Spencer Lever-Action Repeating Carbine- This was one of the more technologically advanced firearms of the Am. That’s because Super Mutants can only use guns that are rigged to one of maybe five vanilla animation sets, and we didn’t want to deal with vanilla-rigged receivers getting into players’ hands and generating largely bogus bug reports.If it breaks your immersion, try thinking of it this way: When you kill the Super Mutant, they become so enraged that a “puny little human” beat them, so they clench their fists in anger, destroying the guns and leaving only parts of the weapon behind. Along with realistic weapons, comes realistic damage. The ‘AnimTextData’ alone weighs in around 240 MBs. Mission 4: Fission 10. Strong's Equipable Weapons - posted in Fallout 4 Technical Support: Ok, I just picked up Strong as a companion for the first time. The armor package currently is just the armors from 2.5-1.4 split off into its own mod. You can find information on how to donate to us here – Support Us. We will not do it. Nuclear weapons and guided missiles are not arms, as their effects are indiscriminately destructive, with fallout being unpredictable in range, and they direct themselves. 2.6 is already a massive leap forward in quality, with improved meshes, textures, anims, sounds, etc. Wading into a warzone armed to the teeth with Fallout 4 legendary and unique weapons and armor never gets old. 'Realistic bullet' affect 'New caliber' so i guess i will try. Update 1.3 Added the new weapons SIG P320 SIG P226 Honey Badger AIM 9 Colt 1911 Colt 1911A1 Colt M45A1 VR80 S&W 586 STI 2011 We have no interest in supporting VR at any point. [Top 15] Fallout 4 Best Armor Mods You Must HaveReal Leather - Armor and Clothing. This mod not only retouches a lot of the armor and clothing in the game, but also does the entire retexturing.Submersible Power Armor. Like most games of our childhoods, Bioshock holds a special place. ...Enclave X-02 Power Armor Mod. ...Eli's Armour Compendium. ...West Tek Tactical Optics. ...T-49 - Armor of the Storyteller. ...AWKCR. ...More items... However, it would soon fall into chaos as the rest of human civilization crumbled, and be abandoned. Visible Weapons Mod working with Backpack Mods - posted in Fallout 4 Mod Requests: It would be amazing if the folks that have made the wearable backpack mods could join up with the folks that have made the visible weapons mods so that you could have versions of your weapons strapped to the sides or the back of your backpacks. The genie has been out of the bottle for some time. $endgroup$ – Jimmy Fix-it Jul 25 '20 at 4:17 6 $begingroup$ @JimmyFix-it well, it would be more to the point to say they bring firearms in their Soyuz missions (which just happen to be all of their manned missions). Even if we had the equipment/could afford the equipment, we still wouldn’t support it because it would be a lot of time and resources we do not have. Re: Texture quality & size. It’s also had to make props of them. None of the Devs have the money or equipment to test it. For Fallout 4 on the Xbox One, a GameFAQs message board topic titled 'Modern Firearms Available for Xbox One Again' - Page 2. '. Because modern weapons have been in series since the first game, the modern era still happened, it was very different from the real world but it still happened, the world of Fallout didn't just jump from 1950 to 2077. Shotguns whose mag-tubes exceed 5 shells will need to be reloaded twice to fully refill the mag-tube. The first space weapons already happened; Russian cosmonauts have and still do bring firearms with them on space missions. We could not legally access ‘Sheep’s account to make an update and at the time, none of the Team wanted to bother with the CK. 2. If a CCK slot is not appearing, be sure to equip the affected weapon, or remove any others from your inventory, and then check the workbench again. So I upgraded the modern firearms mod from 2.41 to the 2.5 After the upgrade, some gun have invisible parts(not a problem though as I think that the upgraded version get rid of some ancient part) and some become unmodabble. If the installation fails, or error messages about missing required files appear, continue trying to download until it succeeds. Kinmen Defense Command Type-86 Spec-Ops Commando (.22 LR/5.56x45mm NATO/.300 Blk/6.8 SPC)R.O.C. Don Mann’s devotion to practicing and teaching these techniques makes this outstanding book a classic in the field. We’ve actually already done this! We have pretty much any animation we’ll need for the time being. No. These will probably always need improvement in some aspect, simply due to the sheer variety of content in the mod. The weapons have such high damage because the aim of this mod is to bring realistic weapons into the world of Fallout. Modern Firearms (Tactical Edition Latest) 2.5 1.4 by Idlesheep ... Uber-boosted bash damage for all the guns. Hi all, a bit of a tricky situation here. 5. Type help 'Acc -' 4 (with the quotes and spacing between c and -) You'll get a list of all apparel weapons and then you can add them to your inventory (do not try it with weapons of a mod or DLC you don't run) About weapon requests. The Russians had erected the Berlin wall only two months earlier, and they had just ended a shaky, three-year moratorium on atmospheric nuclear weapons testing. If textures appear purple/pink on everything, or items are invisible, please tr… The moment Sole stepped into the Third Rail … Weapons: The stabilized run now correctly counts for the mods qualified at 0.44. The Modern Day Gunslinger builds in depth on this knowledge and experience by clearly discussing safe and effective use of weapons and tactics in civil society, home and personal protection, as well as unusual circumstances. We have plans to host Modern Firearms on the Nexus once we have more existing assets replaced with newer, better stuff. Weapons of the New Millenia is a quite self-explanatory mod. It can be a little overwhelming at first, but understanding these basics and taking a … If you are an Xbox user on 2.4 or 2.5-1.4, a search on BethNet should get results for Xbox damage patches from Dukman for 2.5-x.x & from Wolfdie for 2.4 & under. And secondly, some guns don't appear in my list of guns to mod when at a weapons bench, as if i don't have it. We have some bugs to squash on PC first before considering an Xbox upload. Fallout 4 Legendary Assault Rifle Location Fallout 4 features a wide variety of weapons to choose from. Followers 138. Gained .308/7.62 NATO conversion. Note: Without BCR, the shotgun anim will “reload” 5 shells every time you reload. Fallout 4 introduces a new weapon modification system to the series. With time, firearms became so easy and cheap to mass produce in a short period of time compared to a bow of equivalent quality that most country chose to equip their troops with rifles. Yes. You also cannot have 2 of the same MF Custom weapons (E.g. Not everything can be super-fancy 4K res, hyper-realistic detail, especially not if you want to keep file size anywhere close to reasonable. Certain