MOD介绍:
R91 Expansion
哇,我的第一个公共mod发送到热门文件。感谢大家!
此mod为FO3 R91突击步枪增加了更多附件和各种增强功能。新附件包括5个新桶,6个新库存,1个新光学器件(原件的许多新变化),具有一些选项的材料/皮肤槽,以及2个新的独特变体。铁瞄准具被修复为更有用。增加了一个新的半知识/半实际命名系统。
现在有两种选择:Combat Rifle replacer和Non-Replacer。 在战斗步枪版本中,它将直接替换战斗步枪并出现在所有相同的地方/同一级别。它使用香草CR和狩猎步枪发射声音,因此您可以使用您喜欢的任何声音替换器。由于原始mod中的脚本化LL注入,如果在现有保存上安装此版本,您将找到替换的CR版本(全功能)和旧版本(未更新)。它在新游戏中运作得很好,在这方面也是如此。如果有人知道如何重置LL,请在评论中告诉我,如果在我结束时我会尝试实施它。
非替换器在任何游戏状态,现有或新的状态下都能正常工作(99%肯定,没有进行任何广泛的测试)。充当原始mod的扩展。
不重复 - 我已经设置了uniques以使用具有独特视觉效果的传奇mods,例如用于弯刀的牺牲刀片或Unique Uniques mod(强烈推荐)。它们被放置在适合武器主题的位置和效果中。
新
穿孔器 - (来自FO3)从Pitt收集这种武器后,Lone Wanderer决定将它交给一个生活在洞穴中的小社区。作为一个善良和体贴的人,他们认为其紧凑和安静的性质对那里的孩子有用。社区的市长在被流放后前往波士顿,谣言是留在第三铁路。
万达 - (来自FO3)国民警卫队训练场的一名武装人员特别喜欢修改他的武器,但不幸的是,由于整个核战争的事情从未使用它。(这是FO3中的内容,但这个名字总让我想起士兵如何命名他们的武器/车辆。请参阅技术部分了解其独特效果的详细信息和定制。)
替换版本
监督者的守护者 - 正常位置。然而,Alexis Combes不再销售它,因为根据她的“只有安全携带枪支”。(提示提示)
十二月的孩子 - 正常的位置。
这个mod中使用的资源来自其他来源,列在学分中,因为我从头开始制作东西。我确实修改了我用来适应mod的所有东西。我等了几个月才获得权限,但有些人从未回复过。如果原作者希望我这样做,我就没有问题。
要求
替换 - 需要原始的R91 mod,Nuka World和Far Harbor。基础模式已经需要NW; 对于那些没有远港的人来说,有一种方法(在技术部分下面详述)来消除这种依赖性(它仅用于替换12月的Child,你仍然可以使用控制台在没有FH的情况下获得这种独特性)。
非替换者 - 需要原始的R91 mod和Nuka World。 与原件相同的要求。
安装
安装原始mod,然后安装此mod,覆盖原始文件。使用此esp而不是原始; 如果你愿意,你可以删除旧的。只选择其中一个版本。
冲突
替换者将与任何改变战斗步枪武器记录的mod发生冲突。除此之外,与其他任何事物的冲突应该是最小的。我对用于产生命名武器的水平列表进行了小编辑,但很少有其他mod触及那些它应该没问题。FO4Edit真的是一个解决冲突的神奇工具,如果你有的话。
推荐的Mods
现实武器的声音 - 我使用这个,英联邦战争和Towbie的现实武器声音的自定义组合。大多数声音(包括此处使用的CR和HR)来自RWS。
www#nexusmods#com/fallout4/mods/1034
未来的计划
我没有足够的时间来维护一堆备用版本和兼容性补丁,但是如果你想提前做好准备。
另外,我在纹理上非常糟糕,所以如果有人想为新附件(特别是基于MP5和PSG1的mod)制作一些更高质量/匹配的重新构造,我很乐意在这里展示它们。
技术
删除远端依赖关系 - 在FO4edit中打开esp,然后使用加号按钮展开它。在Leveled Item下,删除DLC03_LL_M4_Weapon。在Quest下,删除R91UniqueDecChild。右键单击esp,然后选择Clean Masters。关闭FO4Edit并保存esp。要获得此变体的唯一mod,请在控制台中输入help“institute polymer parts”4 misc,然后输入player.additem xxxxxxxx 1(xxxxxxxx是misc mod控制台显示的formID)。然后,您可以将其应用于任何正常版本的步枪。
定制万达传奇效果 - 这种效果是基于你是否穿着军装。因为许多人会有不同的偏好和不同的护甲模式,所以我将它建立在一个包含所有符合条件的衣服的Formlist上。如果你想在这个列表中添加特定护甲,那就相当容易了。
打开这个esp和包含你要在FO4Edit中添加的盔甲的mod(如果它来自基础游戏,只需要这个esp。)
在FormID List下,选择R91_Wanda_Clothes。在右侧面板中,右键单击FormIDs部分右侧和现有条目上方的空白框。选择添加。右键单击新的Null Reference,然后选择Edit。在其他esp的装甲部分找到你想要添加的装甲,并记下FormID,EditorID和Name(左侧面板中的三列)。在空引用的编辑框,就把这三样东西成箱的格式如下:
EditorID “ 名称 ” [ARMO:FormID ]
的FormID的前两个数字会根据在其他ESP是在你的加载顺序; 如果您的加载订单发生变化,我认为您必须更改它们(不要引用我的话)。
如果您要从基础游戏中添加装甲,则可以通过将所需装甲拖入到表单列表中来更轻松地使用Creation Kit。如果从其他mod添加护甲,你仍然必须使用FO4edit,因为CK不喜欢esps有其他esps作为主人。
