I remember seeing WSE2 on the nexus thinking "this looks cool" and then promptly nopeing outta there when i saw the intallation instructions lol Ive since crafted a perfectly personalized collection of weapon mods/replacers.
I'm a mad scientist at heart so my desire to know more was too great to ignore. Safe to say, it was not worth it, plus it corrupted my save when I removed it ;_; Hands down I will always recommend people try something else instead
The only thing you really need to say is AWKCR is heavily outdated, full of bugs, and just generally broken. Any mod that uses awkcr shouldn't be used period (unless it has a non awkcr file) though I'm glad you went more in depth. AWKCR was great for the time, but now it's a relic from a different time, and alternatives should be used. not to say the mods are bad, like i said they were great for their time. I, for example, switched from armorsmith extended to ECO (Equipment and Crafting Overhaul) Redux
Well put, I agree the problem really stems from AWKCR being outdated. It really doesn't help that the author is famously dismissive of criticism, even if constructive. That said I actually haven't tried ECO, what's the biggest benefit you'd say you've seen since using it?
@@SnailOXD for one it allows integration of other frameworks into weapon mods without patches for example the real time cover penetration framework once you get the Framework and the ECO patch for it you can put it on any weapon through the universal workbench (the only one i had issues with was tactical reload but that's because it requires specific animations to be made) . Another big one for me anyway is the weave options for armor like AE it's more than just the basic ballistic weave you can give armor more resistances to say energy damage or radiation as well as physical. thirdly being able to modify your gear on the fly (as you can drop their universal workbench (and their power armor bay) anywhere with a hotkey) is also a huge plus for me or you can simply save on space by building one universal workbench (which is rather compact) in your settlements instead of 2 separate workbenches
"universal workbench" fella I'm SOLD say no more The cover penetration thing sounds incredible, I keep finding my immersion breaking with bullets getting stopped through a rotting wood plank
I'm just gonna casually name drop the best weapon mod author for Fallout 4. Broodahood, SalientPhantom, neeher, Fx0x01, SpongebobSlavicPants, cadavver, Subleader, Novavinch (Author of Combined Arms), Ardent, MSVAL. Those guys have some good ass mods. Check in the requirement too, some guns may have attachment pack made by other mod authors. Like MK18 by fx0x01 have attachments made by salientphantom.
I totally love Combined Weapons. I almost exclusively use it with a couple of other individual mods that work well with what my current build is. And I totally check out the requirements for all the mods I'm considering using. If it seems like too much for what the mod itself offers, I completely pass on it.
I'm glad to see so many people also enjoy Combined Weapons, definitely my favourite all-in-one pack and the ability to self-balance means it can fit in just about any sort of playthrough. WSE2 was a learning process for me; sometimes, the work involved is *not* proportionate to its quality or benefit
@SnailOXD I love combined arms but I'm getting crash to desk top when I try to change optics with the combine arms with see through scope patch thing :(
Extended Weapons mod? On the assumption that's different from Weaponsmith Extended, would you be able to provide a link? Always love me a good weapon mod
@@whim_tv exactly what he did, and while that's not totally a bad thing, the changes he made towards balancing just makes it a lot less attractive that many offerings
Not only fun, it is RIGHT to have modern weapons! Seriously: Look at the Fallout 1 and 2 (and Tactics, not to mention New Vegas!) weapon lists and you will find modern guns on there like the M16, the G11, the MP5 etc. Fallout is futuristic, so frankly only having retro 50's scifi-space guns and WW2 and earlier guns? Sorry, that makes no sense, no matter how much Schrott Howard says so! PS: Schrott ist the word for SCRAP in German :)
not only is it RIGHT, but it's also illogical to suggest otherwise. The weapons we have today are a result of the best possible designs to fit emerging technologies and battlefields. No designer or engineer sets out to make a worse weapon, which is unfortunately the reality with the F4 Assault Rifle (a weapon that simply shouldnt exist)
I’m also currently using an add-on mod for wasteland melodies service rifle that comes with an underbarrel gl that you can toggle with a hot key it’s pretty cool
Idividual weapon mods are a problem, too - at least if you are like me and frankly want all of them :D (so you reach the plugin limit, even if set to "light")
And they're simply fair outweighed by individual offerings we have today. There's likely thousands of mods and many, much better weapons. In fact, some weapons in the pack are far upgraded past what's compatible and look better on their own
Thanks man, I’ve been working on getting a mod list together for FO4 after the show got me back into playing it. From what I’ve seen, Combined Weapons and ECO can be used to replace Weaponsmith Extended and Armorsmith Extended. You should do a video on alternatives to older mods for newcomers. Problem with older mods is that they tend to show up due to having more endorsements and downloads than the newer mods.
