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  1. codeblackcrash
    codeblackcrash
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    Version 2.0 has been released!

    The entire plugin has essentially been rebuilt from scratch. Therefore, I strongly recommend a new save game if you have an older version of this mod installed.

    This version features new LL injection scripts- this should finally fix issues from the original mod (and earlier versions of this mod) with finding either too much ammo or not enough.

    I've listed the other changes in the Description so feel free to check that out for more details.


    Thanks!
  2. BlueDevil
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    Hey, any chance you could implement a fix for the 1st person power armor footsteps as you did with the Wattz? Thanks

    Never mind. Apparently the Tactical Reload Patchbreaks the fix. Only figured I should do some actual troubleshooting after I posted this 🤦‍♂️
    1. VileDirge
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      You should probably report that on that patches page so they are aware and might possibly fix...
  3. jmarban93
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    Could anybody make a port for xbox? Even if its just as a patch for munitions, this is really convenient. Thank you very much
    1. SadBoiKeith
      SadBoiKeith
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      Xbox port thanks to DeadPool2099 and codeblackcrash!
  4. quabityassuance
    quabityassuance
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    Is it possible to remove the LL injections in FO4 edit without breaking the mod?
  5. JakR4t
    JakR4t
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    I really like this update. Thank you so much! 
    I've tweaked it a bit with fo4edit, to remove 9mm ammunition and so forth. I am using the original mod as a 10mm replacer, but I love this update. Does anyone know if there is anything more to it than just using the 10mm replacer (which overwrites the original esp) and then this (my tweaked version of this updates esp)?
  6. MeisterKennyNMA
    MeisterKennyNMA
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    >Leveled Item Fixes (this mod uses the leveled list injection scripts included with LIF)
    but why?
    1. STR4NGERxD4NGER
      STR4NGERxD4NGER
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      All you have to do is read. The first section of the LIF mod page literally explains why mod authors would use it.
  7. soracraws
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    Would it be possible to add an additional file that would leave the .38 receiver, 10mm receiver, and the long barrel options in the game instead of removing them? I'm not asking to remove that from the mod completely, just give us the option to have it along with the rest of the mod. And just so we're clear, I love everything else about this mod and all the other ones you've made. Great work!
  8. CosmicCrisis69
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    I misread the description and accidentally just installed the original esp. Make sure both it and the unofficial update esp are ticked off people or you'll get the wrong 9mm ammo spawning in your game.
  9. CosmicCrisis69
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    Would it be possible for me to make a patch with FO4 Edit to remove the Munitions requirement/ and change the gun to vanilla .38 ammo? Thanks.

    Update: Converted it to .38 and renamed it to "service pistol", but it still requires Munitions as a master despite removing all references to it.

    Update: Gave up and just installed Munitions on my other character lol xD its relatively non-invasive and your unofficial patches are too essential.
  10. DoritofaceTrip
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    Hi. The old 9mm ammo is still appearing even though I don't use TR, I don't use the update file from the original page, I use v2.3 of this mod and I'm using a new save. Any suggestions on what to do without nuking my save first?

    EDIT: I managed to fix it by reinstalling this and saying yes when Vortex asked me to enable all of the plugins included in this.
  11. JustLoveBeingAnOwl
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    I was noticing other people stating they still had the duplicate 9mm ammo spawn (as one was added from munitions and the other was added by the 9mm Browning HP mod itself)

    I was having this happen to me as well, so I opened up xEDIT and noticed that the tactical reload patch was overwriting the leveled-lists and the ammo for this Unofficial Patch. I was luckily just able to make a few quick edits in xEdit and that should solved the problem (although the duplicated 9mm ammo still existed), but that's just me throwing my experience in there, as other people may not use tactical reload and could have the same problem.
    1. codeblackcrash
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      That makes a ton of sense, I really appreciate you pointing that out! I don't use Tactical Reload, which would explain why I was never able to replicate the issue, lol. I'll make a note on the main page to give folks a heads up about it.
    2. Shirosake
      Shirosake
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      Please, how did you do it? I can't change the ammo used by the TR patch to Munitions

      Nevermind I figured it out on my own, I always seem to do that right after asking for help, weird
    3. ninjooooooooooooooo
      ninjooooooooooooooo
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      well could you help me im rather new to xedit
    4. Ausarq23
      Ausarq23
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      (here's a quick easy way nin): untick everything except this mod tactical reload browning patch and all their requirements then go into the patch add munitions as a master and copy over the overwritten ammo records into the patch which are all the way at the bottom (this works for any of codeblack's unoffical updates that have this problem (another one i found is the 12.7mm pistol) this is also how i've made patches for other mods without taking up another esp slot (this way is more prone to messing up something if you don't know what you're doing) another (and admittedly safer) way is to copy the records into a new ESP (with overwriting) you'll see the option if you right click on the esp name in the right panel and then make sure to let it overwrite both mods