The WARS - Sim Settlements 2 patch is now available, finally.
Sorry for the delay in getting that one out. SS2 Chapter 3 coming out on the very day that I was uploading all the WARS and PEACE files for release was just the worst possible timing. (This isn't anyone's fault, of course.)
After that I was so busy with updates to the released WARS and PEACE mods and add-ons - on top of being extremely busy in the physical world - so updating the WARS and PEACE SS2 patches to account for SS2 Chapter 3 had to be pushed back repeatedly.
Anyway, it's out now. Let me know if there are any problems.
hi, i'm loving your mods so far and I think i've got the right load order, but I have noticed that Aiden's outfit is marked as Full Armor so he can't wear his Harness over it, which is to say he showed up naked? I haven't got anything affecting armor stats except your mods so I was wondering if anyone could check/confirm what I'm seeing. This is in "Where There's Smoke" btw. thanks so much and have a good day!
I've finally gotten around to attempting a weapon mod patch (here). It's for the Hunting Revolver, since I thought that was the only thing missing in terms of ballistic weapons (i.e. a powerful sidearm, especially for power armour). I followed the tutorial PDF, but a lot of it went over my head (I've only used xEdit before), and I'm not sure if it's working for NPCs. It seems fine for the player though.
A video would be great, but I think the PDF is good enough, with plenty of images. I'm just not familiar with the CK (and frankly hate using it), and so I'm not good at troubleshooting with it. I've always just used xEdit for my basic modding needs, and hoped to make WARS weapon patches entirely in xEdit, hahaha.
Cool, glad to see people getting some use out of the tutorial. It was a huge amount of work to put together.
I'd really recommend using the CK for the parts of the tutorial that were written describing how to use the CK to make a WARS patch, though.
Really it's just going to be making things more difficult for yourself (in most cases?) to try to translate instructions for using the CK into instructions for using FO4Edit.
Oh I used the CK. I was just planning on using xEdit back when I was following your development on the forum years ago. I just didn't expect it to be this complex, haha. I followed the tutorial, though when testing the weapon in-game (by giving a companion the weapon and various ammo), NPC's couldn't use it, and I have no idea where to begin to troubleshoot that.
I really love WARS though, and hope to patch some other weapon mods if I get the time (and can learn to do it, haha). As much as I like the Munitions mod, I just can't see myself going back to Fallout 4 without weapon durability and ammo switching. Currently I'd like to do F4NV Recharger Weaponry (should be simple), AnotherOne 6P62 for a very late game .50BMG automatic rifle for big game, and maybe BOCW Nail Gun for an early game (maybe unique) weapon.
NPCs can't use it? Do you mean that they just won't equip it, and will instead run up and attack you with their bare fists, if they have no other weapons available?
That seems pretty unusual, especially if NPCs can use the weapon from the original mod without issue.
The main thing I'd recommend (because this is where I'd start myself) is to compare your edited (or new) records related to the weapon to those for a similar weapon in WARS. E.g. by highlighting both weapon records in FO4Edit to see what may differ between them - beyond the things you'd expect to be different.
Granted, I haven't properly play-tested it by finding it on NPCs that spawn in the world. I just tested it with a companion; I handed it to Preston with a bunch of different .45-70 ammo, then spawned an enemy, and Preston equipped and whipped out the weapon but wouldn't fire it at all. Yeah, I'll need to try that in xEdit. I think it may be something to do with the default ammo for the weapon, because when I spawn the weapon for the PC, I have to set the ammo type at a weapons workbench first before the ammo switching works.
If you need to set the ammo sub-type at a workbench before using the weapon, you probably haven't added a default ammo sub-type to the Object Template/s for the weapon. (Usually it's FMJ.)
That was it, thanks, I forgot to add the object modifiers to the rest of the object templates. The ammo switching works right off the bat now for the PC, and companions can use the weapon, though only the default ammo, they don't change ammo after they run out of FMJ, and also the gun is silent for companions (somehow, I have no idea). I'll have to take a look at the ammo switching scripts, I probably bungled something up there.
Hey Antistar, I got the ammo switching working for NPCs, and now I'm trying to make a patch for AnotherOne's 6P62, but I can't get the fire mode switching working. I've followed the tutorial, then compared my forms with yours in FO4Edit, but can't find the problem. The trigger group section doesn't appear (in-game) at the weapons workbench, so I assume I've missed something basic to associate the mods with the weapon. Any ideas?