This is a pretty good idea! I'm gonna look into maybe doing just that, and I can base it off of what's already most endorsed/oldest on the nexus. Thanks!
I've yet to have problems with it. maybe True damage/better locational damage fixes the gunplay a bit? Am sad if it really is considered to be shit, I just got done rebuilding my old modlist. especially since its just plug and play if you have a fresh install.
I promise it is very much obsolete with today's offerings. Of course, play with it if you want, but in terms of looking for weapon packages or even just good weapon mods, nearly everything is better than Weaponsmith Extended 2 these days
6:14 personally, I stay away from CoD mods since they’re usually unbalanced, and also have no level list injection-on top of that I’ve always felt that the non-cod versions of weapons on the nexus are usually better, with more meaningful customization (not just cosmetic stuff, but stuff that actually changes the way the gun works or specializes it’s stats to fit a play style), ll injection, and better balancing. No hate if you disagree tho, it’s all up to personal preference and play style-I often prefer being able to find my guns in the world on enemies, and I don’t like being too too over powered, because then it’s just boring
All good, no hate at all. Modding is only so varied and there's only so much selection because people go to great lengths to fit their personal taste :) You do have a point about COD ports, as I find they often port too many attachments that ultimately come down to cosmetics IMO (I haven't looked at FO4Edit to confirm this). I've recently been using more of the guns from my WW2 Gun Mod video recently; like I think in my Point Lookout video you really only see me using the Thompson, Mosin Nagant, and the Saiga 12 from Russian Special Forces pack. COD Ports are extremely impressive for their visuals and sounds and if you want to feel like a god but as time has moved forward since this video I've started to realize the importance of balance
I've been wanting to try Militarized Minutemen for a while now but I have so many miscellaneous mods in my load order right now I want to be kind of careful. SS2 already doesn't work on Megan's playthrough 😬😬
most of weapon packs are junk in my experince expect of combined arms, was using Modern Firearms few years ago, then I found out how good are other mods such as EVO3A1, MK18, X95, GLOCK19X, with BCR, TR and sideaim frameworks make gunplay in FO4 so fun and immersive. god I love this game
This game is phenomenal if just to play with pewpews. Yeah generally standalone weapon mods are almost always better, I just really like the convenience of an all in one pack. In future, I do want to solidify a weapon mod list to recommend to people off rip. To be honest, most people are probably not as motivated as you and I to install and curate an entire list of standalones
As a modder, I hate Archive2 with a passion. It's so overcomplicated for what I assume it should be. You gotta have 3 different output settings across 3 different archives just to have a properly optimized mod.
A Modder, you say? Gotta look for your mods 👀 Also, just from my limited experience, I was very very thankful for the video tutorial, because I'd have no idea how to use Archive2
The damage values are genuinely terrible. Like, awful. Better alternatives: Mossberg 500 if you want a single-weapon mod pumpy , or Combined Arms has a SPAS-12 that is switchable between automatic, semi AND pump for ✨immersion✨
i just install and if i dont like it just uninstall it back, i pretty much scour weapons mods daily, found some i like, found some i cant live without, and found some i really really hate, my gaming with fallout now just mostly looking and installing mods for hours, and play the actual game for 30mins or so lol, endorse to all mods maker tho, without them i would never install fallout ever again
Building up on one of your last points: I cannot emphasise enough how much time you will save by going through the posts section of a mod page to see how other users like it. I can read reviews, learn about potential bugs in the mod before I ever experience them, and find solutions for them or see if they have been updated. The best mods on the entire Nexus, weapons included, are ultimately made with an enjoyable end user experience in mind, which is something the Weaponsmith mod author unfortunately never learned. Great video!
