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 Weapons of the new millenia

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Swooya

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Posts : 139
Join date : 2015-02-15
Age : 22

PostSubject: Re: Weapons of the new millenia   Sun Oct 18, 2015 9:24 pm

Thought he wasn't going to update it further, neat.

Even if there's no ETA, you can see that he's still around replying to some comments, which in turn means he's still working on it. (hopefully.)

Since that little announcement of the update was in May, we should assume that there's atleast some progress made so just be patient, I mean look at the features he's hoping to introduce. Pretty good stuff.

And thanks Mr.Flux, I wasn't sure if those were meant for some bigger project, I'm glad they are. o7
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Eetterinakki

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Join date : 2014-07-30
Location : Winland

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PostSubject: Re: Weapons of the new millenia   Sun Oct 18, 2015 10:02 pm

If you want the newer guns in your leveled lists without increasing plugins, you could just do what I did:

Download all his guns individually (or those which you want, alternatively), then mash them all together with FNVPlugin. Nice and easy. For some reason the weapon mods don't spawn in Doc Mitchell's house when you do this, only the guns do, but they still appear on traders so it doesn't matter.

If you already have Weapons of the New Millenia, you can just merge the new guns into it.

This way you can even preserve space by only picking the guns you like.

Underbarrel attachments sound very interesting though, I wonder how that will work.

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Grimmex

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Age : 23
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PostSubject: Re: Weapons of the new millenia   Mon Oct 19, 2015 6:35 pm

i thought as well that the mod was not being worked on in preparation of Fallout 4.i could be wrong though.

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fourrainydays

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PostSubject: Re: Weapons of the new millenia   Tue Nov 17, 2015 11:39 pm

@"Eetterinakki" thanks that's really useful, I will try it out later
another question, how far can FNV plugin go, I mean is it limited to merging simple mods like armor mods or weapon mods?
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