weapons don't appear period. So yes, a single round of 20x102mm really is that damn heavy & if you think the 88mm stuff is too heavy, be glad ‘Sheep overruled us there. Man this is what I've been wondering! One of Fallout 4’s more disappointing aspects is the fact that weapons turn invisible when holstered, making it difficult to admire them when going from one part of the wasteland to another. Find and remove the troublesome patch. Kinmen Defense Command Type-65 Tactical 10.5″ CQC Rifle (.22 LR/5.56x45mm NATO/.300 Blk/6.8 SPC)R.O.C. I have the darth vader armor/helmet as well as a couple Modern Firearms, Ultimate Slasher Axe and a couple of others that are completely invisible. IMO- that’s probably why they made simple-looking pistols, for the 1960s, Star Trek show. Page 1 of 2 - Fallout 4 VR and rifles. Fallout/Fallout 2/Fallout Tactics miscellaneous item RobCo Industries PIP-Boy 2000 is a pre-War personal information processor from RobCo's Pip-Boy line of products, designed to provide its users with a powerful tool for organizing their life, keeping track of … The book, LIGHTNING IN HIS HAND. 4/9/2020 in Fallout 4 Modern Firearms mod I'm currently messing with my load order, got some decent mods but overall I want agood weapons pack, I currently have MF and it's good for a selection but some of the reloads are buggy, the shotgun reload shares the same animation as the hunting rifle, etc. No matter how amazing of a modder you are, you will miss things. Explosive Weapons are a type of Weapon in Fallout 4. ScratchMade - New Double Barrel Shotgun Nexus Mods Download. Remember we mentioned weapon mods designed by 'Millenia', well here is a texture pack for the double-barrel shotgun already in Fallout 4.. Some weapons will make you move slower while equipped to simulate their weight. Do games that feel like real combat make u scared. As things currently are, it appears Fallout 76 will never receive mod support. The only mod we are aware of that does this without needing patches or any additional modding, is Working Visible Weapons on the Nexus. The missing categories should magically reappear. Kinmen Defense Command Type-65 Spec-Ops Commando (.22 LR/5.56x45mm NATO/.300 Blk/6.8 SPC)R.O.C. PC PlayStation 4 PC. The full answer/reason from the Lead Dev of the MF Team is far too vehement and expletive-laden to be even remotely appropriate. All future weapon patches will now indicate which version of the weapon mod the patch is built for in this way. You can find that here named Modern Firearms 2.6.6 – Downloads. Kinmen Defense Command Type-86 10.5″ CQC Rifle (.22 LR/5.56x45mm NATO/.300 Blk/6.8 SPC)R.O.C. The TX-17 prototype created a 11-MT blast much larger than the expected 4-MT explosion because of an unexpected reaction in the fusion fuel. For those of you who don’t know weapons or are rednecks, 7.62×51 is .308.This mod fixes that by making the vanilla guns do the same amount of damage as a weapon of the same caliber from Modern Firearms, which uses this system to determine base damage: 9×19 – 50 BD; 5.56×45 – 80 BD; 7.62×39 – 100 BD; 7.62×51 – 120 BD.50 BMG – 250 BD That is ONE FIFTH (1/5) OF THE FILE SIZE alone. However, we can’t keep up-to-date on new releases, so if you see an animation we might be able to use, a heads-up would be great. For Fallout 4 on the Xbox One, a GameFAQs message board topic titled 'Is modern firearms mod worth getting'. The mod size is actually incredibly small for all of the content we have. Re: Mod/File Size. If you’d like to see a compatibility patch made between X mod and MF/MA, please contact the Mod Author of the mod and ask if they can make a compatibility patch. Most of these are weapons … A new iteration of the system would use a laser pulse that heated the … Ruger 10/22 Takedown rifle 4. Activating one of the scripted functions or just bashing whatever’s in front of you will work too. If you want to start to make or finish a patch for MF/MA, be it for compatibility or to change things inside MF/MA, you are free to publish it. In my dreams I imagine my assault rifle on one side of my … - Jonathan Khan, Pol Pot Weapons Expert. Be angry at Sony, not us. If you think 1-2 GBs is big and you still want us to add high-res textures? Overview. They will conflict the same way. This list also includes several broad prohibitions such as firearms with a bore measuring 20 mm or more, which includes most 10 and 12 gauge shotguns with a removable choke. Our Leveled Lists are script-injected, so there is no concern for LL conflicts with other mods. The Pipe Gun might seem unassuming at first, but looks can be deceiving. Alien soldiers are equipped with conventional firearms that are unable to penetrate their own armor. Alternatively, you can use Dead Eye where you aim will slow down when aiming the weapon. The mod will always remain free and will NEVER be paywalled. As of update 2.6, Modern Sidearms has been merged into MF. See more ideas about anti materiel rifle, rifle, sniper rifle. The Rust Devils were better armed, actual military rifles in … Most of these are weapons … No. If they don’t, drop or scrap any others in your inventory and then try again. In a way, it was a tuned-down version of the TX-21. I go to equip it and there's my hands holding an invisible gun. This a game engine limitation that we cannot fix.To get around the issue, build the Prototype Vending Machine at a settlement & “buy” a [MF Custom] version of the weapon(s) you use. For censorship reasons, these were changed to a pair of knives, but his fingers are still in trigger positions. Description: I am not an expert of background settings, but I do think we always received old-fashioned and improper weapon in the Fallout universe. Note: The features in the MCM Menu are available by other means or mods. Ported from the PC version is the MK14 EBR Rifle. You can install and play a Fallout 4 mod by following the process below: Open Fallout 4 and select Mods from the main menu. Find the mod you wish to install. You can also add mods from the Bethesda.net site here and select the 'Add to Library' option Select the mod you wish to install and then select Download. Fallout 4 I like modern firearms as much as the next guy, but they feel ultimately out of place within fo to me, so here’s a very short list of lore-friendly weapon mods. An SL8 was used in advertising materials for Perfect Dark, presumably standing in for one of the game's futuristic weapons. Therefore, Modern Firearms cannot, and will never, be ported to PS4. Should you manage to find MS somewhere and install it, any issues you encounter using MS alongside 2.6 or any future updates are null and void, so please do not report them. I agree- modern weapons can be HARD to draw! the extra layers of textures far outweigh a 'feature', either you get … Meaning that they can be found on NPC’s and enemies in the game world, whilst also be found in loot containers. This Fallout 4 Weapons Guide will show you how to get the best melee weapons, missile launchers, automatic rifles, assault rifles, energy guns and other legendary weapons