hey thanks for watching and contributing to the conversation! Much appreciated. Of course, sometimes the posts section doesn't quite convey a mod's state properly. Most recent case I can think of being Fallout Vermont, which is a very poorly made "finished" product that I suspect was actually made with AI, including the map
My favorite weapon mod author is easily FX0x01. His MK18, Glock 19x, AA-12, and M1A Springfield Armory gun mods… *chef’s kiss* Delish… And as a must, definitely have replacer mods that correspond to those aforementioned weapons. So my load order with vanilla weapons and corresponding weapon replacer mods consist of the following: 10mm Pistol = Glock 19x Assault Rifle = MK18 CQBR Combat Shotgun = AA-12 Combat Rifle = M1A Springfield Those are just some of my guns replaced by FX0x01’s mods. Seriously I strongly endorse his weapon mods because they’re just so damn good to pass up.
FX0x01 makes some quality weapons. One of his mods actually makes an appearance in my new WW2 weapon video. Wish I could thank him personally for his contributions
so a lot of nade launchers will be under an "aid" item that you have to use by hot-keying it to your "favourites". When you select the item under it's "Favourite" slot (with the assigned number on your keyboard or by pressing F and clicking the icon), it'll switch to the nade launcher. I have yet to use a canted red dot sight, but I imagine it's the same mechanic. Favourite slots make a lot of cool things possible
@@tylerwolfley2689 On controller, the Favourites are mapped to the D-Pad. You'll notice the layout of the Favourites when you're assigning them in the pip-boy is in a cross formation (three slots in each direction), just press whatever d-pad button is in the direction of your intended selection, then keep pressing that until your favourite/hotkey item of choice is selected. This might sound confusing but just give it a practice try with any item or object, you'll see what im talking about
I’m genuinely saddened I hadn’t seen this sooner as just a few weeks ago I was cleaning up my mod list manually, made a detailed spreadsheet in excel, and came to the same conclusion. This mod collection was just so bad compared to modern weapon mods that have come out, and picking up guns from this pack were active detriments to playthroughs
Yep, absolutely. It's a real shame too because for the longest time this was the best all-in-one option and mod documentation being what it is, it probably still gets recommended out on places like Reddit
Yeah I think I've only ever used Weaponsmith back when I first started modding the game and it was already showing the bugs back then, The modern arms pack is a good mod but I prefer to install the ones I want, Mainly MW2022/23 ports or other CoD game weapons like the Cold War Milano. With vortex being as easy as it is to use, you really should be building your own weapon mod list instead of downloading these ready made ones with weapons you might not want or already have a better version's of
Realistically yeah there's little reason to use weapon packs beyond convenience, and the MW ports are insane quality. One issue I do have with the COD ports is they sometimes feel too easy to use and sound levels can differ, but that's easy enough to change in files. My next step, when I can actually make time for it, is to learn how to archive all my weapon mods together with whatever patches are needed for easy install
if you want to use combined arms with mods that require an incompatible skeleton use the discrete skeleton mod this way you can avoid skeleton conflicts.
So I actually use a custom skeleton made by another modder, but it's not publicly available or searchable so I figured not to mention it. I'm not exactly sure why, but apparently something to do with disputes between skeleton makers. In any case I've noticed the skeleton works great with Combined Arms
This is perhaps the best channel I've known when it comes to fallout 4 mods and I play that game a lot despite its many many issues Thank you so much for this one in particular since I'm not good at modding installation
After discovering the wonderful world of wabbajack, MO2 and modlists I will never ever again just install mods willy nilly. Let alone install a mod that makes me do homework before installing. The only mod I would support for this is Sim Settlements 2
I still have no idea what a wabbajack is, but at this point I feel it's too late to learn and I'm still enjoying the process of actually modding enough that I dont mind installing mods one-by-one
You don't have to archive the mods, they can be placed as loose files in your data folder. Just don't go overboard with loose textures if you have limited ram. Also, most of those weapon mods will run without AE and there are hundreds of patches to remove AE and AWKCR dependencies from many mods because of the mess they create. I will say that gun mods from that many years ago are absolutely going to be lacking in many aspects. I would recommend Degenerate Dak's content as a go to for lore friendly very well crafted weapon mods, he has a vanilla replacer pack for every weapon with custom attachments and an ammo overhaul that just perfects it.
