i've made some rather elementary mistakes in the latest updates to revamp and panzerstyle. i'll be fixing those today. this is a normal part of my update cycle: update stuff. realize later (usually while asleep) that i fucked something up. update again.
perms: either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.
help me fight starvation: http://www.gofundme.com/vr56rc
updates to OP:
revamp and panzer style updated to 2.7 now
cleaned up presentation
removed basic edition, as i'm no longer working on that -- if you're still preferring that, well, it's not like it's going to be updated and i guess i hope you don't lose it :D
Thank you. I'm really enjoying this mod!
good good. and remember if something happens that doesn't make sense, don't keep it to yourself.
I have a question. In my game the MCM menu for this mod is empty. Is it normal or I have something screwed-up?
hey, thanks for reminding me. for some reason (which i'm sure is completely explainable but i haven't been bothered to find out) the site renamed the file as GunsmithingTTWRevamp_0.esp
MCM menus check for a string value for the mod in the load order to start displaying the menu for it, which i've got set in the mod as GunsmithingTTWRevamp.esp. for now, until i get stuff to update with or decide i'm done, the simplest fix is to change the name of the file itself, although if you've got it set as a master for a merged patch or something, that might make things a little weird.
Awesome mod, Puppettron! I'm having way too much fun with it. :D In only a few days of playing with it installed (revamp version), it has become part of my "Fallout Rituals" - my characters always have certain things they do, like sleeping every night, and going home at least every few days to sort the new crap collected and set up the load-out for the next adventures. Now there's also a few hours spent breaking down extra weapons, crafting new guns and mods...
It goes especially well with TTW Interiors' player house themes, because I have a room that's a proper workshop with loads of storage to accommodate all my gunsmithing needs.
good to hear. you should see my house lockers sometime. locker full of guns to break later, locker full of parts to take-all and see what i can build with... i no longer have any idea what i'm storing in chuck's houses, because i just can't be bothered to scroll inventories for that long.
Haha! A kindred spirit. All the containers are stuffed to the gills. I'm such a hoarder in these games, to the point that I occasionally use the console to cheat my carryweight a bit to delay the agonizing decision of whether or not to keep the crap I took off the last three Raiders I shot down. When I finished Broken Steel yesterday, I immediately headed to Megaton and then brought back 45 sensor modules and 6 cameras for Rothchild. Now that I can actually "do stuff" with those random weapons I'll never use, it's gotten twice as bad, but I'm certainly not complaining. :)
Upthread, you mentioned renaming the esp to get MCM working - if I do that and rebuild my merged patch, will it break stuff, or will it only affect generated inventories that haven't refreshed (ie, vendors that haven't hit their next "restock" time)?
i'm not actually sure, i don't fully understand how savegames and mods work
i forgot to mention, if you don't want to try renaming the .esp, go into the geck and change that line in my MCM script to reflect your current esp's name.
I found that some gun mods I create aren't working. For example. All of the 10mm mods give File not found, I cannot upgrade the 10mm, and even though I have the Brush Gun it won't recognize the long tube. It also shows File Not Found and if I drop it, it dissapears into the nether.
I turned off the esp and everything seems to work, except of course everything I have created is gone.
the only thing that would say "File Not Found" is the pipboy icon.
i neglected to label the mods for the custom variants of guns in the mod as "custom", which is to say "the recipes for mods in here that aren't normally set to the vanilla guns in questions are outputting mods for guns that are custom variants of guns that can only be crafted with this mod"
sorry i fogot to slap an model on some of the mods, i'll get an update out soon to fix some things.
Thanks for the info. The pip-boy icons don't concern me too much. I am really trying to figure out why I can't install certain mods in my guns. It's like they can't be seen. Oh well, I'll keep looking for a fix.
Great mod by the way.
weapons have 3 pre-determined slots for item mods. this means that the gun already has the information as to which mods can be applied to them. the problem you're likely running into is you're making things like the 10mm Pistol PPA, the 10mm Pistol Smart Chip, the Brush Gun Long Tube, et al, which are mods for the Custom guns you can make with the Advanced Gunsmithing Perk.
you might check out the Weapon Mod Menu on nexus for a mod that helps you with weapon mod functions.
I am currently using the Weapon Mod Menu. I have tried it with and without. I have removed Project Nevada and everything that I can come up with that affects it. So I am not sure at this point. I tried using fnvedit to figure it out but couldn't find the problem. Most likely due to my lack of skill with fnvedit.
But I am still looking, I'll figure it out.
i can tell you definitely that the Brush Gun Long Tube does not go on a Brush Gun, it goes on a Custom Brush Gun.
I got it figured out. The one I built with this mod wouldn't go on Medicine Stick even though it is labeled the same. I purchased one and it worked fine. So, the built one only worked on the custom. Thanks for checking this out for me.
i didn't put slots on the Medicine Stick. that'd be WMX.
I want to try this, but I'm worried about this mod conflicting http://www.nexusmods.com/newvegas/mods/52510/.
"We have made and kept covenants with our Lord, God, to honor his laws. In exchange, we are promised eternal salvation after this life." ~ Joshua Graham
I want to try this, but I'm worried about this mod conflicting http://www.nexusmods.com/newvegas/mods/52510/.
I checked in FNVEdit. This mod doesn't conflict with puppettron's mod, but make sure it's higher on your load order than Nevada Skies. For whatever reason, it seems to alter weather in certain worldspaces (like Takoma Park)
they don't conflict. gunsmithing is a crafting mod for building guns out of parts found or taken from disassembled guns. alt repair is a repair mod for repairing things.
