True Damage, Better Locational Damage, and the like are NOT compatible with Armament 2.0/Immersive Damage. If you are having issues with dealing damage, please remove True Damage. Immersive Damage already does what True Damage tries to do and is already included with Armament by default.
That would do it, alongside immersive damage being enabled since it would be looking for ammo records tied with damage. That esp is specifically for those who either don't want Immersive damage or don't want to use my preferred values.
Seems to be working? But MCM menu is throwing a $. I can access all the settings, but they also are like $ID_SETTING.
EDIT: Ok, ALL of jarjar or whatever's mods do not work on NG (immersive damage, leaning, etc). So it would be nice if this mod was just the visuals and didn't add mods for damage that don't work, at least until they are updated. Right now I get the visuals, menu changes with ammo, and a bunch of broken MCM entries.
Switched over from True Damage to Armament and it's an awesome mod. Will be a staple in my load order, especially with Scourge and MAIM. Though an improvement that I can suggest would be to maybe double the damage of bolt-action rifles to give players more of an incentive to use over semi-autos or full autos that use the same caliber? Like how True Damage does it. It is realistic that a bolt-action shouldn't magically double the damage of a caliber just cuz the weapon is bolt-action, but makes sense I think gameplay wise. Maybe in future updates?
The ONLY balance you can make in this case is to severely reduce the range of the Semi-Auto's - so you actually have a reason to use the Bolt-Actions. Range is the damage reducer in this case - and that isn't something this mod controls.
If your Semi-Autos are pushing 200 - there is literally no reason to use a Bolt-Action in you game unless you never intend to use the Semi-Autos in the first place. If those Semi-Autos are capping out at 100 - then you have a reason to use the Bolt-Actions.
Hey GoldenDarknezz, Just had a question mate. I was trying to add a mod to this to make that firearm use your ammo. So my question is how would I go about it in FO4 Edit? I see that you can't mark Armament as a master file for the other firearm mod. I'm guessing that's due to it not being considered an ESM. Some help would be greatly appreciated on this if you have the time mate.
Armament is a straight .ESP so it needs to be loaded before any weapon you want to make it as a master for. If it's loaded after - it won't let you add it.
Definitely love this mod since it adds some amazing looking ammo into the game, ended up uninstalling it since ballistic wall turrets didnt hit me anymore even if i was standing right in front of it. Uninstalling it has resolved that issue for me
Hello. I play on downgraded version 163 and I have issues with the Gewehr 43 and Kar98k as they deal 0 damage. I suspect it is something related to Mauser ammo values. I don't have any other damage mods, only RobCo Patcher and Patches Repository and also installed compatibility patches for those rifles from their page.
Can you please give me any suggestions what it could be?
UPD: So I deleted those. But then I've noticed that I'm having the same issues with .308 and .50 calibers, even for vanilla weapons. So I believe it's about calibers, not about weapon mods.
UPD 2: Okay, so I deleted the the ini file located in Armament - Ammunition and Ballistics Overhaul\F4SE\Plugins\RobCo_Patcher\weapon and seems like it is working for me. Still I wonder what was the problem...
Sorry if it says somewhere but does this mod works well with Tac.reload+repository patches, BCR and see through scope ? Because popular munitions mod not, now i wonder about this mod
505 comments
EDIT: Ok, ALL of jarjar or whatever's mods do not work on NG (immersive damage, leaning, etc). So it would be nice if this mod was just the visuals and didn't add mods for damage that don't work, at least until they are updated. Right now I get the visuals, menu changes with ammo, and a bunch of broken MCM entries.
If your Semi-Autos are pushing 200 - there is literally no reason to use a Bolt-Action in you game unless you never intend to use the Semi-Autos in the first place. If those Semi-Autos are capping out at 100 - then you have a reason to use the Bolt-Actions.
If it's loaded after - it won't let you add it.
Ex.
Desert Eagle
Armament
[BAD]
Ex.
Armament
Desert Eagle
[GOOD]
i deleted the esp file in plugin folder
Can you please give me any suggestions what it could be?
UPD: So I deleted those. But then I've noticed that I'm having the same issues with .308 and .50 calibers, even for vanilla weapons. So I believe it's about calibers, not about weapon mods.
UPD 2: Okay, so I deleted the the ini file located in Armament - Ammunition and Ballistics Overhaul\F4SE\Plugins\RobCo_Patcher\weapon and seems like it is working for me. Still I wonder what was the problem...