He's released 3 weapon mods since as well. A .22 pistol collection, a bowie knife, and a disrupter pistol. On top of that, he's released a .44 scope replacer and a remesh of the combat rifle. As much as it sucks that his health took a turn because i miss his videos, it finally let him finish his projects.
This is the most positive video Ive seen here. Dak definitely deserves it. Im kind of surprised that this mod doesnt seem to implement Daks existing combat and assault rifle remesh mods fully
Im pretty sure daks reasoning for that was because he wanted thr attachment pack to be only attachments, and not mess with anything unrelated to that. Im pretty sure the pack is made to be compatible with those remeshes anyways.
Crazy to think how the biggest thing that can conflict with this mod are remeshes and reanimations, which Dak's mod already accounted for. I was really worried that this would conflict with my current load order yet it slots in almost seamlessly. Gotta say the wait was well worth it. The CSEP team are on a roll with how many high quality lore friendly mods they're throwing out
@@generic_tough_guy.4830 Xbox has patches made to work around the issue, IIRC. Idk if I should keep them or outright replace the smg with an MP-7 tho, lol
I saw the carry handle receiver of the SMG and its a nice throw back to Alien series where the M41A pulse rifle is built on a Thompson (which SMG is based on)
Outside of two mods(just some low/off stats), this mod has managed to actually make the base game guns awesome enough i dont use many modded guns atm. I legitimately cant make the Assault rifle a semi auto dmr anymore because it just doesn't look right anymore. Thats a good thing btw. I recoment the gatling laser ammo fix, improved miniguns, and the wes-tek optics pack to round everything out.
Kind of a must have in most load orders then, especially for the pipe gun stuff! Maybe we'll see some extras that make the quite obsolete weapons actually relevant and usable in the future from Dak or other modmakers.
Okay so I got a funny story with the "Automatic Gauss Rifle" on my end when testing that puppy. After my fun with it, for the sheer sake of trying it out, I scrapped it, and I got a very strange audio bug. That being the Gauss Rifle's charging sounds - it plays whenever it wants to play even if I don't have the weapon anymore. I believe it only plays when I enter a new cell, exit a workbench, or leave a settlement area, I'm not entirely sure. It's not a game-breaking bug so far, doesn't really bother me. However it is noteworthy when I load a save file in-game, be it manually or when I die that audio bug pops up, the load never gets to finish and my game crashes. Simple fix is...don't reload saves lol, loading from the menu is fine though. The funny thing is, this isn't a new bug to me, it has happened before even without Dak's attachment pack. So way back in the earlier days of Fallout 4 modding, the PS4 side got a funky lil mod called _"Wacky Weapons"_ it's also on Xbox. It's basically an extremely half-assed attempt at creating all vanilla weapons with various parts amongst themselves. I think it's called Kitbashing? Nifscoping? I don't know the term, you can mish-mash any vanilla gun in the game and make your own monstrosities with it. But you can't find them in the world, you craft them at the chembench, no requirements necessary. Anyway, take a base of the Gauss Rifle, give it the Gamma Gun's Signal Repeater and wowla, a crappy, barely controllable fully-automatic Gauss rifle. And if I scrapped it the same damn audio bug happens. Guessing Bethesda never truly intended to make that weapon fire rapidly, so the game doesn't know how to perceive it lol.
I replaced every single vanilla weapon, spent dozens of hours patching and making it work. The second that pack came out, I threw it all in the trash and went back to vanilla
I'd love to see the submachine gun get a Fusion drum magazine turning it into an rcw from new vegas and a new receiver for the gattling laser to use plasma turning it into a plasma gattiling.
I actually made a bug report about the iron sight bug for the lever action, they said that fixing it whould require to edit vanilla records so it's a no go.
Thank you for the video and I haven't gotten to use it yet because I just got fallout 4 on pc and modding it is proving a pain because I can never settle for a reasonable amount of mods turns out Xbox limiting me was to my benefit
6:41 - Correct. The moddable flare-gun I devised (for those who don't know, I made WOS), needed mesh-replacers and comprehensive modification of the weapon records and a set of attachments. On another note, the Junk-Jet actually has a receiver attachment, but the only one and isn't designed to be craftable or removable. For the Attachment-pack, they could devise it to be swappable with an automatic receiver. Yes, Junk-Jet has an automatic fire-mode that wasn't implemented. It's like the minigun that can charge up BTW.