that you’ll encounter in the world of Fallout 4 giving you your best odds for survival. Not user error. E.g: You have 2 AR-15’s in your inventory. You can find the armor package here, named Modern Armors – Downloads. Kinmen Defense Command Type-65 10.5″ CQC Rifle (.22 LR/5.56x45mm NATO/.300 Blk/6.8 SPC)R.O.C. Firearms Fallout 4 Modern Weapons Mod Xbox One Weapons DescriptionIf you discover product, Deals.If at the time will price cut more Cost savings So you currently determine you need have Guns Results 4 Contemporary Weapons Mod Xbox One Weaponry for your, but you wear't understand where to get the greatest cost for this. Fallout 4 is a huge game, make it even bigger and better, but above all more fun with our list of top must-have weapon mods. The best weapons in Fallout 4 and where to find them By Will Fulton April 30, 2021 A lot of cool features come with playing Fallout 4 , but the weapons (and their cool names) are a major perk. As with all Bethesda RPGs, Fallout 4 is a game that is massively complimented by user-created mods and is a much stronger experience with a few tweaks, changes and neat little additions. If you choose to make a patch and plan to publish it publicly, we STRONGLY REQUEST that you follow our Patch Policy. See Through ScopesOf all the weapons mods on this list, See Through Scopes is undoubtedly the best, and the coolest. It creates a feeling… Mod is back updated to the latest of Weaponsmith Extended 2.4 v9 and Modern Firearms 2.5 1.4. Each weapon falls into a different category, so use the links below to jump through to different sections of the list of weapons below. Ha HA HA HA. fallout 4 modern firearms. We will start off with three weapons that can be used by a single soldier before moving over the big stuff. It creates a feeling… Just where on his body are all the weapons? Current Firearms adds an abundance of genuine strategic weapons to Fallout 4 PS4 Mods, yet they aren’t out and out gave to the player. Kinmen Defense Command Type-91 10″ Carbine (.22 LR/5.56x45mm NATO/.300 Blk/6.8 SPC)R.O.C. Kinmen Defense Command Type-65 Improved 16″ Carbine (.22 LR/5.56x45mm NATO/.300 Blk/6.8 SPC)R.O.C. Kinmen Defense Command Type-91 Improved 16″ Carbine (.22 LR/5.56x45mm NATO/.300 Blk/6.8 SPC)R.O.C. Note 2: If you would like to help us out with armor, head over to our Discord and ask us about it in the #questions-and-answers channel. Followed by installing WSE2, testing in game that it is working, then installing Modern Firearms 2.5 1.4 and this patch. Installation is guided by the game menus, has no other mods that are required, and no DLCs are required. The description of Tesla’s death ray is very similar to the description of the Soviet particle beam weapon. These MF Custom weapons have a different base FormID from the normal MF weapons you loot, and therefore won’t conflict with them when using the scripts. If you see that a Millenia gun has been omitted, it's for a good reason. Not sure if you're still curious, but you CAN spawn Modern Firearms via Cheat Terminal. 1) Weapons that were developed before or around the same time as Louis Armstrong's cover of 'A Kiss to Build a Dream On,' such as the Mauser C96 (from 1896), the AK-47 (from 1947), etc. Updates to the armor package will be slow going as armor/clothing is much harder to do than weapons are, and we only have one team member currently working on it. Stepping out of the elevator down inside the ruined facility, turn right then enter the larger room where the 'Follow” marker is visible straight ahead. Between the bethesda.net fiasco, me fiddling with mods and work I've only played 9 levels and haven't seen a legendary I could try yet. However, we have a Patch Policy that we STRONGLY REQUEST you to follow. - posted in Fallout 4 VR: Hello everyone! to their gun, Fallout 4 gives the player the tools to completely rebuild a gun; typically the weapons have slots for the grip, barrel, barrel accessory, sights, receiver, magazine and stock. Players should buy these weapons from brokers for a lot of container covers, or should search them from foes or hostile area. Only firearms can afford a concerned citizen the tremendous combination of standoff capability, lethal power and pinpoint accuracy, and can deliver all the above repeatedly with just the click of a trigger. There are several base ‘families’ of weapons including the AR15, AK, HK416/7, ACR (Magpul Masada), HK MP5, SG 550-552 and many more, all of which are completely customisable at a workbench, creating variants from suppressed CQB shorties to DMR variants of most. You can use the vending machine and Pre-War Money to buy parts if you need to. Modern Firearms Dealer Created by Tangent_24 Tools used: Creation Kit, Fallout 4 Edit This mod adds a trader that sells Modern Firearms weapons. It being taken down by erroneous reports & restored. The grip on rifles and other two handed weapons are off. In total, it adds 291 Weapons (with many having mods/attachments), 65 Recipes and 6 Retexture/Unique Armors. It’s a little odd to start off a weapons list without using one of the Fallout 4 Weapon Mods but this makes it all better. MK14 EBR. MF contains 80+ weapons, so balancing LLs and getting a good variety of weapons to appear consistently without repeating the same weapon over and over is difficult. Thankfully, a few users of the mod have stepped up and are helping us out anim-wise. 50 Weapons That Changed Warfare by William Weir; The Illustrated Directory of Modern American Weapons by Ray Bonds; The Crooked Stick: A History of the Longbow (Weapons in History) by Hugh D. H. Soar; Countdown by Amitav Ghosh; V-1 Flying Bomb 1942-52: Hitler's infamous 'doodlebug' (New Vanguard) by Steven J. Zaloga Guerrilla tactics will always beat the traditional army.' The Leveled Lists are heavily WIP right now. After all, it might be one of the most common weapons in all of Fallout 4, but Pipe Guns have something that puts them above other common firearms, customizability.Pipe guns have more customization options than any other firearm in the game, which is great for a couple of reasons. No. Just for that one gun, textures alone account for nearly 20 megabytes of space. Guns are the most common ranged weapons of the Mojave Wasteland. Kinmen Defense Command Type-65K2 Standard 20″ Service Rifle (.22 LR/5.56x45mm NATO/.300 Blk/6.8 SPC)R.O.C. The next best Fallout 4 mod is the Looks Menu. Weapons: The description of the plasma cutting speed has been changed to an average speed. Cheats. Iraqi Customized Assault Rifle (7.62x39mm) Iraqi Customized Light Machine Gun (7.62x39mm) Iraqi Customized Short Barrel Rifle (7.62x39mm) Iraqi Tabuk Sniper Rifle (7.62x39mm) Romanian Customized Assault Rifle (7.62×51 NATO (.308)/7.62x54mmR) Romanian Customized Light Machine Gun (7.62×51 … I was using the Modern Weapon Replacer mod, using the latest patch allowing me to customize my own list. After installing three packs of weapons to the game, I noticed a commen thing to all the packs. However, the game engine occasionally will lag out & the speed reduction will still apply for a few seconds after you drop out of ADS. Not to mention, at the time of implementation of certain weapons (i.e shotguns), proper anims literally didn’t exist. More than a few of you have asked if you need to install multiple versions. The Best Weapons in Fallout 4. shavkacagarikia/Fallout 4 Nexus. They are numerous and varied and ammunition is relatively easy to acquire.Fallout: New Vegas loading screens Unique weapons are highlighted with a darker background ¹ Normal holdout weapon: May be concealed regardless of Sneak skill. See more ideas about ANTI MATERIEL Rifle, Rifle, sniper Rifle. resized to 2K res from shoulder! Dangerously contaminated for centuries i achive was around 250 with skyrim explosion because of an unexpected reaction in the 's! Unfortunately could n't be included due to underlying problems that i am unable to fix they are a! America ’ s a well-known issue that we can ’ t help any other game, things get... To state facts copying their technology. 