恢复更换版本中的声音更改 - 在FO4Edit中打开esp。打开关键字和武器部分。在Combat Rifle武器记录中,大约一半,编辑关键字s_40_RifleCombat。将其替换为s_40_R91,其中的formID可以在esp的关键字部分找到。
Description
Wow, my first public mod made it to the hot files. Thanks everyone!
This mod adds in many more attachments and various enhancements for the FO3 R91 Assault Rifle. New attachments include 5 new barrels, 6 new stocks, 1 new optic (with many new variations of the originals), a material/skin slot with a few options, and 2 new unique variants. Iron sights were fixed to be a bit more usable. A new half lore/half real naming system has been added.
Two options are now available: Combat Rifle replacer and Non-Replacer. In the combat rifle version, it will directly replace the combat rifle and show up in all the same places/at the same levels. It uses the vanilla CR and Hunting Rifle firing sounds, so you can use whatever sound replacer you prefer. Due to the scripted LL injection in the original mod, if installing this version over an existing save you'll find the replaced CR version (full featured) and the old version (not updated). It works just fine on new games, in this regard and with the uniques as well. If someone knows how to reset the LL's, let me know in the comments and I'll try and implement it if it's done on my end.
The non-replacer works just fine on any game state, existing or new (99% sure, didn't do any extensive tests). Acts as just an expansion of the original mod.
Uniques - I have set up the uniques to use legendary mods with unique visuals, like the sacrificial blade for the machete or the Unique Uniques mod (highly recommended). They have been placed in locations and given effects that fit the theme of the weapon.
New
Perforator - (From FO3) After collecting this weapon from the Pitt, the Lone Wanderer decided to give it to a small community of children living in a cave. Being the kind and thoughtful person they were, they thought its compact and quiet nature would be useful to the kids there. The community's mayor made his way to Boston after being exiled, and rumor has it is staying in The Third Rail.
Wanda - (From FO3) An armorer at the National Guard Training Yard had a particular fondness for modifying his weapon, but unfortunately never got to use it due to the whole nuclear war thing. (This was cut content in FO3, but the name always made me think of how soldiers would name their weapons/vehicles. See the technical section for details and customization of its unique effect.)
