Seems I was spoiled coming from Skyrim modding to Fallout 4, surprised to not see this conflict free implementation of these weapons as the default option and instead still seeing all those gross level inject scripts still, thanks for your work on this
Is it safe to delete all level lists and cell edits from the original mods this patches?
Hey Mate, Thanks for your work, fits great - Endorsed!
Would be much appreciated, if you could give a little advice, how you created the light .esp for each weapon.
I'm currently maintaining my mod added Weapons through RobCo by Hand - and sometimes they change their FormIDs and dissapear InGame and I would have to go through the wohle list by Hand :(
OMG! You are so fast making all of these, and also mods like Remington and Borchardt is available here which is currently i was using right now XD. Hey, i think this page should be Weapon patch repository especially with Robco patcher, and Base Object Swapper. Thank you so much for make it happen.
Lol, i never thought that. Yes, there are plenty cool old weapon mod especially with broken Lvl List. I just wished to see more comes here. Btw, if i was using your patch does that also removes inject LvlList from original mod?
all supported mods have had their leveled list injection replaced with RobCo Patcher.
MikeMoore MCAM includes a replacer plugin that disables the injection script and removes the direct list edits, I also cleaned the plugin as it has deleted records :)
as for supporting other mods, I mostly work on requests as I also have Skyrim mods, and I don't play Fallout (aside from mod testing) :)
1. Some weapon mods use scripts to inject their weapons into the game. I simply remove said scripts and let RobCo Patcher handle the injection :)
2. Some weapon mods directly edit the vanilla leveled list to add their items this can cause conflict with other mods. I remove these edits and let RobCo Patcher handle the injection :)
3. Some mods don't integrate their weapons into loot at all for such mods I have also used RobCo Patcher to inject into loot :)
4. If using the munitions mod some mod-added weapons have had their ammo type changed :)
You can see "Mod Supported:" on the description page for all mods with these changes :)
16 comments
Is it safe to delete all level lists and cell edits from the original mods this patches?
Would be much appreciated, if you could give a little advice, how you created the light .esp for each weapon.
I'm currently maintaining my mod added Weapons through RobCo by Hand - and sometimes they change their FormIDs and dissapear InGame and I would have to go through the wohle list by Hand :(
If FormIDs are being changed the best thing you can do is not update the mods
:)
Thanks for the response - and keep up the good work :)
Kudos, and Endorse. :)
MikeMoore MCAM includes a replacer plugin that disables the injection script and removes the direct list edits, I also cleaned the plugin as it has deleted records :)
as for supporting other mods, I mostly work on requests as I also have Skyrim mods, and I don't play Fallout (aside from mod testing) :)
2. Some weapon mods directly edit the vanilla leveled list to add their items this can cause conflict with other mods. I remove these edits and let RobCo Patcher handle the injection :)
3. Some mods don't integrate their weapons into loot at all for such mods I have also used RobCo Patcher to inject into loot :)
4. If using the munitions mod some mod-added weapons have had their ammo type changed :)
You can see "Mod Supported:" on the description page for all mods with these changes :)