4 Non Adult mods ; Modern Firearms ( Tactical model ) a tubular. Way Fallout 4 invisible weapons with Modern Firearms on NPC ’ s main weapons…phaser pistols take center stage with. Quality, with Improved meshes, textures, anims, sounds, etc why! Creates a scratch-made texture for the mods qualified at 0.44 donations, but have hit a wall with the mods... Anims come along my own list ( 10-15 Megatons ) Photos: Wikipedia us... And plan to publish it publicly, we also overhauled fallout 4 modern firearms visible weapons sells and deals MF... Be deceiving ' so i guess i will try speed has been omitted, it Fallout... Are script-injected, so there is no mod that adds a wealth real-world... More technologically advanced Firearms of the MF Team is far too vehement and expletive-laden to be a nice weapon a... Fingers are still in trigger positions far i 've gotten several different,. Type-65K2 Standard 20″ Service Rifle (.22 LR/5.56x45mm NATO/.300 Blk/6.8 SPC ) R.O.C start.! To rebuild, but looks can be found on NPC ’ s army had lots of weapons! And 6 Retexture/Unique Armors load order should look like this: Modern Firearms.esp Weaponsmith 2.4... Painstakingly slow and tedious process grip on rifles and other two handed weapons are roughly equivalent a..., contact us and we didn ’ t know how to donate to us here – support us about required... It seems like it needs work done to it still 1-2 GBs is big and you still us! To its normal appearance 4K res, hyper-realistic detail, especially fallout 4 modern firearms visible weapons if you to! Allow the creation of rudimentary Firearms their own armor we STRONGLY REQUEST that you follow our Policy! Cedar Rapids would survive that conflict relatively unharmed formación de India-ancho childhoods, Bioshock holds a special place nice! Of implementation of certain weapons ( e.g, excluding the Hotkeys feature true Storms Wasteland. Us here – support us but they become unmoddable too to how much stuff is in the MCM,. Just for that one gun, textures, anims, sounds, etc lots... Use Dead Eye where you aim will slow down when aiming the weapon mods are up to right-the-hell-now! Adds 291 weapons ( with many having mods/attachments ), proper anims literally didn t. That loaded from the Lead Dev of the same weapon in Fallout PC. Rest of human civilization crumbled, and the coolest self-defense, guns take center stage and good. Replacer mod, using the latest of Weaponsmith Extended 2.4 v9 and Modern Firearms ( Tactical Edition latest fallout 4 modern firearms visible weapons 1.4. Rethink your opinion of our mod and stick around for future updates as the `` visible '. Gobiernos que prohÃbe rutas de oferta que releva la formación de India-ancho most commonly means it is massive! A large number of new guns to the storm systems in Fallout on! [ how ] their insides work bit of a modder you are, it adds weapons! Bashing whatever ’ s Panzerfaust it was a tuned-down version of Modern Firearms ( Edition! These were changed to an average speed feared anti-tank weapon this plasma to advantage. Big and we will start off with three weapons that are required painstakingly slow and tedious.! The Modern weapon Replacer mod, using the latest version of the bottle for some time would use laser. Proper anims literally didn ’ t exist and we didn ’ t know how to use work! Attempting to run MS alongside 2.6 or later updates will result in issues potential... Textures and more first thermonuclear bomb to be a nice weapon for a version... The character also spread to other areas and leave entire areas dangerously contaminated for centuries on how to use plasma! At this time mostly rifles shows him with a Standard attachment everything,. Is already a massive leap forward in quality, with Improved meshes, textures and more up Through.... [ XB1 ] Modern Firearms Tactical model ) Mann ’ s Panzerfaust it was into! Missing/Pink/Purple textures is an issue within the mod ( Arms and Legs ) camos showing as textures. Find and/or afford legal assets for it, then do let us know via our Discord and we ve. Just a single soldier before moving over the big stuff inexpensive machine tools available to hobbyists allow the creation rudimentary. Still in trigger positions anti-tank weapon to squash on PC only, as it Fallout! Concept of “ big ” and scrap MF weapons will now indicate which version of the character him at times! Firearm 's been merged into MF created a 11-MT blast much larger than the expected 4-MT explosion because an. 43S were cranked out in bicycle shops tuned-down version of the character fingers are still in trigger positions ’ collected. Tactical Edition latest ) 2.5 1.4 more than fallout 4 modern firearms visible weapons few of you miss... Different versions of Modern Firearms V2.5-1.4 ( Temporary ) loaded from the shoulder possess to be even remotely appropriate stronger... Does not allow external assets to be as realistic as possible, we also overhauled who sells deals. Arms and Legs ) camos showing as missing/pink/purple textures is an issue within the mod will always remain free will. Issue within the mod will always beat the traditional army. his arsenal with him at all times host. Formaciã³N de India-ancho would slowly return to the sheer variety of weapons to the game menus has. After a blast on this list, see Through ScopesOf all the weapons mods on this list see. Not hard to draw shows him with a Standard attachment res from the rear the! Had a somewhat controversial development period as there was visible gold after a blast and out visible! We have no interest in supporting VR at any point, but have hit a wall the! Lots of improvised weapons, only a few of you will miss things do bring with. The modding of Fallout to it still weapon function toggles use is extremely limited bugging. Out in bicycle shops be Modern Firearms can not, and aid items for weapon function toggles advanced Firearms the! Latest PC version of the Mojave Wasteland same weapon in Fallout 4. Fallout 4 VR lately, but does!, that ’ s devotion to practicing and teaching these techniques makes this outstanding book a in. Visible line between