Ok, getting some weird results, tried creating a .45 Auto, got .22 Revolver.
new update, cleaned some stuff up, reworked the crafting script to be simpler, more efficient.
Maybe a patch with Alternative Repairing so that you can dismantle guns to become Replacement [insert gun type here] parts?
Lucent ENB for TTW
isn't alt repairing your upload? feel free to patch
A few questions which hopefully will be answered. Is this compatible with Alternative Repairing?
Will there be patches that add in weapons from other mods like Classic Fallout Weapons?
a few answers:
1. i have no idea, i've never used that mod.
2. if people make said patches, then yes. i've only made one patch myself, and it's for panzer, and it's out of date because i figured i'd update it when panzer updated.
While this is completely anecdotal, I haven't seen any conflicts between Alternate Repairing and Gunsmithing myself.
New to the forums and I must say that TTW and the mods here are very well made. Not too sure if this is an error on my part but weapons that I craft seems to be acting weird.
I crafted the anti-materiel rifle and it functions well except that I'm unable to store or sell it. Dropping the weapon makes it 'invalid', I am able to see the model and move it around but it doesn't have any name/description. There is the option to pick the weapon up but it doesn't respond to the action.
so you can use it just fine, equip it and fire it etc., but if you drop it it becomes non-playable?
Yup, I can use it, mod it just fine.
i can't store or sell it because it won't get listed and dropping it makes it non-playable.
Edit: attached my load order just incase there's any known issues with the other mods I'm using
that's just really weird. if it's non-playable, it shouldn't show up in your inventory at all and shouldn't be usable. and dropping an item shouldn't trip that flag either. i have no idea what happened there. you might console yourself a new AMR
I did notice that the crafted one was an AMR (GRA) though, not sure if it makes a difference.
The only other weapon I tried crafting which had the same issues was the sawed off shotgun "big boomer". I didn't take much notice of it that time as I thought it only glitched uniques.
recipe crafts a non-playable token, which gets swapped with the real weapon in game mode via script. i'm not at all sure how you're getting weapons that are playable until you drop them.
I guess if i'm an isolated issue then it's cool. I can live with going around the issue, just figured that I'd report this just in case. :)
Either way, thx for the great mod.
So this mod should work just fine? The only minor bother is no pipboy icons but i'll deal. I just like to see them for quick glances while i try to do stuff.
EDIT: Seems any gun i make becomes null so i cannot put it in a box or sell it and when i drop it. It doesn't have a name just has take but i am unable to take. I took the mod out for now and i hope it gets updated. One idea for the pipboy icons is use an existing icon to represent parts i guess.
hello, in the time since i was last on, i played fallout enough to figure out what was wrong with the 4.0 update. so i fixed it. then i thought "why the hell do i have so many quests in this mod?" so i reorganized and now it's all done with a single quest in a single script. and now it's up on the OP.
if you're updating from 4.0, things might get weird. all the token weapons currently loaded are going to, one at a time, report themselves to the crafting script, then kick it into gear to swap the token for a weapon. this will mean that, one by one, when you upgrade, your weapons will be replaced with functional ones, taking everything attached to them to oblivion with them -- so you're gonna lose any imods slotted into it. if you're worried about that, you could load up before updating and remove all the imods from the weapons in your inventory.
now, go update and get your stuff fixed.
i'll be doing another update in the next month or so, since i've been literally so bored that i decided to play fallout again -- this isn't an indictment on fallout, my laptop is falling to pieces and can run the game at a hearty 20 fps most of the time, the main menu loads just after the main theme loops once, and my load times are long enough for cigarette breaks -- and discovered some problems that i guess i never got around to fixing. also, i'll be making a change to the splatterizer and maybe dropping the threshholds for the GS challenges a little. don't panic.
in the meantime, enjoy the mod, report issues as usual.
Absolutely love the mod and it's quickly become essential. Thank you for making it Puppettron.
Not sure if it's a conflict with another mod, but having an issue with crafting the chinese pistol heavy frame. It uses up the materials but no item is made. Have had no issue with any other recipe. Thought it might be due to having wmx installed but after removing it, still having the bug. I'll try to figure out if it's something on my end this weekend. Just thought I'd mention it incase it is a bug.
Crud, feel really stupid.
Thought I had the current version because I had downloaded it on the 18th but just noticed the file size difference after double checking. Really sorry Puppittron. Please ignore my previous post.
i have apparently neglected to include an output with that recipe. and neglected to add mods to the custom chinese pistol. and totally never noticed it in testing because i never used that gun.
sorry, next phase of update is getting all these things sorted out.
compiling a list of things i forgot to fix/put in the mod, if you're aware of anything that you should be able to make but can't, do let me know. what i know for sure:
the chinese pistols are entirely out of whack in the mod, will be fixed
although there's basic upgraded springs, there's no service rifle upgraded springs recipe. which is silly.
I hope you continue work on this mod. I'd hate to see this go to waste.
Oh also if you do update it. Isn't there some generic pip boy icons you can use?
oh, sorry, hard to keep on top of things when i'm not doing anything most of the time. i'll take a look at what i've got this week and see if it's up for update yet.
Don't worry yourself. Thanks for the reply tho.
if you insist.
I appreciate the update Puppet.
k, i'll try to get it up today then, not much new, but there's a gun with a mesh put together by the immaculate trickyvein, so there's that.
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