapon, I have zero idea where the weapon is of course.
      • Then save and move the bsa's back to the data folder.
      • Load and it didn't crash. 

      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.
    4. antistar
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      Edit: Should have refreshed before posting; this was a response to QShadow.


      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.
    5. antistar
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      WigOnTheRun: From memory (and a very quick look in the ba2 files - filtering for "pipe"), the only edited assets related to Pipe Guns included in WARS are magazine models and a palette texture. These are used by every Pipe Gun that spawns, so... this seems unlikely to be due to a rarely-spawning attachment. (Assuming the issue is due to a corrupt art asset of course, which isn't definite.)

      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.
    6. WigOnTheRun
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      I didn't plan to continue after that point until I find the reason its crashing then fix that problem. I did check the save with resaver and there were no broken scripts or references, that's not exactly proof nothing is broken.

      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.
    7. WigOnTheRun
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      TheMagician16, I read further down, If you added direct hit as well just recently that might be the cause honestly. I don't know how or why that would be the cause but I will look into it as well. Usually when Bethesda scripts crash it just leaves some bad data in your save so it really shouldn't be scripts but Script Extender crashes that is a different story. Of course Buffout would have said it was that dll not fallout.exe, but who knows.
    8. WigOnTheRun
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      Well I tried removing DirectHit. The crash is gone but then I loaded the game again with DirectHit active and the crash is also gone.

      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.
    9. antistar
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      Random, inconsistent crashes, wonderful. Hopefully they at least turn out to be as rare for you as they seem to be for others generally.
    10. TheMagician16
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      The mod is  stable, I have had crashes I can count on my hand. There was just an instance of crashing as per the Lexington crash and then once in a settelement, but latter being unrelated to this mod. Iam level 30 ish. I was able to work around the crash but I dont remember how. I dont know if the crash happens from this mod or a "conflict". Could it be something about ammo switching + spawn + pipe guns or a combination?

      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.


    11. lenyeto
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      I was having this same crash consistently outside of Vault 88, I removed the high-resolution texture pack DLC and have not had a crash since. I'm not sure if this was actually the cause or just coincidence, but thought I'd at least share if it might be related.
  5. ahoardyboi
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    I'm having an issue where AKM/ handmade rifle magazines don't spawn with the rifle on NPC level lists, meaning that they just use their fists. I've checked for mod conflicts, but I can't find anything. Vendors seem to sell them however and the magazines drop in cointainers however. Has anyone else seen this happen?
    1. antistar
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      That most likely is a conflict of some kind. Potentially with another mod that edits NPCs - or adds new ones. (Since those may not be set up in a way that works with WARS.)
    2. ahoardyboi
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      Hi, and thanks for your help - I wasn't sure if it was levelled lists/ NPCs that it affected. The problem is I have America Rising 2, Depravity, PV, OAR, and father companion and some facegen data patches installed (with relevant patches between them all). Using xEdit I can't find any reference to AKM magazines, nor 7.62x39mm ammo, and after shifting things around it hasn't changed this.
      Do you think disabling the physical magazine system would help?
    3. antistar
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      If you're using a bunch of mods that add new NPCs, it's probably this, from the Conflicts and Known Issues section:


      - Mods that add new NPCs set to spawn with a specific weapon in their inventory (as opposed to one of the existing general "weapon pool" levelled lists like "LLI_Weapons_Citizen" or "LLI_Raider_Weapons") will likely spawn with no ammo - so mods like these will need a compatibility patch to resolve that.


      (So disabling the Physical Mags system wouldn't help, no; they'd probably still have no ammo. Or next to no ammo.)
    4. ahoardyboi
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      I read that, and I've definitely seen that with some scripted NPCs (e.g. AR2 Power armored specialists). But the thing that I can't understand is why generic gunners and raiders (and maybe scavengers too, I can't remember) have low level handmade rifles without ammo. I wouldn't have thought that they'd be affected by these narrative based mods. I think Super Mutant redux affects (some?) of their laser weapons in that level list too.

      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. 
    5. antistar
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      No other reports of that, I'm afraid - and I haven't seen it on my end - so again it's almost certainly a conflict of some kind.

      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.
    6. ahoardyboi
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      That's understandable. Thank you for your patience!
      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.
    7. antistar
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      If it were a problem in WARS itself there would be other reports of this - and probably quite a few of them.
    8. ahoardyboi
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      I've found this line in your features article for PEACE that I think might be a culprit for some of this - "Gunners, Raiders, Triggermen and BoS soldiers (randomly) carry appropriate items like food, drink, meds, chems, personal effects, etc.". Perhaps something that I have since disabled in my load order has conflicted with the scripting for these faction's levelled lists?

      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?
    9. antistar
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      Levelled list edits/additions in PEACE aren't scripted; they're direct edits.