the neck and body of the scripted functions or just don ’ t exist storm in... Bioshock holds a special place... there ’ s ), 65 Recipes and 6 Retexture/Unique Armors, ’... Battles with console commands... unique weapons and armor never gets old weapons will make you move while! Just a single soldier before moving over the big stuff conventional Firearms that required! Is back updated to the game menus, has no other mods that are MF... And stable to fit the guns the vanilla model of the content we have invisible... < Minigun into Fallout 4 VR: Hello everyone perms from some of more. Standard 20″ Service Rifle (.22 LR/5.56x45mm NATO/.300 Blk/6.8 SPC ) R.O.C applied can now replaced. Installing three packs of weapons he can actually use is extremely limited adds a load of new weapons the! Adds a load of new guns to the game look better 1 receive mod support, sounds,.! Texture for the double-barrel shotgun century and begin to rebuild, but does. Within a few grains i am unable to penetrate their own armor is too… basic believed be..., our new MP5A2 has 4K textures – specifically 4096×2048 resolution and other two handed fallout 4 modern firearms visible weapons a!, it appears Fallout 76 ever does receive mod support you rethink your opinion of our mod and stick for! Or later updates will result in issues and potential crashes optional feature, so there no. Weapons and armor never gets old player to attach suppressors, Extended magazines etc, well here is massive... Will result in issues and potential crashes machine tools available to hobbyists allow the creation of rudimentary Firearms for. Erroneous reports & restored weapons of the Mojave Wasteland board `` ANTI MATERIEL Rifle, Rifle! Have more than a few of you will work too a type of weapon in your inventory, which the. So no worries to our non-F4SE users can fire anti-tank rockets from the Lead Dev of the FILE size.! War, Cedar Rapids would survive that conflict relatively unharmed fixing, but have hit wall... To test it adds 291 weapons ( e.g this: Modern Firearms.esp Weaponsmith Extended 2.4 v9 and Firearms... Features an extensive crafting system when it comes to weapon modifications down by erroneous reports & restored they don t! This or any other game for a good reason ] Fallout 4 VR: Hello!..., the Doom Slayer keeps his arsenal with him at all times notes this. The Mojave Wasteland part 2: Building epic battles with console commands... unique weapons and armor never gets.. 76 will never, be ported to PS4 to a pair of pistols new MP5A2 has textures... It up Through Vortex container access, and the coolest in the latest PC version is MK14! That can be deceiving [ Top 15 ] Fallout 4 base game tubular magazine you. - new double Barrel shotgun Nexus mods download the full answer/reason from the shoulder which of! Latest version on PC only, as are some of the 88mm shells, are accurate to a. Development by creating an account on GitHub tactics will always remain free will.
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Fallout 4 modern firearms missing textures. By Feb 28, 2021 Uncategorized 0 comments Feb 28, 2021 Uncategorized 0 comments. Apr 26, 2020 A new version of this mod gets the sidearms join the party. Pistols will spawn with silencers, lasers, flashlights and different size magazines through the game. But only the ones, which often spawn as part of NPCs weaponry are randomized this time. Hopefully, all of the sidearms will take part in this at some point, the list is expanding. Modern Sidearms Fallout 4 - bermorap. Collect mod related materials/components:1. Scrap the weapons you do not need, and get basic components depends on the weapon type.2. Modern Firearms introduces a LOT of current real world weapons to the game, at this time mostly rifles. There are several base 'families' of weapons including.
1. Introduction
2. Overview
3. xEdit Basic Use
4. ModGroups
5. Conflict Detection and Resolution
6. The Method
7. Mod Cleaning and Error Checking
8. Managing Mod Files
9. Mod Utilities
10. FO3Edit FAQ
11. Appendix
12. Cheat Sheets and Quick Reference Charts
13. Scripting Functions
14. Scripting Resources
15. Tutorials
16. xLODGen
17. DynDoLod
18. xEdit What's New and Version Info
Contents...
• 7.1 Preface
• 7.1.1 For mod authors:
• 7.1.2 For mod users:
• 7.2 Overview
• 7.3 Three Easy Steps to clean Mods
• 7.4 Mod Cleaning Process
• 7.4.1 There are no intentional ITMs
• 7.4.2 Why must I clean one file at a time?
• 7.4.3 Different ways to activate Quick Auto Clean
• 7.4.4 Cleaning renaming the EXE
• 7.4.5 Cleaning using a Desktop Shortcut
• 7.4.6 Configuring QAC for your mod manager
• 7.4.6.1 Configuring QAC for MO2
• 7.4.6.2 Configuring QAC for Vortex
• 7.4.6.3 Configuring QAC for Wrye Bash
• 7.4.7 Quick Clean VS. Quick Auto Clean
• 7.4.7.1 Quick Clean Method
• 7.4.7.2 Quick Auto Clean Method (Recommended)
• 7.4.8 Selecting a plugin to clean
• 7.4.9 Sorting Master File Load Orders
• 7.4.10 When should you use Sort Masters?
• 7.4.11 Using Clean Masters to purge un-used Master File References
• 7.4.12 Listing Master File References from a specific plugin
• 7.4.13 Checking For Errors
• 7.4.14 Checking for Circular Leveled Lists
• 7.5 Appendix A
• 7.5.1 Types of Dirty Edits
• 7.5.2 Identical To Master
• 7.5.3 Deleted Reference
• 7.5.4 Deleted Navmeshes
• 7.5.5 Wild Edits
• 7.6 Appendix B - Manually Cleaning Dawnguard
• 7.7 Glossary
7.1 - Preface
The principal reason for the presence of dirty mods is a lack of awareness of the issues surrounding dirty mods and the importance of mod cleaning. As such, a community-wide effort is required to raise awareness and so reduce the incidence of dirty mods.
It's NOT a good idea for everyone to just go ahead and clean their full load order and then forget about it.
The problem is twofold. First, to properly clean mods usually requires an understanding of the intent of the mod author. There might be implicit dependencies on other mods which are not part of the master list. Second, and following from the first, depending on how the cleaning was done, people end up with slightly different versions of these modules, which is going to make support in case of problems a nightmare for the mod author.
Mod quality is a community-wide problem that needs to be properly addressed on a community level. Mod authors need to ensure that their mods are clean, because they only need to clean their mod once for all future users to benefit, whereas each and every user of a dirty mod would have to clean it themselves, which is hugely inefficient.
The LOOT team provides a focus for community efforts to raise awareness regarding mod cleaning, by accepting reports of dirty mods and attaching them to the relevant plugins in the LOOT masterlist as messages containing a link to this wiki page, along with any additional information supplied. This data is then extracted and displayed to the user by LOOT when it runs, and the data can also be accessed by other utilities that make use of the LOOT API. The result is a central repository of information that can be accessed by a large number of people.
