Yup no problem. Had to learn how to do custom ammo scripts. Pretty interesting stuff. The .50 ammo for the LMG and the Hunting Rifle have different stats behind them despite using the same bullet. Neat behind-the-scenes details.
but it's wierd, rifles rebirth or machineguns rebirth both CTD me on loading Fallout 4, if I load ur patch alone, it doesn't, if I load with ur patch as well as the source mod it still crashes on load
did you ever find crashing issues with those mods with a solution?
Hmm, I couldn’t say. My patch really only edits numbers and values for the most part. With only weapon modifications being moved around. Have you tried it on another save file?
i believe the original mod also add turret that are armed with those guns. maybe you could also add that turret on the Horizon turrets. like that the defense you build may get them
They should already be there for the most part. Not all turrets have changed to Skb’s though. This has more to do with the original mod than this patch.
i've tried your patch for the machinegun, and like in the rifle patch i found some stuff i'd like to share with you.
1. in the weapon workbench, each of the rifle has their old ammo change tab from the original mod + the horizon ammo tab that you added. there are other tabs from the original mod that are still present. like the ''standard damage'' tab that allows you to increase a weapon's damage to up to 200% for free.
2. the flack rifle cant change ammo. i believe that was intended and that is fine considering what the weapon is. the real issue is that it is using 20mm rounds. those rounds were added with the machine gun rebirth mod and thus there are no ways to craft those rounds sinse these dont exist in horizon. i've found 3 possible solutions with this issue in particular. - creat a new craftable object for the weapon lab allowing you to craft 20mm rounds - add an horizon ammo tab to the flack rifle allowing you to use rounds other than 20mm - change its main ammo entirely and ditch the 20mm, maybe .50?.
3. like in rifle rebirth, the machine guns still use vanilla perk as a crafting requirement. the outdated receivers can be removed. instead of remaking and rebalancing every single receivers you can do like what you did with the flack gun and only have 3 receivers
4. the mod also adds turrets that are craftable for settlements. those turrets still use vanilla gun nuts perk as a build requirement, they can be changed for settlement technology level in xedit (also considered perks). this is pretty much a non issue sinse one can just decide ignore them and not craft them.
thats what i've found so far. good job on the patch.
I honestly couldn't tell you. I'm not very mod savvy and I usually only use esp. It should be fine I think, since it really is only adjusting numbers in FO4Edit. Example: the original Machinegun Rebirth has the AGL-40 to spawn at lv35. My patch only changes that lv to 20.
18 comments
-Mk.22 has a full ammo menu for .50 ammo
Thanks!can someone do patch for this two guns AMR 3000 Anti-Material Rifle and The Automatic Rifle (Colt Monitor BAR) thanks
but it's wierd, rifles rebirth or machineguns rebirth both CTD me on loading Fallout 4, if I load ur patch alone, it doesn't, if I load with ur patch as well as the source mod it still crashes on load
did you ever find crashing issues with those mods with a solution?
Can you please make patch for miniguns rebirth
https://www.nexusmods.com/fallout4/mods/49721?tab=description
1. in the weapon workbench, each of the rifle has their old ammo change tab from the original mod + the horizon ammo tab that you added. there are other tabs from the original mod that are still present. like the ''standard damage'' tab that allows you to increase a weapon's damage to up to 200% for free.
2. the flack rifle cant change ammo. i believe that was intended and that is fine considering what the weapon is. the real issue is that it is using 20mm rounds. those rounds were added with the machine gun rebirth mod and thus there are no ways to craft those rounds sinse these dont exist in horizon. i've found 3 possible solutions with this issue in particular.
- creat a new craftable object for the weapon lab allowing you to craft 20mm rounds
- add an horizon ammo tab to the flack rifle allowing you to use rounds other than 20mm
- change its main ammo entirely and ditch the 20mm, maybe .50?.
3. like in rifle rebirth, the machine guns still use vanilla perk as a crafting requirement. the outdated receivers can be removed. instead of remaking and rebalancing every single receivers you can do like what you did with the flack gun and only have 3 receivers
4. the mod also adds turrets that are craftable for settlements. those turrets still use vanilla gun nuts perk as a build requirement, they can be changed for settlement technology level in xedit (also considered perks). this is pretty much a non issue sinse one can just decide ignore them and not craft them.
thats what i've found so far. good job on the patch.