I've been slightly working on-and-off on updating this, but a lot of major life events, getting a job, juggling several other projects, and laziness have gotten in the way. However I'm taking another go at things after my previous project (minecraft modpack with a personally hosted server for my friends) has been delayed due to me needing to move for the second time this year. I'm planning on adding more weapons (Combined Arms, A Bundle of Tape, AK74, IMI Uzi, and a few others), and maybe adding Vanilla/DLC weapon support.
Some users have reported broken reloads for the LAER, SA58, and Zenit. I've looked into one of those in the past and I'm guessing it's mostly a load order issue on their end, and they're missing subgraph data (which was either not installed or is being over-written), but that's just a guess. However, now that I'm working on this mod again, those issues will be re-investigated.
Status of this mod as of April 2024: Version 1.3 has been released, and I'm pretty happy with it. I added a few weapons, and fixed a few issues, but most importantly I added the animation files from other repos as their permissions were open. The mod is now much more easier to use, and now serves as a fully-functional patch repo rather than a pet project that requires everybody to tinker with it. I also removed all the weapon screenshots from the FOMOD as they were bloating the file size, from 26MB to 10MB. The fumos get to stay tho :3
I think the issue with the LAER and other weapons breaking was caused by certain weapons sharing the same FormID. For example in my load order the LAER's ID is 22000F99 and the HK G11's ID is 1A000F99. Robco Patcher disregards the first two characters, because those change depending on your load order, and all the zeroes after them, so the only part that matters is F99. Now if you try to patch the HK G11 like this:
it will instead add the keyword to every weapon that has xx000F99 as their FormID, like the LAER. So you need to specify the esp for every weapon you want to patch like this:
Thank you for putting the effort into making it work and posting your findings, I really appreciate it.
Most of the things you've mentioned I've already been working on, like cleaning up the unnecessary filters and the load order ID. Those were only there because this patch was created soon after Robco Patcher came out and didn't have those features.
However, I didn't know that Robco Patcher would just apply the filter to any weapon with a matching FormID if an ESP wasn't specified. That explains why people are having issues with weapons that this patch simply doesn't touch. I've already been specifying the ESP for every weapon, but there must've been a typo somewhere.
Again, thank you for finding the cause of these issues. I'm currently working on an update that'll (hopefully) fix all of these issues + the broken FOMOD installer + add new weapons.
Edit: Looking through your fixed version, you did a good job. I didn't know that you could just strip every single zero out of the FormID, gave me a chuckle when I just saw a single "1" and was bamboozled for a bit. And it never occurred to me that I could just... yknow.... easily add support for both ESPs and ESL versions. That will be taken into account in future versions.
Hey Pey, thanks for making this patch and I'm eternally grateful to you! But I have a small problem. I changed my computer recently and I reinstalled everything. I had this mod working on my previous computer, but when I tried on the new desktop tactical reload simply won't work.
I don't know what's wrong and I try to find the solution but they just not working. But vanilla weapons do work with Tactical Reload after applying the patch on the mod's page.
Robco = no. Please save yourself the headache. No hate, just too much incompatibility with too many different mods trying to overwrite eachother. If you're struggling with this, I highly suggest going back to the basic stand-alone patches for TR.
wat??? Robco was made as a way to edit things with as few incompatibilities as possible, as it doesn't use an ESP to apply the edits. No ESP = no plugin conflicts :D If you're running into an incompatibility, it's usually a file being overwritten or missing dependencies, which can easily be solved :3 And if you're having an issue with "too many mods trying to overwrite eachother", maybe that says more about your load order than it does my patch...
I tried it for Doombased desert eagle and 4estGimp edit for a bundle of tape. I am on next gen, the animations stayed the same, not sure what's wrong.
Edited: looked around and noticed the plugins weren't active, activated them but still no new animations. But because of the bullet in the chamber mod it registers they're TR flagged and gave them an extra bullet during partial reload. Legitimately no idea what do here.
G36 & AUG are apart of Combined Arms which I was planning on adding at some point... The others aren't ones that I use, but it wouldn't hurt to add them to the list. I have quite a few additions that I'd like to do + a few mods in the works that I'm getting back at. I'll keep ya posted on when those guns get covered.
No problem! Like I ranted about in the description, manually patching things in xEdit got real old real quick.
Speaking of "making these mods seamless", I've also been working on-and-off on a few other patch-projects that I plan to release... Soon™ One patch is a complete LeveledList overhaul, and another is essentially an in-game popup blocker lol
No, this comment was posted before the recent update. They didn't include any information about why it isn't working, and I've put everything I could think of in the description to help them with this sort of question, so there isn't anything for me to say lol.
Yeah, and it's not like the error halts the install, it would've just been an annoying pop-up for everybody until half a year from now when I update the mod again xD Anyways, I fixed it & re-uploaded the file. Turns out it was apart of the auto-detect feature, the "state" value was N/A so it errored out... kinda wack, but whatever.
Hello PeytonTheGeek. Your mod is awesome. But (I don't know if it's something on my end.) i can't see the GM-6 LYNX's Patch for the Tactical Reload + RobCo Patcher in FOMOD intsaller. If you can help me about this, I would be VERY happy. Thanks in advance. Endorsed + Kudosed.
Sorry for the inconvenience! I seem to be very silly. I looked into it and I didn't see it anywhere in the FOMOD myself, but it seemed to work fine for me...? Looking into it further, apparently I had modified the ESP itself and not even made a patch lol. I'll be updating the patch... eventually, to include that.
