I'm not a gun nut. Don't bother with telling me what a gun's real life ammo is, or if one of the ammos in my patches wouldn't work in real life. I don't care. It's a video game with immortal ghouls, giant green mutants, sentient robots and teleportation. It's about as far from real life as could be.
If you are requesting a patch please include the following:
The name of the weapon you would like patched A link to the mod What Munitions ammo you would like it patched to Confirmation that you have checked to make sure it has not already been patched by someone else
I do not know how to patch for other mods (ECO, AWKCR, etc). I can literally change the default vanilla ammo to something from Munitions and that is it. If you want anything other than that I am not the person to ask because it is a 100% guarantee I will not know how to fix whatever it is you want fixed.
As I said on the main page, these all worked fine when I tested in them in my game with 200+ mods, so if you are experiencing any sort of issues it is an issue on your side and nothing to do with how these patches were made. Easiest way to figure it out is to download and install FO4edit and check for what is causing your conflict. It is not that hard. If my middle aged ass can figure it out so can you. Just watch these videos, go slow and don't skip ahead:
Downloading and installing FO4edit: https://www.youtube.com/watch?v=ZQQRbOYZAkM
Checking for conflicts in FO4edit: https://www.youtube.com/watch?v=bEx_GcKz-BA
Those are the same 2 videos I watched. You can figure it out for yourself. Trust me.
Changes to Junk Land Firearms (which is a great mod that is criminally underrated).
Military Combat Rifle now takes 7.62 rimmed from MAA Pipe Sub Machine Gun now takes 9mm Soviet from MAA Daewoo Rifle now takes .223 from Munitions Calico Pistol now takes .22 from Munitions Junk Pistol now takes 9mm from Munitions Arturo's Custom Pipe Gun (sold only by Arturo) now takes .280*
*why .280? 2 reasons: 1) Arturo is a self professed gunsmith extraordinaire, so it stands to reason he could probably re-chamber any weapon he wanted 2) It's a video game, shut up.
I'm having a problem with the Maxim 9. At the chemistry station, it shows that it uses the 9mm soviet, but when craft it, it uses the .38. Same for the one placed at Fort Strong.
Btw i'm not using the LList version (with Munitions), just the standard with the 3 uniques-1 standard & craft option.
Also, if possible, can you make the 2 uniques that uses ballistic (Silver & Golden) to use the 9mm soviet too?
Got the ammo straightened out. .38, .45 and 10mm have been switched to 9mm, 9mm Soviet and 9mm Subsonic. All crafted ones should be fine now.
As for the 2 uniques, unless the edits I made on the default one carry over to them then I won't be able to adjust them as there was no info for them in the section where the necessary changes are made.
When i craft the standard Maxim 9, i immediately CTD. Also, seems that the patch doesn't add the ammo in the llist. I already had the 9mm & 9mm Soviet from some previous patches, this patch is the first i install with the 9mm Subsonic & it wasn't added. Patch is last in my LO. Don't know if it matters, but cleaned the esp with fo4edit & had this result:
Spoiler:
Show
Removing: co_mod_Maxim9_Ammo_45 [COBJ:FE002085] Removing: co_mod_Maxim9_Ammo_38 [COBJ:FE002084] Removing: co_mod_Maxim9_Ammo_10mm [COBJ:FE002083] Removing: GRUP Top "COBJ"
Btw the uniques got adjusted perfectly, don't know if its random, but in my case Silver, Gold & the standard at Fort Strong got their ammo changed to the new ones.
Well it worked perfectly in my game when I tested it, so my guess is it was a conflict with some other mod you had. At any rate I doubt I'll have time to look at it between work and with school starting up so if it isn't working for you then you may wanna just delete it or see if someone else is willing to make a patch for it.
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The author has locked this comment topic for the time beinglife. I don't care. It's a video game with immortal ghouls, giant green mutants, sentient robots and teleportation. It's about as far from real life as could be.
The name of the weapon you would like patched
A link to the mod
What Munitions ammo you would like it patched to
Confirmation that you have checked to make sure it has not already been patched by someone else
I do not know how to patch for other mods (ECO, AWKCR, etc). I can
literally change the default vanilla ammo to something from Munitions
and that is it. If you want anything other than that I am not the person
to ask because it is a 100% guarantee I will not know how to fix
whatever it is you want fixed.
it is an issue on your side and nothing to do with how these patches
were made. Easiest way to figure it out is to download and install
FO4edit and check for what is causing your conflict. It is not that
hard. If my middle aged ass can figure it out so can you. Just watch
these videos, go slow and don't skip ahead:
Downloading and installing FO4edit: https://www.youtube.com/watch?v=ZQQRbOYZAkM
Checking for conflicts in FO4edit: https://www.youtube.com/watch?v=bEx_GcKz-BA
Those are the same 2 videos I watched. You can figure it out for yourself. Trust me.
Military Combat Rifle now takes 7.62 rimmed from MAA
Pipe Sub Machine Gun now takes 9mm Soviet from MAA
Daewoo Rifle now takes .223 from Munitions
Calico Pistol now takes .22 from Munitions
Junk Pistol now takes 9mm from Munitions
Arturo's Custom Pipe Gun (sold only by Arturo) now takes .280*
*why .280? 2 reasons:
1) Arturo is a self professed gunsmith extraordinaire, so it stands to reason he could probably re-chamber any weapon he wanted
2) It's a video game, shut up.
Same for the one placed at Fort Strong.
Btw i'm not using the LList version (with Munitions), just the standard with the 3 uniques-1 standard & craft option.
Also, if possible, can you make the 2 uniques that uses ballistic (Silver & Golden) to use the 9mm soviet too?
As for the 2 uniques, unless the edits I made on the default one carry over to them then I won't be able to adjust them as there was no info for them in the section where the necessary changes are made.
Don't know if it matters, but cleaned the esp with fo4edit & had this result:
Removing: co_mod_Maxim9_Ammo_38 [COBJ:FE002084]
Removing: co_mod_Maxim9_Ammo_10mm [COBJ:FE002083]
Removing: GRUP Top "COBJ"
LOOT Masterlist Entries
- name: 'Maxim9 Updated - Munitions Patch.esp'
dirty:
- <<: *quickClean
crc: 0xE9C559B6
util: '[FO4Edit v4.0.4](https://www.nexusmods.com/fallout4/mods/2737)'
itm: 4
Btw the uniques got adjusted perfectly, don't know if its random, but in my case Silver, Gold & the standard at Fort Strong got their ammo changed to the new ones.