Make sure the Trigger Group/Fire Mode OMODs have the ap_gun_selector "Trigger Group" keyword as their Attach Point, and that the weapon record (or, say, the receiver OMODs) have ap_gun_selector as one of their Attach Parent Slots?
Edit: Oh, also make sure the Trigger Group OMODs have recipe (COBJ) records pointing at them. They won't show up in the workbench or examine UI otherwise.
Also, I'm working on a patch for the Recharger Weapons. When I pull out the weapons in-game, you get the [missing ammo] warning message in the top left (continuously), even though the weapons fire and recharge just fine. Is there a way to remove that message just for those weapons, or get the game to recognise the ammo it uses (MFBreeder)? Or could it be something on my end?
Edit: Nevermind. That message comes up only when you run out of shots/charge. Silly me.
Probably not. I was considering it, but (unless I've missed something - it's been a while since I've looked at it) the limitation that the actual thickness of an object isn't taken into account for penetration (and presumably not the object material, either) made it something that I didn't want to use in my game.
Other people can still make such a patch if they want to, though.
Looks like Tactical Reload v1.4 is still considered experimental, at a glance. I'd expect it to be made in a way that wouldn't break compatibility with the WARS-TR patches, but can't say without testing it (and I'm away from home at the moment).
The existing WARS-TR patch wouldn't magically add support for the new anim types though, obviously - that's a lot of work - so there may not be much point in updating to TR v1.4 anyway. (When using it with WARS specifically.) When using TR with WARS, you can probably just stick with the stable version (TR v1.1, at the time of writing).
Have a question for the Lend-lease patch, about the left alone bone zone from the sa58 mod. The description said [not guaranteed to be immersion-friendly], does that means the items inside are totally untouched by WARS configuration(e.g. durablity & ammo swap system)? Or just means that they're goofy but funtionality wise still in line with other stuff?
Thanks for the answer! To be honest I wasn't planning to enter the bone zone anyway...Just good to know that stuff in there probably won't break my game. I should have lend-lease installed in the first place, but I guess it's never to late!
Oh another stupid question, should I put LL patch before WARS+PEACE patch or after? I initially put both the required mods and the LL patch before WARS (misunderstood the readme), and it crashed hard...Just checking to be sure.
WARS-LendLease can load before or after the War and Peace patch; doesn't matter in this case. They just both need to load after their master plugins. (As always.)
I’m probably missing something super obvious but for the better manufacturing - manufacturing extended patch it’s saying I’m missing 2 esps. Better manufacturing - manufacturing extended additions.esp and better manufacturing menu organization.esp (the names might be slightly different I’m not at my computer) I cannot find the source of these esps. Neither better manufacturing nor manufacturing extended have any extra files that would include these to my knowledge, and I can’t find a separate patch or mod such as “better manufacturing manufacturing extended additions” or “better manufacturing menu” on the nexus.
any help identifying what/where I can get these dependencies so I can start my play through with these mods together?
Those plugins are included in the main download for Better Manufacturing, but may not be installed if you don't select them in the FOMOD menu during installation.
If you follow the installation instructions in the WARS-BME readme, it tells you which options to select when installing Better Manufacturing.
So they are, thank you for taking the time answering! I installed them like a week ago before I had downloaded wars and must’ve been on autopilot during the fomod. I did look at your readme but again I must just have an attention problem because I didn’t notice it, sorry about that
Sorry if this is a stupid question, but if one uses the sim settlements 2 patch is the Sim Settlements 2 - Far Harbor Expansion also good to use with WARS or would it need a non existant patch?
I cannot reload in first person view with WARS tactical reload patch. This bug is the same when I use tactical reload patch with See through scope (but fixed as see through scope has integrated and has patch enabled inside already)
EDIT: My bad. I was missing DLC weapons and vanilla weapon TR patch. If any of you also use See through scope(which has TR 1.1 patch in the in-game holotape), please download these two patches. (WARS-TR patch works fine with WARS weapons and totally not related to vanilla weapons). Problem solved
No problems on my end. I don't think I've ever seen Tactical Reload fail in that way, personally.
I think I had some people report a similar problem and then say that it turned out that there was some issue with their installation of Tactical Reload itself?
Also check using FO4Edit of course to see if you've got any conflicts there - and make sure you've installed any requirements for the WARS - Tactical Reload patch.