Very interesting. I knew Fallout 4 has a lot of cut attachments like the Hunting rifle's bipod (which is still on a loading screen), but I didn't know about the Junk Jet's cut attachment. It's not mentioned in any wiki anywhere.
I just found this creator three hours ago, and I have to say these videos are so entertaining. I have been bingeing these Fallout 4 mod reviews. please keep making content like this:]
You got the infiltrator parts on the Handmade Rifle wrong. It's actually suppose to look like the Chinese Assault Rifle. The Infiltrator from the Pitt DLC is a modified R91/American Assault Rifle/just Assault Rifle. Just take a look at the 3 guns from Fo3, and you'll see. I know this are extremely unimportant details, and you probably only made the incorrect comparison due to the attachment names confusing you, they tricked me when I first saw them, but I ain't got nothing to do right now, so... Corrections, ho! Oh, also, the service barrel in the game files can be added with console commands to the handmade rifle. It's literally just a normal AK-47/74/whatever else style barrel.
The only issue I have with this mod is that I want to change the SMG to a proper Thompson SMG but I need a patch that removes the SMG from the attachment pack. Other then that, the mod is amazing in my opinion, and it survived the “next-Gen update” back in April, so it’s not easy to kill this beautiful mod.
I was waiting for this when I was last playing and it's really testing my resolve to finally complete the game this play through without installing new mods. xD
What would happen if i have a mod that Retextures all Pipe guns? EDIT: Downloaded the mod, I'm currently using Post apocalyptic Homemade weapons replacer and all the attachments from the mod work fine but they have the original shitty yellow textures so they look rather ugly, but since is just a retexture all parts fit perfectly and there is no floating parts or any noticeable errors.
i use gmoi6's pipe gun retexture and dak uses it as well and everything is blending perfectly no problem though i also use dpillari's 10mm retexture and one muzzle atachment looks a bit weird Edit: Post apocalyptic homemade weapons replacer is not a retexture it's a remesh with it's own textures so you can still download a vanilla retexture to get rid of the ugly yellow look.
Mods that add their own attachments should be compatible, I used the pipe gun power pack with this mod and it works fine As long as it dosent edit the gun itself and only adds things to it
Mate ur the size we need a community discord... please let there be a discord. Also sim settlement 2 complete edition review? I want to use it but the predicted conflicts seem not worth it, however it is basicly the most popular mod so i would love to be wrong.
I just found this channel after returning to fallout 4. Using the story wealth collection and Fallout 4 is honestly amazing. I hope this dude makes more because I was able to add a few more mods to that large collection with no issues. Really helpful.
@Pancuronium ,this may have been a released as is. Last time I checked and from the mouth of Pigness as well, is the Attachment Pack was a 75% to 85% completion. They may have just up and decided to release it at it's current state with the intent of adding other weapons to list at through future updates. I don't really know if this is the case or not as I'm not a member of their Mod Team. This is just speculation based on information. I try to ask and even give Mod Makers suggestions. Though that does have the tendency to fall on deaf ears. I don't use Reddit or Discord I find them to be too Politically Toxic.
I'd also like to add that the Deliverer Laser grip is one of thee best features of this mod as it actually changes some feeling of the gameplay using it, sort of mimicking Fallout 3's style of ADS or just simple zooming. Yes I know of another mod that specifically adds that feature. But I was abit let down that Deliverer is the only weapon with a Laser grip, and the 10mm Pistol & Revolver are given Laser sights which appear big and bulky on them, plus they're green, it's not that I don't like green but having a choice between red & green would be nice. And I'd love to see some type of laser attachment on the submachine gun, since the "marine" attachments are clearly a reference to Aliens, would of been cool to see that gun zoom in with a laser.
This is easily one of the best mods. Ive been playing this game since launch. This mod is what the crafting system should have been. Plus, it has some awesome attachments for some of my favorite guns, like the 10mm pistol and double barrel shotgun.
this mod literaly can replace at minimal 5 mods in my load order as it adds parts to turn guns into classic guns which i usualy use alot of classic weapon mods i like to add lore items from oast games back in to make the world feel conected but this mod replaces a chunk of those mods
This was the mod I was waiting for to replay Fallout 4, I'm certainly not a fan of the more tactical weapons that are ether too IRL modern or very clean, I prefer to my mod loadout lore-friendly and fits in with the Fallout aesthetic, even if Bethesda doesn't give a shit anymore, I still do.
