Fallout 4
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Reaper0666

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Reaper0666

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180 comments

  1. HungLee
    HungLee
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    It seems that even when I install the patches for my weapons, some patches have lower load orders than the weapons or TR patches themselves so it gets overwritten. I use Vortex so I don't know how to fix it as it doesn't seem to have any dependencies.
    1. HungLee
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      Actually, I found a way to set custom rules in Vortex. It sucks that I can't manually change load orders, but I'll take Vortex cause I'm an idiot and need idiot proofing lol
    2. Reaper0666
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      Glad you found a way to get it working as I haven't used Vortex, my personal choice is MO2
    3. HungLee
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      I'm actually trying the Robco Patch version now and I think this suits better for me! Not having any esp is helping with that issue above too. Great mod! Thank you so much! Kudos!
  2. C0br4L0rd
    C0br4L0rd
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    The patch for AK74M is filled with <Error Could not resolve> similar to the RSH12 that ShizzySav16 mentioned.

    This is using the latest AK74M version (3.5) and with the latest version of this patch both clean installed.
    1. Reaper0666
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      Just reinstalled both the AK74M mod and the related patch but am not seeing the same error that you are. On my system everything looks fine.
  3. bananaandshrimp
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    So im using Combined Arms and Combined Arms extended and while installing this in MO2 it only lets me select Combined Arms Extended. I assume it also includes the base guns from CA because to use CAE one of the requirements is CA. However, when i started a new game and spawned in with the PL-15 Lebedev (10mm pistol replacer) the PL-15 is chambered in 9x19 parabellum. I thought it would just be 9mm? Is there a reason i cant choose both combined arms packs?
    1. Reaper0666
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      You would assume correct. The patch for combined arms extend already includes all the weapons in the base Combined Arms patch, As such if it detects you have CA extended it will not install the combined arms patch.

      As for the replacer, the patch was never designed with the replacer in mind, so it is unlikely to work with it.
    2. bananaandshrimp
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      Thank you for the quick reply, but I got the guns to chamber in 9mm. It was an issue with combined arms weapon overhaul project being loaded after this patch. however, now both 9x19mm parabellum and 9mm spawn in the world.   I'm trying to figure out how to disable the spawning of 9x19mm parabellum with xedit but I haven't had any luck so far. I know you said it wasn't designed for a replacer and I think that would be what's causing it. If i cant disable the spawn of the CA version of the ammo i guess its just something i can trade at vendors for caps lol
      Edit: I got it to stop spawning by loading the munitions patch after all of the weapon replacers
  4. Timmeman123
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    Alright so I installed AKM Complex with the patch, but the AKM ingame still uses the 308. caliber... How can I change that?
    1. Reaper0666
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      The only changes to that mod that I made are listed below.

      -AKM Complex v1.0.2 - 5.45x39 Magazine mods now use Munitions 5.45mm, 7.62x25mm Magazine mods now uses Munitions 7.62mm Tokarev, 10mm Magazine mod now uses Munitions 9mm and renamed to 9mm Magazine.

      If you want that weapon to use vanilla 7.62 rounds then  you would need to download the main file, the 1.0.2 update file and the nuka world patch.
  5. Timmeman123
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    The AKM from Combined Weapons does only 3 damage for some reason... Uses 7.62x39 Soviet
    1. Reaper0666
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      I haven't touched the AKM, so it will use whatever ammunition the original mod has set it too and certainly haven't touched the damage.
    2. Timmeman123
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      I see. Thanks for the answer!
  6. ShizzySav16
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    patch for RSH12 is fucked up. <Error Could not resolve> showing up in fo4edit in the Weapons file.

    Also has some italicized text over 'The Putinizer' file, tbh Idk what the italics mean, but I do know that that's also not good.

    All other patches seem to be alr tho,
    1. Reaper0666
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      Which RSh12 mod are you using, is it the one by Anotherone?
  7. Hammerhead96
    Hammerhead96
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    I use Reapers Robco Muntitions Patches and I have been using this.
    It is looking like they may be the same thing just accomplished different ways.
    Should I only be using only one or is there some reason to use both?
    1. Reaper0666
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      The majority of weapons are in both sets of patches. There are some in Robco patches that are not in the other and vice versa. So real;ly its up to you which you would prefer to use. I, myself, use a combination of the 2.
    2. Hammerhead96
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      Cool. Thank you for response.
  8. kt1812
    kt1812
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    May be a silly question but is this compatible with mods like Weapons Level Lists Patch that add more weapons into LL's? 
    1. Reaper0666
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      That depends on how the level list patches are done. If they just touch the levelled lists then the patches should be compatible but to be honest thats not something I have even looked at.
  9. screamingstuff
    screamingstuff
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    combined arms? cant select
    1. Reaper0666
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      if you have the combined arms expansion as well, then it will not let you as it is included in the patch for that.
  10. aksand0val93
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    Added Fusillade Grenade Launcher for Metro Themed Weapon replacer.  Patched it thru this mod. Ran it thru FO4Edit to id any conflicts but none. Ammo is supposed to change to 40mm. Old ammo still shows up as exclusive round. I placed patch after mod and replacer. Uninstalled and reinstalled, still shows no conflicts, yet ammo is not patched. Any help would be cool. Thanks in advance.
    1. Reaper0666
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      The patch was never made to ne used with the metro themed weapon replacer. In fact I have never heard of that, so not surprised it doesn't work correctly.
    2. aksand0val93
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      Makes sense lol thanks for the reply