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Reaper0666

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Reaper0666

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234 comments

  1. oofalladeez
    oofalladeez
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    I know this is probably impossible but would there be anyway for this to be on console? Then again it might not work because it might require every single mod.
  2. NexxyProtogen
    NexxyProtogen
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    I'm running the patch for the Agram 2000 Tr version and it's still showing up as vanilla .38. Would that be a problem with my load order or just something funky going on with the mod?
    EDIT: It's the chembench crafted version that for some reason doesn't apply the patch to
  3. The6thMessenger
    The6thMessenger
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    I'm glad you picked up on my intent of the 40 for the Spectre.
    1. Reaper0666
      Reaper0666
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      Thanks for the Spectre in the first place, cracking little mod.
  4. AshDarkclaw
    AshDarkclaw
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    I'm using the patches for the p90 mod and it shows that there is a 5.7 ammo conversion but it doesn't work. When selecting it the ammo changes to .45. Not sure what is causing this problem, I've mess with load order to have the patch load right after the mod but it still doesn't want to use 5.7 ammo. 
    1. Reaper0666
      Reaper0666
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      Which P90 mod is this for as there are a couple of them. If you can let me know which one I can take a look.
  5. DannyD99
    DannyD99
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    I'm having an issue with the Patches. Anytime I turn on a single patch, my game crashes on load. An its pretty much always the same message like this, not matter which patch is applied:

    (void* -> ucrtbase.dll+001E0FB    test eax, eax)
    - EditorID: "LLE_Perk_Scrounger100"
    - EditorID: "Munitions_LLS_Perk_Scrounger_357Caliber"
    - Function: "AddForm"
    - Function: "HasKeyword"
    - Name: "Actor"
    - Name: "DynamicActivationKey:Program"
    - Name: "Form"
    - Name: "LeveledItem" 
    - Name: "Munitions:Munitions_AmmoInject"
    - Name: "workshopframework:mainquest"
    - R11 0x7FFE706229ED     (void* -> VCRUNTIME140.dll+00129ED    vmovdqu [rcx+r9*1-0x40], ymm0)

    Doesn't matter where in the load order they are, its like this everytime.

    If anyone has any idea why this is happening, I would love an answer.

    As an aside, I'm running with MAIM, Scourge, and True Damage, and I had to turn off the True damage plugins that edited the perks to get it to work, so I don't know what going on.

    I'm also on NG. Thats probably the problem right there but I'm hoping its something else.
  6. bobby1993
    bobby1993
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    Would you consider adding Winter's Pulemyot 762? Thanks.

    Edit: Nevermind I found it. There's a patch in his Robco version of this mod, in case anyone's wondering.
  7. NiteFromWindhelm
    NiteFromWindhelm
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    Is it just me or does the Mk 41 gyrojet not use rockets?
    1. Reaper0666
      Reaper0666
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      Took at look at this and in my game the MK41 was using munitions rockets.

      Couple of things you can do is check that the patch is enabled and is under the original mod in the load order. Also if you added the patch in an existing game and you already had the weapon you can try dropping it on the ground and picking it back up. Sometimes that will force it to change ammo types.
    2. NiteFromWindhelm
      NiteFromWindhelm
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      I checked and things were on and where they needed to be and tried dropping it and picking it back up.

      Idk why it doesn't work for me but thanks for checking. Maybe it'll fix itself on its own, who knows.
  8. HeartOfDust
    HeartOfDust
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    DV_CZ_Micro_MunitionsNOTR patch has Tactical Reload as one of it's requirements even though it shouldn't as far as I'm aware. Figured I should bring it to your attention.
    1. Reaper0666
      Reaper0666
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      Taken a look and you are right it did still have tactical reload as a master so my apologies for that. Have fixed this and will upload shortly.
  9. NexxyProtogen
    NexxyProtogen
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    Hey absolutely love the mod! 
    Although im not sure if it's a user error or not, but the BT APC9 & MP9 still use 10mm with the 9mm conversion!
    1. Reaper0666
      Reaper0666
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      I've had a look and I did cock something up. Will get a fix up soon.
  10. GEzerGAmer
    GEzerGAmer
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    It seems that I can't use the Combined-Arms Patch in conjunction with the Combined Arms Extended Patch. I have Combined Arms + Combined Arms Extended in my plug-in list.

    Is this intentional on part of the FOMOD Or should I just manually install the Combined Arms Patch together with the C.A. Extended Patch to get both in my plugin list?
    1. Reaper0666
      Reaper0666
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      This is intentional. if using the extended version of Combined arms as everything you need to cover both parts is in the patch for combined arms extended.