This may sound weird, but I always thought it was odd that the pipe guns do not get full stocks, like, sure the yare pipe guns but realistically, someone would put like wood rifle stock grips around the firing bits.
Using the broad sider as a minuteman in power armor.....now we just need a mod that edits the minutemen to spawn with T-45 power armor and Broadsiders as their main weapons.....would bring the faction some much needed fire power
I'd like to see a new resiver for the syringer that allows you to fire lead scrap rather than syringes. Further Making it fallout 4s bastard child of the bbgun and the dartgun.
Anyone knows if, using see through scopes in replace mode wold break the attachment pack? I would like to have the dak's attachments, but using the see trought scopes POV when aiming
Thank god. I recently got back into fallout 4 and was having a hard time finding the old mods I'd usually use to make every weapon extremely customizable. This + Gunsmith Overhaul should work like a dream
I must say, I downloaded this mod and it has blown me away with the love put into this. I absolutely enjoyed this addition. I do have a grievance however. While I did install the implementation patch that would make vendors able to sell attachment modded weapons, I kinda dislike how low level enemies don’t use the attachments for their weapons. For example, the low level raiders (and ranks) still use the dingy base pipe weapons. Just standard weapons. In comparison, whenever I kill a raider veteran or gunner commander, I get a plasma or assault rifle with the attachment mods. Just wish that common enemies would use these mods to not only make their weapons look unique, but also to utilize the mods to keep any advantage over the player.
It's a great Pack and gives a lot of life to the weapons in the game. The only thing I can't figure out is which texture pack the creators of the pack use. It grates on me to see the beautiful new parts and the vanilla with a horrible texture. But I can't get anyone to tell me what textures they use, especially pipe weapons.
IIRC there were conflicts between the attachments on the combat rifle and Submachinegun, and the Submachinegun's anims were messed up. There's also conflicts "in spirit" because both mods contain very similar duplicate attachments. It might not be that bad, probably nothing that could crash the game.
The mod that I’m still waiting to come out is the replacer of pipe guns with the handmade rifle from nuka world and use this attachment mod to be perfect
The cryolator could get an attachment that converts it into a freezing lightning gun. It's part of the concept art that wasn't implemented into the game.
So, does it work with Leo/eco family? As that's both the only weapons mods I use and the most downloaded/endorsed according to nexus. I hope it works ok. I just don't understand the tech talk enough to know from what you've said that's all
Dak went away 6 months ago to buy cigarettes and came back bearing gifts. I hope he keeps making these.
he was in the hospital
He's released 3 weapon mods since as well. A .22 pistol collection, a bowie knife, and a disrupter pistol. On top of that, he's released a .44 scope replacer and a remesh of the combat rifle. As much as it sucks that his health took a turn because i miss his videos, it finally let him finish his projects.
As an addendum, he's released a Damage Overhaul for the vanilla guns as well. He released it the same day as my previous comment.
Some of the mods from his Junk Pack have started making their way into his newer standalone weapons, at least I think
The double Reticule Sights on the revolver is a reference to the Jakobs sights from Borderlands 2
Which is a reference to an anime about space pirate duels.
@@AceOfBlackjackwhich one was that?
@@AceOfBlackjackaw man, now I wanna know about the space pirate duels
@@peppermillers8361I assume hes refering to Space Pirate Harlock but im not sure.
@@peppermillers8361cowboy bebop
This is the most positive video Ive seen here. Dak definitely deserves it. Im kind of surprised that this mod doesnt seem to implement Daks existing combat and assault rifle remesh mods fully
Im pretty sure daks reasoning for that was because he wanted thr attachment pack to be only attachments, and not mess with anything unrelated to that. Im pretty sure the pack is made to be compatible with those remeshes anyways.
@@fadingspace7103 That is a fine reasoning I suppose. I will for sure be using both if possible on Xbox.
They’re made to be 100% compatible with eachother though. So now we can have the true Machine Gun that the vanilla “Assault Rifle” was meant to be.
