Please addd support for Sim Settlements 2 induction weapons (added in chapter 3). When you play Sim Settlements 2 together with Armaments two distinctive issues seem to happen: either induction weapons do a dps of over 6k+ or do not do any damage at all. The induction weapons appear on the Gunners and only in chapter 3.
I realized some of my guns weren't using ammo associated with Armament so I got your patch and the other required mod... but it seems to have debuffed a lot of the damage weapons were doing. Seemingly cutting everything by 50%, 10x25mm dropped from around 50 to 24, 12-gauge dropped from 180 to 120, .44MAG dropped from 100 to 50, .50BMG dropped from nearly 400 to 250. I just want to clarify if this was intentional or is something unexpected happening?
Hey can you help me out on this, I wanted to include the new Cronen Squall mod to use the 277 ammo, I added this line: filterByWeapons=Ozzys_Cronen_Squall.esp|F9D:setNewAmmo=Armament.esp|3BD5:setNewAmmoList=Armament.esp|3BD7
Yet it doesn't work for me in-game, what am I doing wrong?
It's correct, but you have to do object modification since the author used the SET function in the ammunition records. OMODS take priority over weapon records. Also, the RM277 does not use .277 SIG Fury rounds. It uses .277 TVCM composite cartridges. :)
here's the correct line, which mind you has to go into the objectModification folder: filterByOMod=Ozzys_Cronen_Squall.esp|6D11:changeOModPropertiesForm=Ozzys_Cronen_Squall.esp|6D08=Armament.esp|3BD5
Thanks alot, I am not going for accuracy since I don't really know alot about guns haha, I am just trying to make all the gun mods I have use Armament ammo to try to overcome the fact that most gun mods have their own ammo.
Hey, do you know where I can find out how to check if it is an OMOD or not? I tried to check for SET in FO4Edit but could not find anything. I also am not sure where to find the ID's you referenced.
Could we possibly get a Armament Patch for Expansive Kalashnikov https://www.nexusmods.com/fallout4/mods/78156?tab=files
I sort of made a messy one myself using FO4 Edit but i prefer the clean Robco method, if not is there a guide for making Armament patches using Robco Patcher?
Okay, am I doing something wrong? I have all the required mods, all installed, yet npcs keep running out of ammo, I have the BoS using the MK18, and the Institute using the SIG MCX, and every gunfight is a few rounds from them, and then they resort to using there fists as if tehy are out of ammo. I really need some help. Edit: Would it possibly be because I installed the robco patcher near the beginning of my game? I realized my smg was doing more damage than my AR's and noticed I forgot to install the Robco Patcher, so I installed it in Lexington, and continued, and then came across BoS and they were just punching after they used there gun for .5 sec of holding it Another Edit: did a new clean game, turns out, still broken, npcs are running out of ammo and it seems to be whenever the robco patch is installed and running, is there any work around?
You have NPC's use ammo enabled. Its a setting in FO4. Disable it in the INI or use beth ini on the nexus. Could also be a mod that enables it. Not Armament's fault.
See thats the thing, I dont have npcs use ammo enabled, ive checked both Beth ini and the fallout ini, I have thoroughly checked everything, and its only something that happens when I use this mod, which is incredibly strange. So am I just not able to use this mod, has noone else had this problem? I would love to use this mod, but for some reason I can't get this s#*! to work correctly, and I'm so sorry for being such a problem case.
Would this be the issue, AAC Honey Badger - MK18 .300 BLK Compatibility Patch, just did some further digging into my modlist, and its description would say that it might be causing a compatibility with mods such as yours?
Please Help, it seems that any modded weapon that utilizes 5.56, the NPC's just won't use. And this only happens when in tandem with Armament. Is there any possible fix or workaround that anyone might know about, I've been searching absolutely everywhere and I can't find a thing. Any sort of help would be wonderful. I've been trying to fix this for about a week now, and it's all been for naught. Please, I need some sort of direction. *Edit* I genuinely want to use this mod, I love it, it makes the game play amazing (besides NPC's hating 5.56 lol), but I'm trying anything I can to get this to work, I have gone through 4 modlists, 3 of them utilizing Armament, 3 of them failing to use 5.56, and one using True Damage, which seemed to work, but I hated how that one played.
Maye someone can explain what I am doing wrong. I installed this mod, Armament, F4SE, RobCo Patcher, and Combined Arms with expansion yet while the ammo types are changed, the weapons deal no damage to enemy NPC's. Anyone having this issue or know how to fix it?
Any gameplay altering mods like Better Locational Damage? I don't have any reports of this issue other than a conflict from a different gameplay mod. If you're playing with the optional no damage values than you have to do your own balancing or disable Immersive Damage in the MCM.
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Yet it doesn't work for me in-game, what am I doing wrong?
here's the correct line, which mind you has to go into the objectModification folder:
filterByOMod=Ozzys_Cronen_Squall.esp|6D11:changeOModPropertiesForm=Ozzys_Cronen_Squall.esp|6D08=Armament.esp|3BD5
I also am not sure where to find the ID's you referenced.
I sort of made a messy one myself using FO4 Edit but i prefer the clean Robco method, if not is there a guide for making Armament patches using Robco Patcher?
Edit: Would it possibly be because I installed the robco patcher near the beginning of my game? I realized my smg was doing more damage than my AR's and noticed I forgot to install the Robco Patcher, so I installed it in Lexington, and continued, and then came across BoS and they were just punching after they used there gun for .5 sec of holding it
Another Edit: did a new clean game, turns out, still broken, npcs are running out of ammo and it seems to be whenever the robco patch is installed and running, is there any work around?
*Edit* I genuinely want to use this mod, I love it, it makes the game play amazing (besides NPC's hating 5.56 lol), but I'm trying anything I can to get this to work, I have gone through 4 modlists, 3 of them utilizing Armament, 3 of them failing to use 5.56, and one using True Damage, which seemed to work, but I hated how that one played.