I'm not sure if if I may have done something wrong but it didn't add caliber conversions but it did remove ammo crafters tab in the chemistry bench. Update: it does work on a many guns, just not one of the ones i was hoping for, still can't craft ammo though
Hi, I've been using this patcher for other weapon mods to match up a certain weapon collection mod. I know WSE already uses NC which will be redundant but I also still add it for a rebalance damage values. Somehow though its this mod (self-confirmed) that causes error. Given I have everything else right on the installation.
[Content] Error: Failed to set element value at: zPatch.esp\XX088024 '$DNAM\Ammo' is not a valid integer value (0000000000252C6C){XEditLib.dll} [0000000000653C6C] JclDebug.TJclStackInfoList.Create + $10C (0000000000252858){XEditLib.dll} [0000000000653858] JclDebug.JclCreateStackList + $48 (0000000000252767){XEditLib.dll} [0000000000653767] JclDebug.DoExceptionStackTrace + $77 (00000000002540D2){XEditLib.dll} [00000000006550D2] JclDebug.DoExceptNotify + $92 (0000000000245715){XEditLib.dll} [0000000000646715] JclHookExcept.TNotifierItem.DoNotify + $35 (000000000024595B){XEditLib.dll} [000000000064695B] JclHookExcept.DoExceptNotify + $BB (0000000000245AAD){XEditLib.dll} [0000000000646AAD] JclHookExcept.HookedRaiseException + $6D (000000000000F366){XEditLib.dll} [0000000000410366] System.@RaiseAtExcept + $106 (000000000000F391){XEditLib.dll} [0000000000410391] System.@RaiseExcept + $11 (0000000000679EF3){XEditLib.dll} [0000000000A7AEF3] xeElements.NativeGetArrayItemEx (Line 833, "xeElements.pas" + 4) + $0 (000000000067F0E0){XEditLib.dll} [0000000000A800E0] xeElements.GetArrayItem (Line 1704, "xeElements.pas" + 8) + $35 (0000000000014F67){39f7a2c6-1aeb-4eca-b859-9679fd06b8ab.tmp.node} [00007FFEFDAB5F67] (000000000000CDBE){39f7a2c6-1aeb-4eca-b859-9679fd06b8ab.tmp.node} [00007FFEFDAADDBE] (00000000017A9E77){zEdit.exe} [00007FF7630EAE77] Unknown function at ?Unpack@WasmStreaming@v8@@SA?AV?$shared_ptr@VWasmStreaming@v8@@@std@@PEAVIsolate@2@V?$Local@VValue@v8@@@2@@Z + $1EDC27 at helpers.Fail (D:\Zedit\resources\app.asar\node_modules\xelib\lib\helpers.js:63:15) at Object.SetValue (D:\Zedit\resources\app.asar\node_modules\xelib\lib\elementValues.js:60:17) at AmmoKeyAdd (eval at value (file:///D:/Zedit/resources/app.asar/app/app.js:749:18), :307:31) at changeKeys (eval at value (file:///D:/Zedit/resources/app.asar/app/app.js:749:18), :605:24) at Object.finalChange (eval at value (file:///D:/Zedit/resources/app.asar/app/app.js:749:18), :701:17) at patch (eval at value (file:///D:/Zedit/resources/app.asar/app/app.js:749:18), :844:39) at eval (eval at value (file:///D:/Zedit/resources/app.asar/app/app.js:749:18), :571:17) at Array.forEach () at patchRecords (eval at value (file:///D:/Zedit/resources/app.asar/app/app.js:749:18), :569:28) at eval (eval at value (file:///D:/Zedit/resources/app.asar/app/app.js:749:18), :595:28) [OK]
Its possible zedit has made changes to the api since I wrote this. You can always try an older version and see if that fixes it. I havent played fallout 4 in over a year.
well judging by the last update I think the version I made it for is Alpha Release v0.6.5 but I dont see anything in any of the changelogs that would suggest a change in api calls. What mod does it get stuck at?
Ill take a look. They add a lot of what this patcher does manually so it really shouldnt touch those mods unless theres a mistake somewhere either in my code or in the plugins
What did you change in the "New" New Calibers.esp from the original? From my inspection, the only changes are a few modcol_ lists for a few weapon calibers that weren't in the original, along with some changes to PSL weapon mod requirements. Are these the only changes?
I'm doing a bit of manual merging myself with New Calibers, and I want *details.*
Basically just fixing some inconsistencies and unfinished things I assume the author intended to make. I didnt want it to have crashes with certain ammo types for no reason so instead of removing support for those I just fixed them in the plugin
Just a heads-up, it appears that the 'realistic damage patch' throws an error regarding a 'joules' attribute. I figure you've not been working on this for a while, but to anyone searching for answers, that's the culprit.
Yes, I am not working with DTF anymore. I assume someone thought I was targeting the dev of DTF with that patcher and reported it. I am sorry if It gets removed. I do not have enough sway in the community to get something reversed if a person with more influence than me decides that they do not want me around.
Well, DTF author itself describes on his post that the framework does not on its own if another mod doesn't use it. Then you create a mod which makes it be used on FO4. It makes no sense someone from DTF staff reported you. I believe it might have been someone else, or a moderator misunderstood your mod. Even if you dont have enough sway in the community, I believe it doesnt hurt to get in contact with DTF author.