Hi, WARS - Lend-Lease - Tactical Reload Patch and WARS - Tactical Reload have a master plugin called AmmoTweaks_Core.esp. I installed all the required mods (correctly, I hope). Did I miss something or is it supposed to be the WARS-AmmoTweaksV1Integration.esp plugin?
EDIT: I'm a dummy, I did not install the required mods correctly.
96 comments
Sorry for the delay in getting that one out. SS2 Chapter 3 coming out on the very day that I was uploading all the WARS and PEACE files for release was just the worst possible timing. (This isn't anyone's fault, of course.)
After that I was so busy with updates to the released WARS and PEACE mods and add-ons - on top of being extremely busy in the physical world - so updating the WARS and PEACE SS2 patches to account for SS2 Chapter 3 had to be pushed back repeatedly.
Anyway, it's out now. Let me know if there are any problems.
It's for the Hunting Revolver, since I thought that was the only thing missing in terms of ballistic weapons (i.e. a powerful sidearm, especially for power armour).
I followed the tutorial PDF, but a lot of it went over my head (I've only used xEdit before), and I'm not sure if it's working for NPCs. It seems fine for the player though.
I'm just not familiar with the CK (and frankly hate using it), and so I'm not good at troubleshooting with it.
I've always just used xEdit for my basic modding needs, and hoped to make WARS weapon patches entirely in xEdit, hahaha.
I'd really recommend using the CK for the parts of the tutorial that were written describing how to use the CK to make a WARS patch, though.
Really it's just going to be making things more difficult for yourself (in most cases?) to try to translate instructions for using the CK into instructions for using FO4Edit.
I followed the tutorial, though when testing the weapon in-game (by giving a companion the weapon and various ammo), NPC's couldn't use it, and I have no idea where to begin to troubleshoot that.
Currently I'd like to do F4NV Recharger Weaponry (should be simple), AnotherOne 6P62 for a very late game .50BMG automatic rifle for big game, and maybe BOCW Nail Gun for an early game (maybe unique) weapon.
That seems pretty unusual, especially if NPCs can use the weapon from the original mod without issue.
The main thing I'd recommend (because this is where I'd start myself) is to compare your edited (or new) records related to the weapon to those for a similar weapon in WARS. E.g. by highlighting both weapon records in FO4Edit to see what may differ between them - beyond the things you'd expect to be different.
Yeah, I'll need to try that in xEdit. I think it may be something to do with the default ammo for the weapon, because when I spawn the weapon for the PC, I have to set the ammo type at a weapons workbench first before the ammo switching works.
Edit: Oh, also make sure the Trigger Group OMODs have recipe (COBJ) records pointing at them. They won't show up in the workbench or examine UI otherwise.
Edit: Nevermind. That message comes up only when you run out of shots/charge. Silly me.
Other people can still make such a patch if they want to, though.
The existing WARS-TR patch wouldn't magically add support for the new anim types though, obviously - that's a lot of work - so there may not be much point in updating to TR v1.4 anyway. (When using it with WARS specifically.) When using TR with WARS, you can probably just stick with the stable version (TR v1.1, at the time of writing).
Check out the WARS support tutorial on the main WARS page for info on how to make your own patches, though - should you want to.
I didn't give them extended testing (i.e. using them while playing the game normally), but they seemed to work fine.
any help identifying what/where I can get these dependencies so I can start my play through with these mods together?
If you follow the installation instructions in the WARS-BME readme, it tells you which options to select when installing Better Manufacturing.
EDIT: My bad. I was missing DLC weapons and vanilla weapon TR patch. If any of you also use See through scope(which has TR 1.1 patch in the in-game holotape), please download these two patches.
(WARS-TR patch works fine with WARS weapons and totally not related to vanilla weapons). Problem solved
I think I had some people report a similar problem and then say that it turned out that there was some issue with their installation of Tactical Reload itself?
Also check using FO4Edit of course to see if you've got any conflicts there - and make sure you've installed any requirements for the WARS - Tactical Reload patch.
WARS - Lend-Lease - Tactical Reload Patch and WARS - Tactical Reload have a master plugin called AmmoTweaks_Core.esp. I installed all the required mods (correctly, I hope). Did I miss something or is it supposed to be the WARS-AmmoTweaksV1Integration.esp plugin?
EDIT: I'm a dummy, I did not install the required mods correctly.