It's incredible that even 8 years later we're still getting great mods for this game, instantly downloaded this one
This game, Skyrim, New Vegas, these communities are dedicated.
Unlike the company*
Laughs in Bethesda
Crazy to think how the biggest thing that can conflict with this mod are remeshes and reanimations, which Dak's mod already accounted for. I was really worried that this would conflict with my current load order yet it slots in almost seamlessly. Gotta say the wait was well worth it. The CSEP team are on a roll with how many high quality lore friendly mods they're throwing out
Too bad no right handed smg though, it's a hard conflict with the stick mags
@@generic_tough_guy.4830 Xbox has patches made to work around the issue, IIRC. Idk if I should keep them or outright replace the smg with an MP-7 tho, lol
I saw the carry handle receiver of the SMG and its a nice throw back to Alien series where the M41A pulse rifle is built on a Thompson (which SMG is based on)
Outside of two mods(just some low/off stats), this mod has managed to actually make the base game guns awesome enough i dont use many modded guns atm.
I legitimately cant make the Assault rifle a semi auto dmr anymore because it just doesn't look right anymore.
Thats a good thing btw. I recoment the gatling laser ammo fix, improved miniguns, and the wes-tek optics pack to round everything out.
I actually appreciate you doing these mod reviews
Kind of a must have in most load orders then, especially for the pipe gun stuff! Maybe we'll see some extras that make the quite obsolete weapons actually relevant and usable in the future from Dak or other modmakers.
Okay so I got a funny story with the "Automatic Gauss Rifle" on my end when testing that puppy.
After my fun with it, for the sheer sake of trying it out, I scrapped it, and I got a very strange audio bug. That being the Gauss Rifle's charging sounds - it plays whenever it wants to play even if I don't have the weapon anymore. I believe it only plays when I enter a new cell, exit a workbench, or leave a settlement area, I'm not entirely sure.
It's not a game-breaking bug so far, doesn't really bother me. However it is noteworthy when I load a save file in-game, be it manually or when I die that audio bug pops up, the load never gets to finish and my game crashes. Simple fix is...don't reload saves lol, loading from the menu is fine though.
The funny thing is, this isn't a new bug to me, it has happened before even without Dak's attachment pack. So way back in the earlier days of Fallout 4 modding, the PS4 side got a funky lil mod called _"Wacky Weapons"_ it's also on Xbox. It's basically an extremely half-assed attempt at creating all vanilla weapons with various parts amongst themselves.
I think it's called Kitbashing? Nifscoping? I don't know the term, you can mish-mash any vanilla gun in the game and make your own monstrosities with it. But you can't find them in the world, you craft them at the chembench, no requirements necessary.
Anyway, take a base of the Gauss Rifle, give it the Gamma Gun's Signal Repeater and wowla, a crappy, barely controllable fully-automatic Gauss rifle. And if I scrapped it the same damn audio bug happens.
Guessing Bethesda never truly intended to make that weapon fire rapidly, so the game doesn't know how to perceive it lol.
Dak has been on a tear since his return, great content
I replaced every single vanilla weapon, spent dozens of hours patching and making it work. The second that pack came out, I threw it all in the trash and went back to vanilla
i just found you and not only was this something i have been looking for but you are amazing, clean and right to the point. you earned a sub
Easily the best mod for me even if i use purely vanilla
I'd love to see the submachine gun get a Fusion drum magazine turning it into an rcw from new vegas and a new receiver for the gattling laser to use plasma turning it into a plasma gattiling.
I value your input above many of yourr peers in this space. I appreciate the hard work.
I actually made a bug report about the iron sight bug for the lever action, they said that fixing it whould require to edit vanilla records so it's a no go.
Thank you for the video and I haven't gotten to use it yet because I just got fallout 4 on pc and modding it is proving a pain because I can never settle for a reasonable amount of mods turns out Xbox limiting me was to my benefit
It's a awesome mod & I've been using it since it came to Xbox.
What is it called on Xbox, I can not for the life of me find it
@@eeeeeeeeeeehhhhhhhhhhhhhhh9427 Attachment Pack, there are 2, but the mods page is messed up ATM.
6:41 - Correct.
