Latest update is a bigger one. - This adds Leveled list quest injection to the main file. This means that you will now find the rounds that are active from this mod out in the world. - I previously had some flavor changes in the mod (versions 1.4 and prior). These flavor edits changed the 12.7mm round from Munitions to be named .50 Action Express, and the .308 round from the base Fallout 4 game to be named 7.62mm NATO. I removed these changes and added them as a separate patch. Now, 7.62mm NATO is a separate round added by this mod, in addition to the .308 round from the base game. - The Patch renames the .308 from the base game to 7.62mm NATO and the 12.7mm from Munitions to .50 Action Express once again. It also removes the separate 7.62mm NATO that is new in version 1.5 of this mod, so you won't have two 7.62 NATO rounds at once.
I am releasing updates to the patches for this mod that change the Leveled List ammo injection method. This should fix ammo bloat (finding a TON of certain ammo) and also only enable rounds in Munitions Advanced Calibers if you have a weapon installed that can use that round, like Munitions Ammo Expansion does.
This requires the use of xEdit, because we don't know how to set-up the holotape in the same way Munitions does.
How to add ammo:
Download the Modders Resource from the optional files.
Launch xEdit and select MAC_Modders Resource.esp (https://ibb.co/B46j9Pv) and click ok.
In the Quest records you will find multiple records named (YOURMODNAME_MAC_{ammo}_AmmoLLInject). https://ibb.co/m6LdsRF
Right click on the quest for the ammo you want and select -Copy as a new into...- and replace -YOURMODNAME- with a name that best suits your needs. https://ibb.co/NLF92DT --> https://ibb.co/92yMsYV
When you are asked which files you want to add the Record to select the <new file>.esp with esl flag in the column to the right*. https://ibb.co/2qc4dqC
Name and save the file. Then make sure you enable the new ESP in your mod manager.
I am having problem like previous poster, I have Robco Munitions patcher, true damage, munitions including the expansions and addons. The Remington 700 by TheBigLadowski keeps having the damage plummet to less than 20 from 150+ when trying to use any of the calibers from this mod. I also have Fake Through scopes, the armory addon, see through scopes, all of the update patches from the two main mods, and the Hunting Rifle Replacer mod by lincoln shooter. Anyone find out why this keeps happening? I edited the damage values of the 300 win mag to 400, which is what true damage munitions patch changes .308 too, and what the 300 win mag description says it compares it too. And also changed the damage multiplier in the MAC 700 patch to 1.5 from 0.5 for the MAC 700 patch from this mod. I put this mod stuff at the bottom of everything else.
Anyone know why it keeps dropping the damage in game
Is it just me or is the Optional Patch that renames 12.7mm and .308 caliber to .50AE and 7.62 NATO bugged?
While I was trying out the guns affected by the Patch. I noticed my hunting rifle which had 72 damage prior using .308 was reduced to 8 damage using 7.62 NATO.
I have the Following plugins Installed on New-gen: Munitions Munitions Additional Ammo Munitions Advanced Caliber Munitions Advanced Calibers (MAC) (12.7mm to .50AE) ... (other Mods) True Damage True Damage Munitions Patch
After disabling the plugin to change names, the ammo was reverted back to .308 and had 72 damage again
Image 1. Before Removing Munitions Advanced Calibers (MAC) (12.7mm to .50AE)
Image 2. After Removing Munitions Advanced Calibers (MAC) (12.7mm to .50AE)
Anyway, I disabled the plugin for now as it seems to work without it for the moment. Any help regarding this would certainly be appreciated.
You have to pay attention to ammo entries when messing with multiple mods like that, some modders like to add damage to the ammunition itself (it's fairly easy to find in FO4Edit). You just need to carry the added ammo damage entry over to this mod or patch it in the original esp, otherwise you'll have to re-balance the weapon damage like you're seeing currently. If you're using a setup that converts weapon damage to the ammunition entries away from the base weapon value you'll have to patch this entire mod or change your setup, as they aren't compatible without patching.
Is there any tutorial or beginners guide to patching using Fo4Edit? I'm totally new to try and patch mods myself. Usually I just rearrange plugins and change markers from .esp to .esl
The guides in reddit and youtube are too complicated to understand. I just get lost with the amount of terms they're throwing around.