Im a big fan of Dak's mods. I usually try to skew towards the more realistic/hyper detailed since I don't put much focus on the typical lore-friendly definition of weapons (this discussion is better saved for an entire video of it's own), so I really enjoy the ultra-detailed models of Novafinch for example. However Dak makes so many weapons at such an incredible rate I admire both his drive and how consistently enjoyable his weapons are
One reason why I'm scared going back to the Nexus and Fallout mods. You gotta read thru pages of shit with terrible description or instruction, download the requirements, navigate thru the files, read thru the posts.
It's so much better now. Descriptions and posts are much cleaner, better presented, and installation is as close to plug-n-play as it's ever been for the vast majority of mods. In fact, load orders aren't even really a thing for me anymore because the newer trend is to make an ESL flagged ESP, which apparently doesn't take up a load order slot
I think I'll come back to the WW themed weapons in a bit; there are a LOT of new weapons every week, it's just a matter of searching for the right ones. I also try not to include weapons that aren't well-made, of which there are plenty. I know today there was a release from Warfighter's Workshop for the Owen Gun, ripped from Call of Duty Vanguard. A Browing .50 cal is definitely on my list though!
The closest you'll get to an M2, for now, is Dak's Shoulder Mounted Machinegun. There was also a shoulder fired M2 mod based on an interwar prototype, but I can't find it. Iirc it lacked attachments and reload animations.
Oh hell nah. Ain't single day I've been using that obsolete garbage and there ain't gonna be. Why would I go though such tedious and long hustle to use guns I'm forced to use and don't wanna, when I could personally choose the guns myself I want to see in the game and use in the game which is something I want to do rather than kick myself in the nuts for not having fun. It's baffles me so much people yet to this day use this mod like blind sheep they are because it's collection so they think it's "easy FOMOD which is not, and when they realize it they just keep on going for absolute no beneficial or logical reason to. This is not even needed for the guns to work and it relies on so many mods itself without really providing anything by itself. Reading the comment section of that mod is honestly such comedy, either people complementing the mod for something it did not do since the weapons are not made by the mod author, or like most of the comments there, something is wrong and I need help. My answer to all those who needs help with the mod, use the simple trick of uninstall and pick your guns yourself like someone who can think themself.
It's basically just a Nexus Collection before they existed, which is wild to me. Yeah there's a few measures put in place to make it all work more or less, but it never works seamlessly
@@SnailOXD I have currently 63 mod weapons installed in the game, and all of them worked straight out the box without problem or needing this kind of hustle. Also they are all 2K or 4K so they also look better than pretty much any on this "pack." Clothing items I have probably like around 300-350, no issues there either. ( I actually took even effort to rename all the clothing items with Fo4Edit for better organizing in chemlab and inventory.)
Yes, it was a very early mod, and probably the first of it's kind; but we've come so far since then and my experience installing it was probably one of the worst experiences I've had, and I'm not even bad with computers.
@@kkinthewheelchair3049 I know it really sucks to have to do that as your fix, but honestly WSE2 is long obsolete with so many excellent one-off options.
