Anyway you can make an optional patch that doesn’t call the TD-64 the Chinese Assault Rifle? That way people be able to use both this and either other Chinese Assault rifle mod?
It's not iirc, I originally planned to inject the AMR and the Chinese AR to their lists, but I decided not to. You're free to edit the plugin yourself tho, just in case.
The TNP-45/Marine Submachine Gun is the only weapon that uses a Munitions ammo type (5.7mm), patching it is as easy as replacing it with an ammo type from vanilla and removing the injection quest.
Does this patch remove the static spawns of these guns from military bases and roadside APCs? Been running around USAFB Olivia for a while now and haven't found any of the guns from the mod, despite it listing a static spawn there.
Yeah it removes all static spawns including in mil bases and APCs. Mainly to preserve precombines, but also partly because I'm not a fan of most static spawns (some other mods might spawn their weapons at the same spot, resulting in loot clutters)
Hi there I have a question, if I wanted to include Chinese Assault Rifle Reborn in my game, and I also have this patch, does that conflict with the TD 64 which is renamed Chinese Assault Rifle?
Can I make a patch where the rechamber is restored? In my game, I have a mod that makes the weapon damage dependent on caliber, and with rechamber you can get quite many variations out of the gun.
What I think in my patch is that your receiver progression will be intact, it is just that you can also swap calibers too and new stats will be applied on top of it.
I'll make the patch myself, but is it possible for you to upload it in this page (since I don't want to make another mod page for it)
To be honest, I quitted FO4 already, and I'm 100% open with my mods as long as they didn't contain any assets that require permission from the original source, so you're welcome to make it.
About me uploading it tho, well, I'm afraid I can't, reasons being: 1. I'm lazy :p 2. I'm concerned about compatibility since I can't test the mod anymore (well, as I said before, I quit FO4)
Compatibility wise, I can test it for you. What I think is that I'll provide the files for you when I finish.
I don't know how to make it works though. It feels a bit redundant for me to make a whole new page for "a patch of a patch", it'll require your mod anyway.
IF-54 now can be chambered with .308 and 5.56 Base damage upped to 40 (5.56 damage is 32 and has less recoil)
WH-77 now can be chambered with 5.56 and 5mm
LR-72 now can be chambered with 5.56 and 7.62mm
TNP-45 now can be chambered with 5.7mm and 10mm
Added conversion modcol so guns spawned on NPCs have the chance to have ammo conversion.
Compatibility :
Requires your unofficial update and needs to be load after it, just added ammo conversion. The weapon records are override to add new attach points and modcol in the templates, has to be loaded after your update. The new conversions related records (OMOD, MISC, Constructible Objects) are new and do not override anything.
Will compatible with anything that is compatible with your update
How hard would it be for me to download Munitions just to remove it as a master from this mod and remove any references with xEdit? I love your unofficial updates; I just never download ammunition mods. I promise you, all of the guns I love will never ever for the duration of the universe be patched to ANY ammunition mod, and I don't halfway patch my load order. I'm weird like that. So I just don't bother personally. lol. It can't be that hard right?
Just a matter of deleting the injection quest, then changing the ammo used and ammo drop list in the weapon record, and then finally clean the masters from my plugin. It's rather simple
O sweeeeet. I've messed around with quests and weapon records a lot so that sounds safe for my blonde a. lol Thank u, much appreciated! Ima do it rn. I love that someone is giving love to these old mods, so really appreciate u for that!
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And is "munitions" a hard-requirement or can it be patched out?
THX
What I think in my patch is that your receiver progression will be intact, it is just that you can also swap calibers too and new stats will be applied on top of it.
I'll make the patch myself, but is it possible for you to upload it in this page (since I don't want to make another mod page for it)
About me uploading it tho, well, I'm afraid I can't, reasons being:
1. I'm lazy :p
2. I'm concerned about compatibility since I can't test the mod anymore (well, as I said before, I quit FO4)
I don't know how to make it works though. It feels a bit redundant for me
to make a whole new page for "a patch of a patch", it'll require your
mod anyway.
https://drive.google.com/file/d/1jxAEqOKYxcxdI7quOM_Nt1lD4ifen4Mc/view?usp=sharing
The Changes :
IF-54 now can be chambered with .308 and 5.56
Base damage upped to 40 (5.56 damage is 32 and has less recoil)
WH-77 now can be chambered with 5.56 and 5mm
LR-72 now can be chambered with 5.56 and 7.62mm
TNP-45 now can be chambered with 5.7mm and 10mm
Added conversion modcol so guns spawned on NPCs have the chance to have ammo conversion.
Compatibility :
Requires your unofficial update and needs to be load after it, just added ammo conversion.
The weapon records are override to add new attach points and modcol in the templates, has to be loaded after your update.
The new conversions related records (OMOD, MISC, Constructible Objects) are new and do not override anything.
Will compatible with anything that is compatible with your update
Anyways, thank u very much! You do awesome work