Replacer Version
Overseer's Guardian - Normal location. However, Alexis Combes no longer sells it, as according to her "Only security carries guns." (hint hint)
December's Child - Normal location.
Resources used in this mod came from other sources, listed in the credits, since I suck at making stuff from scratch. I did modify everything I used to fit the mod however. I waited a few months for permissions, but some of them never responded. If the original authors would like me to take this down I have no problem with doing it.
Requirements
Replacer - Requires the original R91 mod, Nuka World, and Far Harbor. NW is already required for the base mod; for those without Far Harbor, there is a method (detailed below in the technical section) to remove this dependency (it is only for replacing December's Child, and you can still get this unique without FH using the console).
Non-replacer - Requires original R91 mod and Nuka World. Same requirements as the original.
Installation
Install the original mod, then this mod, overwriting the original's files. Use this esp instead of the original; you can delete the old one if you'd like. Choose only one of the versions.
Conflicts
The replacer will conflict with any mod that alters the Combat Rifle weapon record. Other than that, there should be minimal conflicts with anything else. I made small edits to leveled lists used for spawning named weapons, but very few other mods touch those so it should be OK. FO4Edit really is an amazing tool for solving conflicts if you have any.
Recommended Mods
Realistic Weapon Sounds - I use a custom combination of this, Commonwealth Warfare, and Towbie's Realistic Weapon Sounds. The majority of the sounds (including the CR and HR used in this) come from RWS.
www#nexusmods#com/fallout4/mods/1034
Future Plans
I don't have enough time to maintain a bunch of alternate versions and compatibility patches, but if you would like to make one go right ahead.
Also, I'm pretty bad at texturing, so if anyone would like to make some higher quality/matching retextures for the new attachments (specifically the MP5 and PSG1 based mods) I'd be happy to feature them here.
Technical
Removing Far Harbor Dependency - Open the esp in FO4edit, and expand it with the plus button. Under Leveled Item, delete DLC03_LL_M4_Weapon. Under Quest, delete R91UniqueDecChild. Right click on the esp, and select Clean Masters. Close FO4Edit and save the esp. To get the unique mod for this variant, type help "institute polymer parts" 4 misc into the console, and then player.additem xxxxxxxx 1 (xxxxxxxx being the formID displayed by the console of the misc mod). You can then apply it to any normal version of the rifle.
Customizing Wanda Legendary Effect - This effect is based on if you are wearing military fatigues. Because many people will have different preferences and different armor mods, I have based it on a Formlist containing all the clothes that fit the condition. If you want to add a particular armor to this list, it is fairly easy.
Open this esp and the mod containing the armor you'd like to add in FO4Edit (if it's from the base game, just this esp is needed.)
Under FormID List, select R91_Wanda_Clothes. In the righthand panel, right-click on the blank box to the right of the FormIDs section and above the existing entries. Select Add. Right click the new Null Reference, and select Edit. Find the armor you'd like to add in the armor section of the other esp, and note down the FormID, EditorID, and Name (the three columns in the lefthand panel). In the edit box of the Null Reference, put these three things into the box in this format:
EditorID "Name" [ARMO:FormID]
The first two numbers of the FormID will vary based on where the other esp is in your load order; I think you'll have to change them if your load order changes (don't quote me on that though).
If you're adding armors from the base game, you can do it much easier using the Creation Kit by dragging the desired armor into the formlist. If adding armor from other mods, you still have to use FO4edit since the CK doesn't like having esps having other esps as masters.
Reverting Sound Changes in Replacer Version - Open the esp in FO4Edit. Open the Keyword and Weapon sections. In the Combat Rifle weapon record, about halfway down, edit the keyword s_40_RifleCombat. Replace it with s_40_R91, the formID for which can be found in the Keyword section of the esp.
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