But modern weapons to some extent do canonically exist in fallout mainly in fallout 1 and 2 and tactics and the service rifle I'm new Vegas basically being a m16 which is somewhat modern I don't remember if it's fallout 1 or 2 but the m249 exists in fallout canonically
AWKCR was never meant to be a weapon mod like COMBINED ARMS. It was first and almost meant as a weapon crafting mod, an addition to the survival difficulties. It gives you the opportunity to craft said weapons, something that wasn‘t even possible in vanilla Fallout 4. Only fallout 76 gives you the option to craft your own weapons and armor.
i went throught the same issue and for like a year or two and even still this method works. If the weapon mod has atractive female screenshots showing off the gun, i shit you not the mod will be great 95% of the time but people have started to catch on it recently but mostly still is fine. Here are some mod authors i recommend trying out 1. Subleader100 2. FX0x01 3. SalientPhantom (escape from boston series) 4. WarfightersWorkshop (high quality sounds and textures but not much recoil) Also a great weapon should most of the time come with a video showcase NOT mod of the week/month showcase, the mod should link a video that is at most 2 min long showcase. Hardest high quality weapon mods to find is for pistols, snipers and shotguns. obviously there are high quality mods for thoes guns but if you want more than just an glock and an USP it will be a bit difficult to find other mods that close to high quality sounds, animations and textures. Hope this helped for some of you who are just getting into weapon mods.
Jesus lmao I always had this mod in ny load order, but i just installed it with vortex, then downloaded all the individual weapons lmao i also used modern firearms so i really never knew which weapons i was using. I took it out because I read that Awkcr was trash and full of bugs
It's genuinely terrible. Mods that were once made specifically for AWKCR have been patched to not need it for years now. Weaponsmith itself is just a poorly constructed fossil as well
Here's a suggestion, look for a mod named quick weapon modification by tooinx. There in the page is an exhaustive list of firearms mod which his QMW mod supports. I found almost all the mods listed there as very, very well done mods with custom animations, tactical reload compatibilities, patches with new bullet calliber mod frameworks, tac sprint (Looks hella cool) and what not. Go download weapons from that list and enjoy.
Yes, 100%. Gambit's main argument against these comments is "there are hundreds of changes you won't get the full experience", but the full experience is poo anyway. Why do I wanna use an automatic shotgun that shoots beans?
Honestly it was just the most ambitious collection of weapons for the game at the time. It was okay for what it was during its heyday, but nowadays it should never be installed
Can you talked about outfit mods such as Vtaw? Honestly, like Combined Arms weapon mods i just wanna use a one mod item but instead i have to download a more than 2 gigabytes ended up only using one item.
Yeah Combined Arms is great for a while pack of decent weapons, but the more research you do on weapon mods the less use you have for it. Individuals just tend to have much greater attention to detail I can have a look at some outfits yeah! Vtaw is an option, but I'll have to research some clothing mods from other authors as well to flesh out a full video
You can have a lookat my personal mod list and see if there's anything you like. Keep in mind a lot of stuff on this mod list is "tacti-cool". Also keep in mind, if you grab the whole collection it'll get my entire mod list so don't do that. Instead, just click on the individual mods you see and download files from the individual pages. next.nexusmods.com/fallout4/collections/mh2o99 For my WW2 Collection from the WW2 Weapons video next.nexusmods.com/fallout4/collections/zvznfl For vanilla-friendly weapon mods, I highly recommend Degenerate Dak, who also has a RU-vid channel showing off his creations. Really solid mods
It's insane. I actually couldn't run the mod without immediate crashes when I got the idea to make this video, so I couldn't take as much example footage as I wanted, but godDAMN it's just brutal. Honestly I could use jank weapons if they didn't shoot peas
DegenerateDak and the CSEP team have been making some really nice weapon mods recently. They mostly focus on Cold War and older guns that can potentially fit into Fallout style or lore wise, but they have some unique stuff. Their stuff is balanced around vanilla stats and they make heavy use of Munitions (honestly, they have plenty of weapons between them to justify unifying other weapon mods under Munitions). They aren't quite at the same quality of Novafinch or some of the others mentioned here, but they're damn close imo.
I love DD and CSEPs work so goddamn much, I try not to say anything so it doesn't look like simping lol. Idk, is it worth collecting a bunch of my favourites into a video?