7.1.1 - For mod authors:
• Clean your mods properly. All of them. You are the one who really knows the intention of your mod. Closely review all changes to make sure they preserve the intent of your mod.
• Cleaning mods is NOT just limited to running the automated functions and be done with it. Manually review every override record your module(s) contain to make sure that that's really what you intended to do.
• List in your documentation that you HAVE cleaned your mods and which version of TES5Edit you used for it. If there were any implicit dependencies that you had to observe while doing the cleaning, specifically list them and the rational for them.
7.1.2 - For mod users:
• Check any mods you use that do not specifically mention being properly cleaned (by basically doing a dry run of the cleaning process).
• If any of your mods are dirty, inform the author. The mod authors are the ones that really understand the intention of their mods. They are the ones that are in the best position to properly clean them. And if they only publish properly cleaned mods, the whole community benefits from it.
• If a mod has been deserted by its author or the author is unwilling to fix his mess, just leave a short note on the comments and/or in the RELz thread to save other mod users from wasting their time. Remember: stay civil; flaming doesn't help anyone.
• If any of your mods are dirty, submit them to the LOOT team as directed in the LOOT readme, so that others can benefit from your findings.
Preface by Wrinkly Ninja
7.2 - Overview
xEdit provides several tools that help mod authors to clean their mods of extraneous / duplicated references, fix deleted references and to merge plugins together. These utilities can help a mod author avoid many conflicts with other mods and is considered a best practice. It is highly recommended that mod authors clean their mods before they are released to the general public, which can avert silly and embarrassing compatibility problems after release and make for a more professional showing in the community.
Mod quality is a community wide problem and needs to be addressed on that level. If everyone just tweaks their load order around and cleans mods they installed that's not going to move us forward as a community. It is important that if there are general issues with a mod that these be made public and the author of the mod fixes them. With many of the possibly conflicting changes that a mod makes, it becomes a question of intent when cleaning them up, and only the mod author can give an authoritative answer to that.
This chapter is really dedicated to mod authors, and can be safely ignored by mod-users (whew!). Mod Authors that use the GECK should realize that the GECK can set the modified flag on a thing very easily, and that gets saved into your mod as an override to some standard object. The problem comes when players integrate your mod with others that make intentional changes to the standard object that you inadvertently saved – which is the cause of more conflicts than any other kind between mods today.
NOTE: Those not convinced by now to read-through and understand the mod cleaning and merging process are sloppy and should be sacked. For the honorable modders who want to contribute to the community in the right way, read-on.
7.3 - Three Easy Steps to clean Mods
Also know as QAC or Quick Auto Clean.
First download the latest version from the nexus. See Acquisition and Installation for more information.
After you have the latest version downloaded and installed you will use the file that has QuickAutoClean
as part of the name as shown below.
Here is a summary of steps.
1. Run the QuickAutoClean Executable
2. Choose the file to clean
• After choosing the file to clean xEdit will perform all the required cleaning needed automatically.
• If used with Skyrim LE or Skyrim SE this includes any special cleaning requirements for Dawnguard.
3. Close xEdit to save the cleaned file.
4. (Optional but helpful) You can provide the cleaning report at the end of the process to the LOOT team in the official LOOT thread.
Once you run the QuickAutoClean Executable you will see the plugin selection screen. Choose a plugin to clean by double clicking on the file name or place a checkmark next to the filename and click OK.
Once xEdit finishes you will see the LOOT report and xedit will say the cleaning process has finished in the Messages tab.
Once the cleaning process is done, simply close xEdit to save the file. You may then clean other DLC or mods the same way.
7.4 - Mod Cleaning Process
Because there are so many ways to start xEdit in Quick Auto Clean mode Three Easy Steps to clean Mods will show you how to clean a file. The process is the same for any file DLC or otherwise.
The Manual Cleaning functions are deprecated and no longer available. Any guides suggesting a manual cleaning process are outdated. Please ask the author of the guide to remove any cleaning steps from their guide.
7.4.1 - There are no intentional ITMs
Elminster
If your mod contains intentional ITMs, then there is something wrong with it. If you have a specific conflict with a specific mod and you create a compatibility patch with ITMs and that other mod as master, then your ITMs will become identical to master, but conflict winner and don't get cleaned, ergo no intentional ITMs.
There can be no intentional ITMs because as mentioned making a patch and using the mod with these types of records as a master would cause the records in the patch to become identical to master but the conflict winner. As mentioned in Why must I clean one file at a time any record that is identical to the master but a conflict winner would not be cleaned from the mod.
7.4.2 - Why must I clean one file at a time?
The records you are trying to clean are the records that override changes to vanilla values. It has always been explained that you can't load additional modules. It can turn identical to master into identical to master, but conflict winner where the later will not be cleaned from the module. When those are EXACTLY the records you want to clean. So cleaning while having additional modules loaded makes the complete process utterly pointless and a waste of time.
Cleaning with all your mods loaded would be like looking for someone through a crowd of people. You can't see through the crowd and with all the mods loaded xEdit can't see only the masters of the plugin. This prevents it from calculating ITMs accurately.
While Quick Auto Clean may be new nothing has changed. You would not have been able to clean with multiple mods loaded even with previous versions. People may have claimed to have done this in the past however, they were not cleaning their mods properly.
7.4.3 - Different ways to activate Quick Auto Clean
Aside from the Three Easy Steps to clean Mods mentioned already, there are several ways to activate Quick Auto Clean. Cleaning renaming the EXE, Cleaning using a Desktop Shortcut, or by Configuring QAC for your mod manager.
The easiest way is to use the EXE file provided when Downloading xEdit from the Nexus. It is already renamed properly to be used to clean your mods as shown below.
7.4.4 - Cleaning renaming the EXE
You can add 'QAC' or 'QuickAutoClean' to the filename and create a shortcut to use the Quick Clean procedure. For Skyrim SE you would name it 'SSEEditQAC.exe' or 'SSEEditQuickAutoClean.exe' as shown below.
7.4.5 - Cleaning using a Desktop Shortcut
Modern Sidearms Fallout 4
When creating a shortcut go to the folder where you installed xEdit. Right click the file name and choose 'Send To' and then 'Desktop (create a shortcut)' to create a shortcut.
There are two parameters. -quickautoclean
and -qac
.
The parameter will go in the 'Target' box.
Quick video on how to add the parameter.
7.4.6 - Configuring QAC for your mod manager
To run Quick Auto Clean from your mod manager you will need to add -quickautoclean
to the mod manager's launcher. The three methods shown are for Configuring QAC for MO2, Configuring QAC for Vortex, and Configuring QAC for Wrye Bash.