The moddable flare-gun I devised (for those who don't know, I made WOS), needed mesh-replacers and comprehensive modification of the weapon records and a set of attachments.
On another note, the Junk-Jet actually has a receiver attachment, but the only one and isn't designed to be craftable or removable. For the Attachment-pack, they could devise it to be swappable with an automatic receiver.
Yes, Junk-Jet has an automatic fire-mode that wasn't implemented. It's like the minigun that can charge up BTW.
Very interesting. I knew Fallout 4 has a lot of cut attachments like the Hunting rifle's bipod (which is still on a loading screen), but I didn't know about the Junk Jet's cut attachment. It's not mentioned in any wiki anywhere.
@@PancuroniumB Try it on my WOS, you'll see. :P
I just found this creator three hours ago, and I have to say these videos are so entertaining. I have been bingeing these Fallout 4 mod reviews. please keep making content like this:]
You got the infiltrator parts on the Handmade Rifle wrong. It's actually suppose to look like the Chinese Assault Rifle. The Infiltrator from the Pitt DLC is a modified R91/American Assault Rifle/just Assault Rifle. Just take a look at the 3 guns from Fo3, and you'll see. I know this are extremely unimportant details, and you probably only made the incorrect comparison due to the attachment names confusing you, they tricked me when I first saw them, but I ain't got nothing to do right now, so... Corrections, ho!
Oh, also, the service barrel in the game files can be added with console commands to the handmade rifle. It's literally just a normal AK-47/74/whatever else style barrel.
There's a mod that fixes the energy recalculation bug now... suddenly using them is viable anytime
The only issue I have with this mod is that I want to change the SMG to a proper Thompson SMG but I need a patch that removes the SMG from the attachment pack.
Other then that, the mod is amazing in my opinion, and it survived the “next-Gen update” back in April, so it’s not easy to kill this beautiful mod.
What platform do you have the mod on?
Actually gives me a desire to play with vanilla guns again in fallout 4. Except the “assault rifle” that thing is too ugly to use
Makes me want to try FO4 again been a long time
I was waiting for this when I was last playing and it's really testing my resolve to finally complete the game this play through without installing new mods. xD
What would happen if i have a mod that Retextures all Pipe guns?
EDIT:
Downloaded the mod, I'm currently using Post apocalyptic Homemade weapons replacer and all the attachments from the mod work fine but they have the original shitty yellow textures so they look rather ugly, but since is just a retexture all parts fit perfectly and there is no floating parts or any noticeable errors.
they should work just fine with this mod. all the retex mods for weapons i use work fine with it.
They will work perfectly well. Dak used Gmio6 pipe gun retexture in his video showcasing the attachments for the pipe weapons.
Most part are kitbashed from parts of many weapons so the pipe parts would also get retextured I believe
i use gmoi6's pipe gun retexture and dak uses it as well and everything is blending perfectly no problem though i also use dpillari's 10mm retexture and one muzzle atachment looks a bit weird
Edit: Post apocalyptic homemade weapons replacer is not a retexture it's a remesh with it's own textures so you can still download a vanilla retexture to get rid of the ugly yellow look.
i wish someone would make laser sight attachments work with Auto Beam
Is this compatible with mods that give vanilla weapons more ammo options??? ie Dreadedjake's Ballistic Ammo Add-On Mod????
Mods that add their own attachments should be compatible, I used the pipe gun power pack with this mod and it works fine
As long as it dosent edit the gun itself and only adds things to it
@@nanotech1921 Thank you, its mostly new ammo mods ive got apart from Nimrout Children Of Atom Expansion.
Go Pigness, DegenerateDak, and their whole Crew.
There is a mod that fixes the energy damage bug.
I guess I've picked the one weapon replacer that doesn't work with this mod 😂 the Colt 6520 is not compatible with this mod unfortunately.
this is what I wanted to do with guns just butcher the original cool look into some cursed abomination that shreds through basically everything
Mate ur the size we need a community discord... please let there be a discord. Also sim settlement 2 complete edition review? I want to use it but the predicted conflicts seem not worth it, however it is basicly the most popular mod so i would love to be wrong.
Combine that with the institute weaponry overhaul, and you got a massive expansion to vanilla weaponry
Dak has mentioned wanting to do melee pack, but he's waiting to finish up the attachment pack
I haven't played fallout in a long time but your videos are really great so i keep coming back.