@@SnailOXD Might be worthwhile in the future. They are STILL coming out with new weapons literally every week. Like, just today they came out with a 12.7mm pistol.
@@Rage_Spammer it's just an intimidating concept because Dak makes sooooo many videos and has so many weapons it would be a lot of testing. Not that I'm complaining, I'll literally always install weapon mods, but still, not a small task. First things first though, this month's weapon video is for the Syringer but good
Yeah I love the bolt action historical rifle mods, like the Gewehr family, Lee Enfield, Moist Nugget. I believe there are a few others but I'd have to look and confirm
I looked into it and sadly Mattel actually sued the mod author and had the mod pulled down, so I won't be able to :( I had a build in mind and everything too as there's a perk that works perfectly for a PAIN TRAIN build
Combined Arms? If it's been ported to console, then probably (this is in general for all mods). Best way to check is going to their NexusMods page to check. For Combined Arms, I believe it is not available for console
You don't NEED to pack any mods files into an archive, it's just highly recommended the more you mod because ba2's load much faster than unarchived folders, especially once you have hundreds of mods. The only thing you need to do if you go this route, is make sure loose file loading is enabled.
Im not terribly certain, I havent looked into any anyways; in the Bus Driver video I tried to showcase some melee animation replacers that let you grab, throw and slam enemies instead of just bonking em, and animations are HUGE in Fallout 4, but I'm not sure about a massive all-in-one pack. Can you make a new comment? Give me a few days, that comment will be a frequent reminder to look into it
@@idklol3240 hey man, thanks for touching base. So I did have a look and it looks like nearly all the great animation mods are one-for-ones rather than a whole pack available for download. It's a shame, but unfortunately just how it is. I also expect there to be a degree of conflict between certain mods as a result, but I can't be too sure about this for any given mod; just something I'm surmising given the nature of modding. My best advice is if you're going to use any, make sure you read the posts tab in any given mod and keep an eye out for any reported bugs or feedback. You can also use a tool such as LOOT (separate program from Vortex) and it should tell you if there are file conflicts. Best of luck with this, I'll remember to make a video for animations at some point
@@SnailOXD thanks for looking, i hope someone makes a AIO pack soon, as modding over 100 weapon animations is very time consuming and very cluttering in the load order
I would recommend the "Weapons level list patches" mod if you want more variety. One down side tho, for some reason a lot of tacticool weapons are overpowered so it can be deadly ^^
@@SnailOXD My thoughts exactly. I'm still playing my first run of FO4 (Vanilla+) but I'm seriously fighting the urge not to install some more weapon mods. The vanilla FO4 weapons are just so incredibly boring to me.
@@SegmentW I really don't blame you at all. If you want vanilla friendly weapons, I just made a video for a bunch of vanilla friendly WW2 weapons (since WW2 and it's tech are the same in our timeline as the Fallout timeline
@@SnailOXD Few questions, I use the 'See Through Scopes' mod and I'm curious if any new standalone weapons I add like the Scar Family mod for example will work with that. Another concern I have is if standalone weapon mods are integrated into the level list by default (as common practice) or if it's hit or miss depending on the mod author. Thanks for the weapon mod coverage btw 💪
There are a couple of M4 mods I use. The first one is actually included in Combined Arms Expansion Pack (this is an add-on to the Combined Arms Modern Weapons mod) under the name "Mk 12". It's a pretty good weapon and it's got great sounds an anims. The second option I have is the MW2 M4, and it's a direct Call of Duty port from Modern Warfare 2 (2022).
So a lot of weapon mods usually let you scale damage in the weapons workbench. Generally speaking, if I can't scale the damage myself I uninstall the mod or don't use the weapon. However, I do try to give the weapons some semblance of balance because it's equally unfun when you just rip through every encounter. However if you're looking for total damage overhauls they're out there. Horizon is one of them, although Horizon is more like a total conversion of game mechanics and may require patches for more mods
I mean that's fair, I can't knock that. If you're comfortable using CK I'm fairly certain there's a way to make them quieter. However for myself, they're like ASMR, I love hearing them. Shivers, every time.