how do I uh, remove a patch for one single weapon? I don't want the RPG-7 to use Munitions' rockets, and I want them craftable and spawning on enemies again when the RPG does
You would need to edit the ini files that this mod installs and remove any reference to the rpg 7 .esp file that you find, then save the changes. This should un do them.
There are quite a few references in many of the ini files, are you sure you got them all and have you waited 72 hours in game for the lists to clear out?
Also any that you had in your inventory will still use rockets, you would need to drop them and pick them up again for them to change over ammo types
When using this patch, should it show properly injected ammo types from the munitions config tape? I got this installed but am not seeing ACTIVE ammos for any of the mods that this mod patches.
It won't show any of the injected ammo types when looking at the munitions configuration tape, thats perfectly normal due to the way the ammo has been added to the levelled lists.
I don't mean to pester, but you made the Cranky shotgun 20 gauge despite the fact the shells are much larger than 12 gauge. The look closer to 8 gauge or even 4 bore considering how big they are compared to the player's hand. Just a nitpick, no hard feelings! Great mod <3
As long as you have the robco patcher installed and enabled along with its pre-reqs you shouldn't have any problem with it running. It may be worth turning on the logging in robco patcher and see what it is doing.
Not had any reports of issues with that reported so far and I wouldn't expect any as weapon and/or ammo damage values are not changed for any weapons that use the ammo from Munitions Additional Ammo.
As for the AK12 in the Zenit mod, not noticed any issues with damage during testing of the munitions patch.
Any chance we could get a patch for DOOM's FAL Redux next update (or is it covered by the current patch?) ? https://www.nexusmods.com/fallout4/mods/76529
That's normal as not everyone may want to apply patches for those weapons so they are considered optional. All you need to do is complete the install and it will patch any other weapon on your list that there is a patch for.
The problem is that the William npc you have grabbed the ammo from is still using the Enfield mods ammo and not the munitions version. I've sorted this out so a fix will be included in the next version of the patches.
in the meantime you can bring up the console and use the command player.additem FE0006D7 63
This will give you the same amount of the munitions .303 ammo and you can either sell or throw away the other.
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I don't want the RPG-7 to use Munitions' rockets, and I want them craftable and spawning on enemies again when the RPG does
Also any that you had in your inventory will still use rockets, you would need to drop them and pick them up again for them to change over ammo types
i'll try again, see if it's just the game being weird
https://www.nexusmods.com/fallout4/mods/66052
It seems, the damage-values are not loaded, but all values from "Munitions - An Ammo Expansion.esl" work as it should.
Pretty all users report this issue, mostly with those 3x Combined-Arms Guns (thats because they are in our Pack per default..!)
Maybe I am missing something?
As for the AK12 in the Zenit mod, not noticed any issues with damage during testing of the munitions patch.
https://www.nexusmods.com/fallout4/mods/76529
These are weapons I am not using.
https://imgur.com/SSo2sTP
https://imgur.com/AndRTEn
in the meantime you can bring up the console and use the command player.additem FE0006D7 63
This will give you the same amount of the munitions .303 ammo and you can either sell or throw away the other.