No. It's just how they're made by weapon mod authors. These lasers aren't lights, but objects that look like them. If you used Bingle's weapon beam/laser mod I think you could turn them off there but idk as I don't use it.
My kind of mod. Simple, effective and yet gameplay-changing.
I wanted to ask if there is a solution for when the master is added to a weapon mod, but the keyword OMOD addition won't take. I add the Properties entry as shown in the sticky, but as the "GLXRM_Keyword_ID" keyword is inputted, it then changes to "DoorStatMarker" with a different FormID of "0000001" (or something). Any insight to a possible fix is appreciated.
This caused my game to not be able to save. Not sure why. Save option came back after I uninstalled it. I'm guessing it has to do with one of the weapon mods I use. Modern Firearms, RU556, Service Rifle, Combined Arms, Miniguns Rebirth, Glock 19x are in my list.
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You want the Object Mod part. Add the keyword from this mod to flashlight Object Mods (OMODS).
PS
If you know how to filter EditorID with wildcards and without lagging out xedit, please do tell.
I wanted to ask if there is a solution for when the master is added to a weapon mod, but the keyword OMOD addition won't take. I add the Properties entry as shown in the sticky, but as the "GLXRM_Keyword_ID" keyword is inputted, it then changes to "DoorStatMarker" with a different FormID of "0000001" (or something). Any insight to a possible fix is appreciated.
But in general, the method is:
Load this and any weapon plugins in xEdit > copy the OMODs as override to a new .esp > add this plugin as a master > add keywords to copied OMODs