I just found this channel after returning to fallout 4. Using the story wealth collection and Fallout 4 is honestly amazing. I hope this dude makes more because I was able to add a few more mods to that large collection with no issues. Really helpful.
@Pancuronium ,this may have been a released as is. Last time I checked and from the mouth of Pigness as well, is the Attachment Pack was a 75% to 85% completion. They may have just up and decided to release it at it's current state with the intent of adding other weapons to list at through future updates. I don't really know if this is the case or not as I'm not a member of their Mod Team. This is just speculation based on information. I try to ask and even give Mod Makers suggestions. Though that does have the tendency to fall on deaf ears. I don't use Reddit or Discord I find them to be too Politically Toxic.
ah yes, the USPAS-12, my favorite nightmare within my comprehension
I'm glad dak is back. Im glad he's in good health now too
I thought there was a fix for energy damage
I'd also like to add that the Deliverer Laser grip is one of thee best features of this mod as it actually changes some feeling of the gameplay using it, sort of mimicking Fallout 3's style of ADS or just simple zooming. Yes I know of another mod that specifically adds that feature.
But I was abit let down that Deliverer is the only weapon with a Laser grip, and the 10mm Pistol & Revolver are given Laser sights which appear big and bulky on them, plus they're green, it's not that I don't like green but having a choice between red & green would be nice.
And I'd love to see some type of laser attachment on the submachine gun, since the "marine" attachments are clearly a reference to Aliens, would of been cool to see that gun zoom in with a laser.
Is the energy calculation book even an issue anymore?
This is easily one of the best mods. Ive been playing this game since launch. This mod is what the crafting system should have been. Plus, it has some awesome attachments for some of my favorite guns, like the 10mm pistol and double barrel shotgun.
what about gunner overhauls?
this mod literaly can replace at minimal 5 mods in my load order as it adds parts to turn guns into classic guns which i usualy use alot of classic weapon mods i like to add lore items from oast games back in to make the world feel conected but this mod replaces a chunk of those mods
This was the mod I was waiting for to replay Fallout 4, I'm certainly not a fan of the more tactical weapons that are ether too IRL modern or very clean, I prefer to my mod loadout lore-friendly and fits in with the Fallout aesthetic, even if Bethesda doesn't give a shit anymore, I still do.
It finally came out!?
4:22 those 3 people are gonna be so excited to play a game they don't like!
my nitpick complain is the rifle stock for the 44 revolver and western revolver, i would give them the hunting rifle full stock
This may sound weird, but I always thought it was odd that the pipe guns do not get full stocks, like, sure the yare pipe guns but realistically, someone would put like wood rifle stock grips around the firing bits.
Using the broad sider as a minuteman in power armor.....now we just need a mod that edits the minutemen to spawn with T-45 power armor and Broadsiders as their main weapons.....would bring the faction some much needed fire power
I’m guessing this is not on ps4😑
Man I hate PlayStations mod policy.
9:01 *sad junk jet fans noise*
Bro anyone know the requirements?i cant install
Same
You talk so clearly I thought you were using an ai until you were talking about the rhino stock and didn’t know how to pronounce it
wtf is the cause of the power armor footstep bug? There's gotta be a way to avoid that fucker lol
The cryolator is probably by far the most unnecessary weapon nobody asked for 🤣
I cant download this mod, it tells me its because there are files not present that are needed. Oh well
I'd like to see a new resiver for the syringer that allows you to fire lead scrap rather than syringes. Further Making it fallout 4s bastard child of the bbgun and the dartgun.
A melee attachment pack got released
There’s ALOT of attachments
So much
If you made it this far, April Fools
well i was playing rimworld but i guess i'll start this up instead lol
I don’t think anything could rip me from a RimWorld playthrough, you’re stronger than me lmao
Почти все стволы из 4 были мертворождёнными, а этот убогий мод добивает и так всратое беседкино оружие. Всё ванильное оружие редкосное говнище. 😁
Fuck yeah new video
6:03, That same issue happens with one of the Harpoon Gun's modifications.
Yep, that bug even made it into Fallout 76...
@@PancuroniumB Bethesda's laziness strikes again.
