About this mod
Patches some weapons for TR using RobCo Patcher, ESPless, (hopefully) conflictless.
- Requirements
- Permissions and credits
- Changelogs
This patch repository uses Robco Patcher to make Tactical Reload patches for weapons (mostly) without utilizing ESPs minimizing potential conflicts and the time spent in xEdit resolving them.
This patch repository also includes most of the animation files that you'll need, minimizing time spent downloading dependencies
(although I'd still recommend downloading and endorsing them!!)
This patch-repo is made for mods that I'm currently using or have previously used.
I am open to requests, just don't expect anything within a timely manner.
- Download and install the FOMOD
- If you install any subgraph data patches, load the ESL-flagged-ESPs below any of your weapon mods & addons
- Play the game and be happy that I spent hours putting this together so you don't have to spend hours in xEdit
(or alternatively just don't use TR in the first place lmao)
Robco Patcher, obviously.
As of version 1.3, I've included all required animation files as the permissions were open! The creators of the animations have been credited in the bottom of this description and in the FOMOD.
This patch uses Robco Patcher's Weapon Patcher Function to add Tactical Reload Framework's "AnimsReloadReserve" keyword to weapons via .INI files.
That's it, quick and easy, as shrimple as that... in theory....
Some weapons mods require additional "subgraph animation file paths" for the TR reload to work, that aren't present in their original ESP
This means you have to patch the data in with the use of a ESP, the exact thing this patch repo was meant to avoid.
Luckily for us, these edits are in the "Race" section of the ESP, and not the commonly modified "Weapon" section, so they're less likely to conflict with anything which means the end user spends less time patching conflicts in xEdit. Hooray!
So my solution was to just copy the subgraph data from existing TR patch's ESPs into my own esl-flagged-ESPs.
Another limitation are mods that have special ways of implementing TR.
Some examples include:
- (some of) BroodaHood"s mods (luv u tho bb <3)
- Laedenware's FN FiveseveN
- Fafnyb's Sig P320/M17
These mods have TR patches that either add functionality, or remove redundant attachments...
(ex: mod that already has a "tactical reload" animation, but implements it in a vanilla style via a "quick mag" modification)
...or were designed to rely on something that's meant to overwrite the main ESP with the TR patch's ESP modifications.
This method of TR implementation requires more thought to patch rather than my usual "hurr-durr add keyword to waepoon in .ini" so for now I just won't touch them.
But... why tho?
I am also constantly rebuilding my load-order, and since weapons are a huge part of that (basically 100 regular, non-light plugins) managing TR patches for everything is a huge pain.
When Robco Patcher came out I was pretty excited for what people could do with it... but as with most Fallout 4 modding frameworks that get released, it wasn't utilized as much for being so easy to use.
Zzyxzz has done an amazing job at promoting their framework by making quite a few mods that utilize it, but I figured it'd be cool if I made a patch showcasing that "hey, you don't need to keep fucking about with ESPs when you can just use this".
If you can't reload until empty (pressing r does absolutely nothing), make sure your GunBehavior.hkx file isn't being overwritten.
I'd recommend installing Merged RootBehavior if you haven't already, load last to make sure it overwrites everything.
If the gun fwips to the side when you try to reload in first person, then that means the weapon is either missing subgraph data, or it's just missing partial reload animations.
If the gun still fwips to the side with subgraph data installed, that means another mod is overwriting the weapon's subgraph data, so you'll have to manually patch it in xEdit :(
If some random gun that isn't at all related to the patch has broken reloads, that means I did a goof and didn't write an INI correctly. This issue happens when Robco filters the FormID for every weapon in your game, instead of from one specific ESP, and some mods share weapon FormIDs.
Zzyxzz for creating Robco Patcher, making this possible.
The creators and contributes of:
Tactical Reload Patch Repository
Tactical Reload Patch Repository Continued
Tactical Reload Patch Repository - Diacute'd
Tactical Reload Patch Repository - Eggroll Edition
(especially for their open permissions, which allows for this repo to be mostly-standalone which vastly simplifes this mod's install process)
Bwones for animation files of:
- A Bundle of Tape
- FN FAL SA58
- HK UMP
- Makarov PM
-Yomu's Defense Gun
Daikyuto for the animation files of:
- 9x39 Project
- Accuracy International L96A1
- SREP Redux
EggrollPlatter for the animation files of:
- AK74M
- GIAT FAMAS
- HK MP5 Complex
- Makarov PM (foregrip anims)
- Trophihunter's MP40
MrLameGaming aka esteval2103 for the animation files for
- A Bundle of Tape
- Glock 19x
- HK Mark 23 SOCOM
- HK MP7
- M1 Garand
- Russian Recon Pack
- Springfield Armory M1A
Its Revi for EM-2 animation files
JademanFitzro1 for the Diakyuto's DOOMBASED Deagle Reborn animation files
Jarai for G11K2 animation files
Shawnee for Escape from Boston - Springfield M14 animation files
ShaquilleWang for .45 Auto Pistol animation files
Subleader for animations for
- HS Produkt VHS-2
- IMI Uzi
sincerity2103 for:
Creating the original Tactical Reload Patch Repository
Creating partial animations for
- Makarov PM
...and many others (TODO ADD THAT LIKE ASAP
DKristof for investigating the issue of other weapons that were entirely unrelated to this patch being affected, as well as pointing out ways to clean up the INI filters and compiling a list of the required animations for certain weapons, big thanks to them <3