      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.)
    10. ahoardyboi
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      Thanks - I did start a new game for your mods btw. My best guess atm is that somehow the handmade rifle spawn within the levelled lists have messed up during initialisation, as it is now also affecting the Fury Company soldiers from America Rising 2. This is alongside raiders (and nuka world raiders) and gunners. I have no idea if this is realistically fixable or not mid-save.
    11. ahoardyboi
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      From what I've been able to tell, the conflict I've mentioned is because of America Rising 2. Is there any chance at all that there could be an official patch please? I'd attempt it myself but both mods are quite extensive and I have no modding experience. 
    12. antistar
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      Sorry, I don't have time to make patches for mods I don't use myself.

      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.
    13. ahoardyboi
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      Understandable, and thanks, I'll have a look myself.
      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 
    14. antistar
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      Yes, that Equipment Control System (ECS) in AR2 sounds like it wouldn't work alongside WARS without a patch.

      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.
  6. computerguy12
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    If you are interested in knowing, your mod is not compatible with Extended weapon mods 1.7-8276.  Also weapons acquired before mods are enabled (I always enable mods after leaving Vault 111) do not function well with the mod apparently (10 mm acquired in the vault do not want to ammo swap).
    1. antistar
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      From the readme/description:


      - Starting a new game is VERY strongly recommended - basically required, in fact - so that everything is initialised correctly.
      --- Installing WARS and loading an existing save may be technically possible, but is unsupported as it will almost certainly lead to some weirdness with item spawning and weapon mods, among other things.


      This is repeated a few times in the documentation.
  7. Mercury1666
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    bro make a separate mod with just the weapon replacers if possible, that would be so cool the weapons are really neat
    1. antistar
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      Well hey, thanks.

      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.
  8. Jayjo94
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    Been looking for more substantial gameplay and systems mods to incorporate into a big New Vegas inspired overhaul type mod. If I'm basically staring from scratch, making my own worldspaces, and quests and everything, just using alot of assets from base Fallout 4, and I set this up and have it as like a base level for gameplay and what not, would that work out simply or would there be alot of compatibility things I might have to mess with? I'm newish and while i understand modding, there's alot I'm learning as I go, so forgive if thats a stupid question. Just trying get something together and this is like perfect for what I'm imagining. 

    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.
    1. antistar
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      Making your own worldspace should work fine with WARS. Making changes to vanilla weapons and NPCs and whatnot would likely conflict with WARS. (Unless you're using WARS as a base there and making changes to it, rather than the vanilla game.)

      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.
    2. Jayjo94
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      Thank you immensely for this insight, I planned to mess with it last night and test how it might break vanilla things but without the info I decided it'd be better to focus on less intense world building things. Seems like it should work for my purposes and I'm excited to mess with it, may or may not remember to post issues I have here afterward. 

      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. 
  9. upmostpear86
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    I'm having this issue with the Glock that seems to replace the 10mm, i tracked the issue down to this mod and was wondering if there's any known fix, id love to keep his mod but i also don't wanna keep dying of laughter when i pull this absolute weapon of destruction out any help would be awesome.
    1. antistar
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      Please see the FAQ.
  10. jgamer55yt55
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    Quick question:

    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?
    1. antistar
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      That's right, though like it says in the Mod Features section:


      - Weapon Builders now build (ranged) weapons from a full set of loose mods for that weapon, rather than base components.
      --- These lists of loose mods adhere to strict "factory default" configurations. This is a factory line, after all; not a gunsmith's workshop, producing custom pieces.
      --- The Weapon Builders will accept loose mods sourced from anywhere, but a range of Weapon Part Builders have been added, allowing you to mass-produce them:
      --- (Note that these Weapon Part Builders are also mostly limited to producing basic "factory default" parts, and are further divided into the same types as the Weapon Builders themselves.)
      ----- Barrel Builder
      ----- Grip/Stock Builder
      ----- Magazine Builder (Can produce all types of detachable magazines; not just "factory default" ones.)
      ----- Muzzle Device Builder
      ----- Receiver Builder
      ----- Sights Builder
      ----- Trigger Group Builder
      --- If the "factory default" form of a weapon only calls for one loose mod (or no loose mods), that weapon will be built directly from base components, as in the base game.

      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.
  11. jgamer55yt55
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    Could we possibly get an option to replace the assault rifle with deadpool's service rifle? no hate but its genuenly a much more in depth gun compared to the m16 in this mod
    1. jgamer55yt55
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      Even if not, id like to do it myself but I cant seem to find the patch tutorial mentioned in the description of the mod.
    2. antistar
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      I wouldn't be doing that myself since I made the AR-15 in WARS to be the way I wanted it. (I mean, obviously.)

      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.
    3. jgamer55yt55
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      thanks!