Anyone knows if, using see through scopes in replace mode wold break the attachment pack? I would like to have the dak's attachments, but using the see trought scopes POV when aiming
Thank god. I recently got back into fallout 4 and was having a hard time finding the old mods I'd usually use to make every weapon extremely customizable.
This + Gunsmith Overhaul should work like a dream
I must say, I downloaded this mod and it has blown me away with the love put into this. I absolutely enjoyed this addition.
I do have a grievance however. While I did install the implementation patch that would make vendors able to sell attachment modded weapons, I kinda dislike how low level enemies don’t use the attachments for their weapons.
For example, the low level raiders (and ranks) still use the dingy base pipe weapons. Just standard weapons. In comparison, whenever I kill a raider veteran or gunner commander, I get a plasma or assault rifle with the attachment mods.
Just wish that common enemies would use these mods to not only make their weapons look unique, but also to utilize the mods to keep any advantage over the player.
It's a great Pack and gives a lot of life to the weapons in the game. The only thing I can't figure out is which texture pack the creators of the pack use. It grates on me to see the beautiful new parts and the vanilla with a horrible texture. But I can't get anyone to tell me what textures they use, especially pipe weapons.
From what i am seeing they use fallout 76 for a lot of the weapon's
I want this so bad
Are all Dlcs needed for the mod to work on Xbox?
Yes sir
@@otromasdelmonton9751 thanks bru 👍
What mod do you use at the minute: 0:56 to see weapons like this?
So I gotta ask, is it Xbox no-DLC compatable? or PC Steam GOTY only?
Thank you for this video! I’ve never seen a mod like this without a 1000 conflicts. A must have for my current FROST load order!
Can you explain further why not to use it with WOS? That's actually specifically what I wanted to do since I'm mid-playthrough with WOS.
IIRC there were conflicts between the attachments on the combat rifle and Submachinegun, and the Submachinegun's anims were messed up. There's also conflicts "in spirit" because both mods contain very similar duplicate attachments. It might not be that bad, probably nothing that could crash the game.
@@PancuroniumB Okay, that doesn't sound terrible. I might still give it a swing and see how it does. I appreciate the timely response!
The mod that I’m still waiting to come out is the replacer of pipe guns with the handmade rifle from nuka world and use this attachment mod to be perfect
The cryolator could get an attachment that converts it into a freezing lightning gun. It's part of the concept art that wasn't implemented into the game.
Harpoon duping is in vanilla, so that’s probably just a restriction that’s too much trouble than it’s worth
Went back into fallout 4 threw this mod in almost immediately after finishing setting up the midnight ride mod guied
This mod is a staple in my load order , all I need now is Nickel and chrome to texture the pistols and I'm good with to go
Is your voice AI? Like you sound human most of the time but you pronounce the same words differently sometimes in a strange way
you can clearly tell that it isn't lol.
The AI voice phenomenon is a curse for anyone who sounded monotonous to begin with!
@@PancuroniumB like I was 70% sure you weren't but the 30% was just haunting me haha
1:09
First thing I see is the left 4 dead medkit model.
Can you review fallout unofficial patch? If it's worth downloading
When i saw the base game assault rifle come up i was horrified, so much that i was breathless for about 30 secs
Does anyone know If the integration patch is available on Xbox yet?
I'd love to download this mod but I don't know what mod it requires does anyone know
I hope they add the attachment pack to the NPC leveled list for consoles in the future.
So, does it work with Leo/eco family? As that's both the only weapons mods I use and the most downloaded/endorsed according to nexus.
I hope it works ok. I just don't understand the tech talk enough to know from what you've said that's all
It does. I'm using both together since the start.
Dak doing gods work man i may be able to play fallout without obliterating my game
How does this compare to cut weapon mods restored? Or do they work well together?
Please, could you make a video about the best ways to improve the graphics when you have a powerful underutilized GPU?
Play at 4K with Ultra godrays and an ENB... the RTX 4090 will be barely be enough.
The flechette harpoon issue is game wide and happens with the vanilla harpoon gun as well
Happy to hear Dak delivered (again)! Time to start up FO4 again
Pls say they did not bullpup the combat rifle.
I don’t have enough space on my Xbox for it
I saw that aliens themed receiver at 12:12, looks so damn good!
I love your channel like how anna nicole loves trimspa 💕