
and in general give a boost in performance. No need to remove the text from Fallout4Custom.You should absolutely build the table/dataset/dataframe with a sorted id if you will query on it often. Remove AnyModAnyWeapon.esp from your Data folder. Add the following lines to your Fallout4Custom.ini.Open (or create, if missing) Fallout4Custom.ini with your favourite text editor.Within this folder you'll find a number of.Navigate to your Fallout 4 Folder at the following location "Documents/My Games/Fallout 4".
#Magic bullet looks 2.1.0 mod
If this is the first mod you install, make sure to follow the steps below (taken from the Nexus wikipedia): Keep that in mind.Īdd AnyModAnyWeapon.esp to your Data folder
#Magic bullet looks 2.1.0 mods
The way the projectile look and behave is usually inherited from the muzzle, so if you attach a laser weapon muzzle, the projectiles will behave as lasers (Even if you use another kind of ammo), if you attach a Junk Jet muzzle, the projectile will travel in an arc, and it seems legendary mods such as explosive override this, so explosive junk jet projectiles won't travel in an arc. The muzzle will most likely disappear but the effects will carry on. Some restrictions still apply, so you can't attach a muzzle to a barrel that doesn't support muzzles, but you can attach it to a barrel that supports, and then change the barrel. Some weapons can be super overpowered, and some can be utterly underpowered, as far as having negative attributes Some weapons may look UGLY, because they were not meant to be used with other mods Some might not even work. If you have any Fallout 4 mods that adds NEW weapon mods to EXISTING weapons, they will most certainly be available to other weapons as well. Attach a beam splitter to a shotgun and see the magic happens! Your custom weapon will inherit the base stats and attributes (Such as spread, initial bullet count, ammo type and animation) from the base weapon you used, even if you change every piece into another kind of weapon. Change the perks or materials required to craft any mods Changes weapons stats in any other ways other than the mods themselves does Adds to weapon mods for easier identification when crafting Adds the list of available mods from every single weapon to all other weapons But it's really fun!Īttach a mirv launcher on an automatic gun and make it rain nukes!Īttach the rocket launcher lock-on sights on any weapon!Īttach the gamma gun dish on your gatling laser and spread that radiation across your enemies at ludicrous speed!

This mod allows you to craft and attach any weapon mod, on any weapon It's not balanced and it's not immersive. 2.1.0 - Added weapon tags to weapon mods, making them easier to identify. 2.0.0 - Mod remade from scratch on the Creation Kit. Also, properly added Cryolator and Pipe Weapons to the list. 1.2.0 - Now affects melee weapons as well. 1.1.2b- Fixed the previous sound glitch for real this time. 1.1.2 - Fixed all weapons sounding like the Double Barrel Shotgun. 1.1.1 - Added Double Barrel Shotgun to the list.

1.1.0 - Fixed weapon names not showing up properly Choose weapon from the Unconventional Weapons list inside the Workbench.Build a Weaponsmith Workbench, from AWKCR.WHEN UPGRADING TO THE NEW VERSION, MAKE SURE YOU DISABLE ANY COMPATIBILITY PATCHES MEANT FOR OLDER VERSIONS!ĪMAW now supports Legendary Modification by default. Needless to say, it now requires Armor and Weapon Keywords Community Resource(AWKCR)! The old version remais the same.

38 bullets as ammo but shoots MIRV nukes, there's absolutely no way I could balance the costs. Besides, since you can craft anything from a weapon that has negative rate of fire and doesn't work at all, to a machine gun that uses. Currently, those weapons use no materials to craft, mostly because this mod is just for fun and totally unbalanced, so I deemed it unecessary to add crafting costs.
#Magic bullet looks 2.1.0 update
This update fixes the cluttering issue many people had by adding standalone AMAW versions of the regular weapons that you can craft on the AWKCR Weaponsmith Workbench, so that only those crafted weapons will have all the mods enabled.