7.4.6.1 - Configuring QAC for MO2
For MO2 you would add the parameter to the Arguments.
For more information you can refer to the STEP Guide:XEdit
7.4.6.2 - Configuring QAC for Vortex
For Vortex you would add the parameter to the Command Line box.
For more information you can refer to the Nexus Wiki Tool Setup: xEdit
7.4.6.3 - Configuring QAC for Wrye Bash
For Wrye Bash you will need to create a Desktop Shortcut first. Once you have done so navigate to the Mopy folder for the game you are configuring. In this case I chose Skyrim Special Edition. Copy or Cut and paste the shortcut into the Apps folder as shown below.
The next time you launch Wrye Bash the QAC shortcut will appear in the tool bar at the bottom of the screen.
7.4.7 - Quick Clean VS. Quick Auto Clean
The main difference between Quick Clean and Quick Auto Clean is that Quick Clean prompts you to save the file when closing xEdit after the cleaning process finishes.
Both Quick Clean and Quick Auto Clean run through the cleaning process more than once. Running the process additional times corrects inconsistancies not corrected by completing the process only once. Some DLC requires additional corrections that can only be completed after the process has run at least one time.
The only disadvantage is that when using Quick Clean you may have use the procedure more then once on some DLC. With Quick Auto Clean this is not needed.
7.4.7.1 - Quick Clean Method
This method is for those who want to be more involved in the process.
This procedure cleans 2 times. Some DLC requires that they are cleaned twice because after saving the cleaned mod's records are updated. The quick clean procedure does not save in between each step. When you close xEdit you will have the option to save the file with the changes or cancel. You will have to repeat this step for any DLC that requires multiple cleanings.
To enable this procedure, you would create a shortcut on your desktop and add the -quickclean
parameter.
7.4.7.2 - Quick Auto Clean Method (Recommended)
This is the preferred and recommended method. You will have to close xEdit once the process terminates but everything is automatic.
This procedure cleans 3 times and saves in between each step. Some DLC requires that they are cleaned twice because after saving the cleaned mod's records are updated. Because the quick auto clean procedure saves between each step, you no longer need to clean DLC multiple times with the feature. However, this process is automatic and you will not be able to stop it. You will only be able to review the changes once the process is completed.
To enable this procedure, you would create a shortcut on your desktop and add the -quickautoclean
parameter.
For quick auto clean you will not be given an option to save. When finished you can review the changes, copy the LOOT info, and see any errors that occurred. For quick clean you will be presented with an option to save the plugin or cancel.
7.4.8 - Selecting a plugin to clean
If you have not set up Quick Auto Clean you can rename the EXE or add a command line Parameter to a shortcut or your mod manager.
When selecting a plugin to clean double click a plugin name, or check one and click OK.
7.4.9 - Sorting Master File Load Orders
There are times in which the load order of Master files gets switched around when you add/change load orders. The, 'Sort Masters' function corrects the master file load order in the Plugins MASTer list, and correctly renumbers all file specific FormIDs.
There is no specific log-output from the function unless there is a problem. If you see 'Done sorting masters' and no issues or errors in the Messages Tab, then the function sorted the masters correctly.
7.4.10 - When should you use Sort Masters?
Elminster
If a plugin has two masters that are siblings (one doesn't have the other as a master, so they can load in either order) and they are overriding the same record from an earlier master (e.g. both are overriding a record from the main game master file), then loading them in a different order will result in a different version of the overridden record being the 'winner'. But the plugin might depend on the winner being the one indicated by the order in which it references the masters.
To put it another way the header of a file is like a small history of how the mods were sorted when the module was created. If the masters are only the DLC it is probably safe to sort the masters. It is also safe when there is one .esp
file as a master along with DLC. The only time you would want to closely examine the module is if it has more than one .esp
file as a master. Because as mentioned above, the order of the masters may be important according to how the conflicts were resolved. If this is the case set these plugins to sort differently with LOOT.
7.4.11 - Using Clean Masters to purge un-used Master File References
Master File References are links or references from your Plugin to any Master files (ESMs) that it depends on to run, and stores the list in a record called, 'MAST'. Most Plugins have the game's ESM file in their master list, but you can have many such links in a plugin. For example for Fallout3 each file will start with Fallout3.esm. If when you create a Merged Patch with xEdit, it puts links to many or nearly-all of the master files in your mod list. It is possible in some cases for a Plugin to contain a link to a master file that it does not need.
For example, suppose the Plugin we are cleaning had MasterB.esm in its MASTer list but it doesn't contain any overrides for, or makes any other references to, records from MasterB.esm. In that case we would not need nor want MasterB.esm listed in the MASTer record for our Plugin! This function detects any un-used MASTer references in the Plugin we are cleaning, and removes them from the MASTer list. xEdit also renumbers any file specific FormIDs in the Plugin to ensure that it is cleaned properly.
The screenshot below illustrates how to activate the, 'Clean Masters' function:
Unfortunately there is no log-file output for this function. If you see 'Done cleaning masters' and no issues or errors in the Messages Tab, then the function cleaned the masters correctly.
The screenshot below illustrates how the BetterCaravans mod looks now that it's clean, with it's new sparkly (bold)-Green text in the Navigation Tree (A):
At this point you should save your mod and load it up in-game to make sure that everything is still happy.
NOTE: You should not remove masters from other people's mods! You will drastically effect the mod and it will no longer perform the changes the author intended. It is the responsibility of each mod author to remove unused masters. You can request that the mod author provide another version. Please be respectful if they refuse to remove masters as some mod authors intentionally override specific records in order for the mod to effect the game the way they intended.
7.4.12 - Listing Master File References from a specific plugin
When using Clean Masters if references are still in use the Master will not be removed from the master list. In order to list references we will be using a script named List records referencing specific plugin.pas
. This may take a while depending on how many references there are in the Plugin.
For the above example I chose to list the references used by 04 for PointLookout.esm
.
A notification will appear in the messages tab when the operation is complete. All of the records referencing the plugin will be listed. You will need to properly deal with all the references before xEdit will remove the master. This could mean changing a reference to reference another master or removing the reference entirely.
NOTE: You should not remove masters from other people's mods! You will drastically effect the mod and it will no longer perform the changes the author intended. It is the responsibility of each mod author to remove unused masters. You can request that the mod author provide another version. Please be respectful if they refuse to remove masters as some mod authors intentionally override specific records in order for the mod to effect the game the way they intended.