Yeah I think thats why my patcher doesnt actually activate the effects when DTFOptional plugin isnt installed. I could find work arounds to this but that is a lot of work to do for a mod I will no longer be using. Sorry for any inconveniences
Would you mind trying to help? I'm having a problem when i try to build the patcher. When i try to build it, it gives me an error and says a pluggin failed to load and gives me a log of errors. I have no idea what any of this means and would be very thankful if you could help me. Images of logs: https://imgur.com/a/ZBfCbpb https://imgur.com/a/R3UFjfz https://imgur.com/a/P46arB5
I am using the latest versions of everything. I also overwrited the esp with the DTF one because i am already using your other patch for that. I was able to patch your damage framework addon just fine but for some reason cant get this one to work
It worked! Thank you so much for the help. This mod and your damage threshold patch are great. The threshold one gives more features and without all the crashes i get using the dynamic threshold esp. Thanks for the great work!!
But the base damage is the damage that the Assault Rifle does. Its arbitrary and only used to determine the damage for the other weapons. If you set it too low some weapons will do 0 damage.
45 comments
Attention!
If the patcher errors out that means you do not have my fixed esp. The esp is REQUIRED for it to work. There is nothing I can do to fix that. Sorry.
Update:
it does work on a many guns, just not one of the ones i was hoping for, still can't craft ammo though
[Content]
Error: Failed to set element value at: zPatch.esp\XX088024
'$DNAM\Ammo' is not a valid integer value
(0000000000252C6C){XEditLib.dll} [0000000000653C6C] JclDebug.TJclStackInfoList.Create + $10C
(0000000000252858){XEditLib.dll} [0000000000653858] JclDebug.JclCreateStackList + $48
(0000000000252767){XEditLib.dll} [0000000000653767] JclDebug.DoExceptionStackTrace + $77
(00000000002540D2){XEditLib.dll} [00000000006550D2] JclDebug.DoExceptNotify + $92
(0000000000245715){XEditLib.dll} [0000000000646715] JclHookExcept.TNotifierItem.DoNotify + $35
(000000000024595B){XEditLib.dll} [000000000064695B] JclHookExcept.DoExceptNotify + $BB
(0000000000245AAD){XEditLib.dll} [0000000000646AAD] JclHookExcept.HookedRaiseException + $6D
(000000000000F366){XEditLib.dll} [0000000000410366] System.@RaiseAtExcept + $106
(000000000000F391){XEditLib.dll} [0000000000410391] System.@RaiseExcept + $11
(0000000000679EF3){XEditLib.dll} [0000000000A7AEF3] xeElements.NativeGetArrayItemEx (Line 833, "xeElements.pas" + 4) + $0
(000000000067F0E0){XEditLib.dll} [0000000000A800E0] xeElements.GetArrayItem (Line 1704, "xeElements.pas" + 8) + $35
(0000000000014F67){39f7a2c6-1aeb-4eca-b859-9679fd06b8ab.tmp.node} [00007FFEFDAB5F67]
(000000000000CDBE){39f7a2c6-1aeb-4eca-b859-9679fd06b8ab.tmp.node} [00007FFEFDAADDBE]
(00000000017A9E77){zEdit.exe} [00007FF7630EAE77] Unknown function at ?Unpack@WasmStreaming@v8@@SA?AV?$shared_ptr@VWasmStreaming@v8@@@std@@PEAVIsolate@2@V?$Local@VValue@v8@@@2@@Z + $1EDC27
at helpers.Fail (D:\Zedit\resources\app.asar\node_modules\xelib\lib\helpers.js:63:15)
at Object.SetValue (D:\Zedit\resources\app.asar\node_modules\xelib\lib\elementValues.js:60:17)
at AmmoKeyAdd (eval at value (file:///D:/Zedit/resources/app.asar/app/app.js:749:18), :307:31)
at changeKeys (eval at value (file:///D:/Zedit/resources/app.asar/app/app.js:749:18), :605:24)
at Object.finalChange (eval at value (file:///D:/Zedit/resources/app.asar/app/app.js:749:18), :701:17)
at patch (eval at value (file:///D:/Zedit/resources/app.asar/app/app.js:749:18), :844:39)
at eval (eval at value (file:///D:/Zedit/resources/app.asar/app/app.js:749:18), :571:17)
at Array.forEach ()
at patchRecords (eval at value (file:///D:/Zedit/resources/app.asar/app/app.js:749:18), :569:28)
at eval (eval at value (file:///D:/Zedit/resources/app.asar/app/app.js:749:18), :595:28)
[OK]
Still looking for a way to craft ammo for the calibers.
What did you change in the "New" New Calibers.esp from the original?
From my inspection, the only changes are a few modcol_ lists for a few weapon calibers that weren't in the original, along with some changes to PSL weapon mod requirements.
Are these the only changes?
I'm doing a bit of manual merging myself with New Calibers, and I want *details.*
Here is my error message: https://pasteboard.co/Jrowku8.png
Any idea what's wrong and/or how to fix?
Thanks.
Dude, what happened why is your zEdit DTF patcher under moderation? I really, really hope they don't shut down your mod that would be terrible.
Are you going to stop doing anything with DTF?
Then you create a mod which makes it be used on FO4. It makes no sense someone from DTF staff reported you. I believe it might have been someone else, or a moderator misunderstood your mod.
Even if you dont have enough sway in the community, I believe it doesnt hurt to get in contact with DTF author.
Images of logs:
https://imgur.com/a/ZBfCbpb
https://imgur.com/a/R3UFjfz
https://imgur.com/a/P46arB5
Did you overwrite the new calibers esp with mine?
What is the base damage in the patch? Default: 45.
But the base damage is the damage that the Assault Rifle does. Its arbitrary and only used to determine the damage for the other weapons. If you set it too low some weapons will do 0 damage.
I will leave 45 as default. If I think it is too high or too low, I repatch later.
You are soooo attentive!
Thanks! :)