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Reaper0666

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Reaper0666

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36 comments

  1. NexxyProtogen
    NexxyProtogen
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    Hey any reason why the Groza wouldn't be applying 5.45 rounds to the appropriate magazines instead of 5.56? It changes the 9x19 to 9mm subsonic, but not the 5.45
    1. Reaper0666
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      None that I can immediately think of. Which Gorza mod are you using Icestorms or the other one. Let me know and I can take a look when I get a chance.
    2. NexxyProtogen
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      I'm using the Groza from this mod
      https://www.nexusmods.com/fallout4/mods/68252
    3. Reaper0666
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      I've just checked the patch file itself and in game and I am not seeing the issue. The weapon is using 5.45mm as expected. One question, did you add the patch file while you had the weapon already in your inventory as that would cause this issue. 

      You can try dropping and picking the weapon up again this usually resolves the problem.
    4. NexxyProtogen
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      Alright so after re-installing the mod and changing around LOOT load orders, i can now say it works after dropping the weapon!
  2. Comedian4life
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    Any chance for a patch for the new merge mod "Pig's Wasteland Weaponry - A Best Of Pack" as the old patches for the individual mods don't work with this merge.
    1. Reaper0666
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      Nope, as none of those weapons have patches for Additional Ammo.
  3. BridgerBrat
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    I dunno if I'm just dumb or not but it doesn't seem like the ABOT patch even with the 4estgimp edit is doing anything, what I mean is it the SVT stays at .308 and doesn't change to 7.62x54R. In Xedit it doesn't even show what the patch does.
    1. Reaper0666
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      I'll have to take  a look at it, been a while since I have had to touch that one.
    2. Reaper0666
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      I've taken a look and using the patch with both ABOT and 4estgimp edit its working without issue. If you applied the patch midgame and already had a SVT-40 in your inv then it won't change the ammo type. You would have to drop it and pick it up again or rename the weapon in a workbench and that should change it.
  4. mikezorz13
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    Only sad thing is that Izhmash's patch removes many of the changes of Izhmash SV-98 - Tweaks and Damage Modifier Add-On, like the damage modifier & the extra range.

    Other than that, great job
    1. Reaper0666
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      In that case it might be worth trying my Robco patches for munitions as this would only touch the ammo and ammo ll entries of the weapon while leaving everything else intact.
    2. Markuzkiller
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      So the RobCo patches and these can't be used together?

      I thought it was possible that's why I'm currently using both of them at the same time, is it bad?

      What about this other mod? RobCo - True Damage - easy Loadorder with Munitions Support

      It seems it does the same thing, no?
    3. Reaper0666
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      There is no need to use both the robco patches and these ones. Nearly all the weapons patched here are done within the robco patches.

      I've not used the robco true damage patch you linked, but having just taken a quick look at it, both my robco patches and that one should work together, I see no immediate reason why they wouldn't. The true damage one only changes the damage for the ammo itself and not which guns use what ammo.
  5. frosbajswa
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    For some reason the FOmod installer doesnt detect Combined Arms, but does detect the Combined Arm Expansion Pack. Does anyone know why it is not being detected?
    1. Reaper0666
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      That is perfectly normal. If the fomod detects you have both installed, it will not install the patch for combined arms. The reason for this is that its all included in the one for the expansion pack. Saves a plugin slot ;)
    2. Markuzkiller
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      Ohh s#*!! So that's what it is.
      Was about to report this because I tough that maybe the autodetection was outdated, because the name of the .esp of the latest version of the basic Combined Arms mod (CombinedArmsNV.esp) is different from the file included in this package (CombinedArms_MAA.esp)

      So if I have both mods, I only need the patch for the Combined Arm Expansion Pack version? Which is the one that automatically gets detected?
  6. Kentor
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    Does the MTs-255 patch use a different version of the gun than the original mod? I looked at the edits in F04Edit and I'm getting a bunch
    of fields which cannot be resolved.
    1. Reaper0666
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      The MTs-255 isn't covered by this patch set.
  7. DoctorTwilight427
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    Is it possible to make the AKs use Nuka-World 7.62? It really bothers me the standalone Combined Arms patch mod uses 5.56 as a stand-in for 5.45, despite there being 5.45 in Munitions.
  8. EddieGT213
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    hey reaper anyway you could make a patch for the MP7 Complex?
    1. Reaper0666
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      I could do, but the correct ammo type hasn't been added to additional ammo so far.
  9. INeedyI
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    Does this aswell get rid of the ammo added by the mods to keep only vanilla and Munitions?
    1. Reaper0666
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      Yes it does, it removes the ammo that is added by a covered mod so you will not see it in world or on vendors. Also removes any ammo recipes from the workbenches.
    2. Tigertank0506
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      so we don't need true damage patch , we have true damage patch for munition
    3. Reaper0666
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      I guess not. I think True Damage has support for munitions straight out of the box but I would advise checking the true damage mod page.
  10. vietp4321
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    can you add this version of ABOT in the next update?
    1. Reaper0666
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      Done
    2. vietp4321
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      Not to be disrespectful but do I need to worry about the Handmade Revolver 357 Receiver Error?
    3. Reaper0666
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      What error?
    4. vietp4321
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      I saw this error but not entirely sure if it's really an error
    5. Reaper0666
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      hmmm there shouldn't be any errors. Will take a look at it when I get a chance, thanks for letting me know.
    6. vietp4321
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      Sure thing, please let me know when it's fixed. Thanks for making my arsenal more immersive.
    7. Reaper0666
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      Just uploaded a new fomod with the fixed patch file.