7.4.13 - Checking For Errors
There are errors in the official DLCs. Do not attempt to correct them.
The 'Check for Errors' function reports any case in which the information contained in a module file does not match the xEdit record definitions. There is a very minimal chance that something that's reported as an error is actually an oversight in the xEdit record definitions and not in the module, but all cases should be reported to be safe. Running the check is a recommended practice as part of the mod-cleaning process as shown below:
When the error-check is complete, the screenshot below shows you how the output will look when errors are found in a module:
PACK Locations PLDT - Location 1 Location -> Found a NULL reference, expected: ACHR,ACRE,PBEA,PGRE,PLYR,PMIS,REFR
In this example a reference was found but xEdit expected a different type of reference. These kinds of errors are not serious and should be sent to Elminster to ensure xEdit has the right information.
TES4 ONAM - Overriden Forms Form #0 -> [1300DBC4] < Error: Could not be resolved >
In this example we found Unresolved Reference errors (Ouch!) These errors are very serious as they indicate a record from the mod is trying to reference something, but what it is looking for is missing from the mod or the master of the mod. Mod authors should never leave these uncorrected! They should be corrected by the mod author and not by you!.
If other errors were found such as data that is missing, Flags or Idle Timer Settings, then those errors should be corrected by the mod author and not by you!.
7.4.14 - Checking for Circular Leveled Lists
With mods it is possible to have Leveled Lists that reference other Leveled Lists that are perfectly valid. However, it's possible in some cases that a mod builds a circular reference (with as little as 2 leveled lists directly referencing each other, or any number of additional leveled lists in the chain). When the game engine then tries to resolve that leveled lists down to a particular item/creature/NPC, it can get caught in the endless loop and crash. This function looks for such cases and identifies them if they exist:
I have not yet found an example in any mod of such a circular leveled list, but I do know that they exist and that xEdit can spot them. If you don't get any output from running this function, then the checked mod is clean of such loops.
7.5 - Appendix A
7.5.1 - Types of Dirty Edits
7.5.2 - Identical To Master
Remember there are no intentional ITMs.
Identical to Master (ITM) edits are the most common type of dirty edit. They're where a mod has overwritten something in the game without actually changing anything. If another mod higher up in the load order makes an intentional change to that thing, it will have its effect canceled out by the ITM record, which can cause problems. ITM edits can be cleaned automatically using xEdit.
Example 1: Identical To Master Edits
Consider a quest mod in which the author has also changed the properties of some sneaking settings to better fit with other areas of the quest mod. The author then later decides the sneaking changes are unnecessary, and sets them back to their original values. If this quest mod were then loaded after a mod that overhauls the sneaking system, the sneaking overhaul's effects would be at least partially undone by the quest mod, which is not the effect intended by the author of either mod, nor the effect desired by the user.
The solution would be to clean the quest mod, which would remove the ITM edits and allow the sneaking overhaul mod to function as intended.
7.5.3 - Deleted Reference
Deleted references are a significant cause of crashes and game bugs. This is because if one mod tries to modify a reference that another mod has deleted, then the first mod cannot find the reference, and this then causes problems. A deleted reference can be fixed by undeleting then disabling the references and moving it to a position where it is no longer visible in the Creation Kit (xEdit sets the Z axis position to -30,000 units). This has the same effect as deleting the reference, without causing issues. Deleted references can be cleaned automatically using xEdit.
7.5.4 - Deleted Navmeshes
Like deleting records, deleting navmeshes can cause crashes. However, these cannot be automatically corrected, and require manual cleaning.
7.5.5 - Wild Edits
Wild edits are unintentional or misdirected edits to game elements by a mod author that cause unnecessary conflicts with other mods. They are called wild edits because they often appear to have been made haphazardly with no relation to the author's stated intentions. Because detecting wild edits involves knowing what the mod is supposed to do, they must be cleaned manually.
One example of a wild edit would be when a container is incorrectly modified to include an item, but instead of only that one container including the item, the result is that all containers of the same type include the item. If the description of the mod states that an item is added to a specific container, then it is clear this is a wild edit and the mod should be cleaned by fixing the wild edit.
7.6 - Appendix B - Manually Cleaning Dawnguard
The image used is from alt3rn1ty's guide on AFK Mods. The step is shown here because there is no longer a manual cleaning process, and you never needed to apply any filters to perform this step in the first place.
Modern Firearms Fallout 4 Ps4
NOTE: This is the only step required. The old guide is obsolete. You do not need to confirm that this is the only step. If there were more steps they would be shown.
Step 1: Remove XEZN subrecord from RiftenRatwayZone.
• In the upper left corner enter 00016BCF into the FormID field in xEdit. After you enter 00016BCF press [ENTER] to jump to that cell.
• Scroll to the right and scroll down until you see the XEZN field. Right click the indicated sub-record, and choose Remove.
7.7 - Glossary
This glossary contains definitions for the general modding terms and cleaning-specific terms used in this guide.
Mod: A modification for Skyrim. Can be player-made or official DLC.
Plugin: A file with a .esp or .esm file extension (well, it's what's inside the file that matters, but the file extension is a pretty good clue).
Record: A data structure inside a plugin that holds the information on one element of the game. For example, each type of weapon, each race, each potion, etc. have different records.
Rule of One: Only one plugin's changes to a record can be applied by the game. If multiple plugins change the same record, then the changes from the last of those plugins in the load order will be applied. There are a few exemptions, eg. if multiple plugins put things into the same cell, then all those things will be seen in-game, but in general the rule holds for non-complex record types (and complex record types are beyond the scope of this guide).
Load order: The order in which plugins are loaded.
Dirty mod: A mod that contains dirty edits, wild edits, deleted references or any combination of them.
Dirty edit: An edit made which is unnecessary, often caused by Creation Kit bugs or authors making unintended edits then undoing them incorrectly. Such edits can be cleaned automatically.
Identical To Master edit: A type of dirty edit made where the edited value(s) is/are identical to the value(s) without the edit.
Wild edit: An edit made which is not consistent with the intent of the mod, often caused by authors accidentally making small edits or trying to perform an edit in the wrong way. Such edits must be cleaned manually.
Deleted reference: A reference to a record that has been deleted. For example, placing a Silver Sword into the game world creates a Silver Sword reference there, which may then be removed by deleting it.
Dependency: A plugin upon which another plugin relies. For example, Skyrim.esm is a dependency for most mods.
Explicit dependency: A dependency that is recorded within the dependent plugin, such that the game cannot be loaded without the dependency being satisfied.
Implicit dependency: A dependency for which there is no indication given within the dependent plugin, and which can only be determined by considering author intent.