91 comments
I've been slightly working on-and-off on updating this, but a lot of major life events, getting a
job, juggling several other projects, and laziness have gotten in the
way.
However I'm taking another go at things after my previous project (minecraft modpack with a personally hosted server for my
friends) has been delayed due to me needing to move for the second time
this year.
I'm planning on adding more weapons (Combined Arms, A Bundle of Tape, AK74, IMI Uzi, and a few others), and maybe adding
Vanilla/DLC weapon support.
Some users have reported broken reloads for the LAER, SA58, and Zenit. I've looked into one of those in
the past and I'm guessing it's mostly a load order issue on their end,
and they're missing subgraph data (which was either not installed or is
being over-written), but that's just a guess.
However, now that I'm working on this mod again, those issues will be re-investigated.
Status of this mod as of April 2024:
Version 1.3 has been released, and I'm pretty happy with it.
I added a few weapons, and fixed a few issues, but most importantly I added the animation files from other repos as their permissions were open. The mod is now much more easier to use, and now serves as a fully-functional patch repo rather than a pet project that requires everybody to tinker with it.
I also removed all the weapon screenshots from the FOMOD as they were bloating the file size, from 26MB to 10MB. The fumos get to stay tho :3
https://drive.google.com/file/d/1RqcEbds61wPhdzfL_3CdFSEL-Io49DZM/view?usp=sharing
I think the issue with the LAER and other weapons breaking was caused by certain weapons sharing the same FormID. For example in my load order the LAER's ID is 22000F99 and the HK G11's ID is 1A000F99. Robco Patcher disregards the first two characters, because those change depending on your load order, and all the zeroes after them, so the only part that matters is F99. Now if you try to patch the HK G11 like this:
filterByWeapons=1A000F99:keywordsToAdd=TacticalReload.esm|1734
it will instead add the keyword to every weapon that has xx000F99 as their FormID, like the LAER. So you need to specify the esp for every weapon you want to patch like this:
filterByWeapons=G11.esp|F99,G11.esp|860,G11.esp|861,G11.esp|863:keywordsToAdd=TacticalReload.esm|1734
I think this mod had something like the first example and that caused the issues.
You can also leave out a few unnecessary filters that you used. You don't need to add filterByKeywords=none and stuff like that.
Most of the things you've mentioned I've already been working on, like cleaning up the unnecessary filters and the load order ID.
Those were only there because this patch was created soon after Robco Patcher came out and didn't have those features.
However, I didn't know that Robco Patcher would just apply the filter to any weapon with a matching FormID if an ESP wasn't specified.
That explains why people are having issues with weapons that this patch simply doesn't touch.
I've already been specifying the ESP for every weapon, but there must've been a typo somewhere.
Again, thank you for finding the cause of these issues.
I'm currently working on an update that'll (hopefully) fix all of these issues + the broken FOMOD installer + add new weapons.
Edit: Looking through your fixed version, you did a good job.
I didn't know that you could just strip every single zero out of the FormID, gave me a chuckle when I just saw a single "1" and was bamboozled for a bit.
And it never occurred to me that I could just... yknow.... easily add support for both ESPs and ESL versions. That will be taken into account in future versions.
I'm glad you didn't notice it before I updated it since it was broken for months after release lmao.
I don't know what's wrong and I try to find the solution but they just not working. But vanilla weapons do work with Tactical Reload after applying the patch on the mod's page.
Please help!
Please save yourself the headache.
No hate, just too much incompatibility with too many different mods trying to overwrite eachother.
If you're struggling with this, I highly suggest going back to the basic stand-alone patches for TR.
Robco was made as a way to edit things with as few incompatibilities as possible, as it doesn't use an ESP to apply the edits.
No ESP = no plugin conflicts :D
If you're running into an incompatibility, it's usually a file being overwritten or missing dependencies, which can easily be solved :3
And if you're having an issue with "too many mods trying to overwrite eachother", maybe that says more about your load order than it does my patch...
PS - For those who don't understand why this is funny, try installing RP on its own without any of the plugins for it, see how much it changes.
Edited: looked around and noticed the plugins weren't active, activated them but still no new animations. But because of the bullet in the chamber mod it registers they're TR flagged and gave them an extra bullet during partial reload. Legitimately no idea what do here.
and with BCR, do I need to intall the patch from that mod's page?
This mod does not (currently) support BCR.
The others aren't ones that I use, but it wouldn't hurt to add them to the list.
I have quite a few additions that I'd like to do + a few mods in the works that I'm getting back at. I'll keep ya posted on when those guns get covered.
Speaking of "making these mods seamless", I've also been working on-and-off on a few other patch-projects that I plan to release... Soon™
One patch is a complete LeveledList overhaul, and another is essentially an in-game popup blocker lol
They didn't include any information about why it isn't working, and I've put everything I could think of in the description to help them with this sort of question, so there isn't anything for me to say lol.
OKAY I HURRY AND FIX!!!
Anyways, I fixed it & re-uploaded the file. Turns out it was apart of the auto-detect feature, the "state" value was N/A so it errored out... kinda wack, but whatever.
I looked into it and I didn't see it anywhere in the FOMOD myself, but it seemed to work fine for me...?
Looking into it further, apparently I had modified the ESP itself and not even made a patch lol.
I'll be updating the patch... eventually, to include that.