For the most part, the YouTube videos are the way to go. It will seem daunting at first but truly, there isn’t a whole lot to patching with xedit. If I can find the video I used to learn then I will link it. Edit: may have been this one https://youtu.be/8jVHAUakopI?si=Lo8bjigGEAwVAec4
Just curious if you're planning to add any additional calibers or are you leaving it up to the community for any further additions? I thought the 9x21mm rounds for SR-1MP and SR-2MP would be a good addition given the handful of mods that use it. 9x39mm from the AS Val would be another good one, and finally my third suggestion being FN-5.7x28mm used in the P90 and AR-57/Hurricane mods. Would give your range some more variety from the middle-class and there are plenty of mods that would use all three. I already patch my own to use ammo from the discord release of EFT Pack so it wouldn't be a stretch to add these myself, just figured I'd throw it out there. Appreciate the add-on, been using this for about a week so far so good!
Following our dms, I remade this mod in its entirety with about 200 different calibers and probably as many hours of work. Stalled at incorporating an mcm and controls to the project though. I have all of the backbone/supporting scripts in place but I can’t figure out how to set up toggles in an mcm for those scripts. People who have offered to help want $100-200USD and I don’t foresee this project making anywhere near that much in its lifespan.
So it’s all on hold until I decide to spend more time trying to figure this out. Burned myself out prior. If anyone is reading this, I just need a way of creating a three state switch. First state runs a script which I already made to inject the ammo into leveled lists. Second and third states need to act as a two-way alternating switch. Each of those states needs to run its own script (which I already made) to set the chance to find to either 0 or 100, respectively, then change the switch state. I can see multiple ways of making this happen theoretically but I don’t know how to properly format it for the MCM. And that’s basically what I’m looking for, is just a template example that I can then use/change based on what I need.
Was looking at setting up a patch for Deadeye, it requires ammo to be grouped into either the Moderate or Strong categories for headshots but I have no clue when it comes to how powerful each ammo type should be. Shotguns don't matter and neither does anything below moderate. Any advice on which ammo type should be in which category?
So most of these rounds are long rifle rounds (snipers). So most of them will probably want the Strong category. There are also two anti tank rounds which, in the real world, would be like asking “if a wrecking ball hit a watermelon, would the damage be moderate or strong?”. In other words, there wouldn’t be any head left if those rounds hit one.
In any case, I separated them out for what you are probably looking for here: https://imgur.com/a/SVoAFGd You will probably want to put the two I didn’t categorize (the anti-tank rounds) into the strong category too.
For some reasons, in my case, several ammo types did not drop from enemies. Strangely, they were from weapons i installed the patch for it, like the MK18 or the QBZ.
So after some fiddlings and trial and errors, i managed to fix it. Here is what i did :
Open fo4edit. Expand Munitions - Advanced Calibers. Expand quest. Select the ammo you want to inject. Right click, copy as a new record into... Name your record, select esp as esl, name your esp (doesn't matter what).
Now expand your esp, expand quest, select an ammo type. Scroll the right panel to the end. Click "Run once" from "flags (sorted)" until a scrolling menu appear (you have to insist). Keep "run once" checked, check "start game enabled" and "unknown 5". Repeat for every ammo type in your esp. Save and quit. Enabled your new esp. DONE!
- The mp7 patch doesn't work because of the 4.6 ammo conversion omod bringing back the original ammo. Also i downloaded the non BLD patch and i still have the BLD in the name of the esp and the damage is different. I just added the omod in your patch and added ammo and npcammolist proprieties from your mod. It seems to work.
- You forgot the [Mag] .300 BLACKOUT Quick Eject omod for the mk18. It still uses the original ammo.
edit : I should have posted my comment on the patch hub. It's related to it, sorry.
78 comments
- This adds Leveled list quest injection to the main file. This means that you will now find the rounds that are active from this mod out in the world.
- I previously had some flavor changes in the mod (versions 1.4 and prior). These flavor edits changed the 12.7mm round from Munitions to be named .50 Action Express, and the .308 round from the base Fallout 4 game to be named 7.62mm NATO.
I removed these changes and added them as a separate patch. Now, 7.62mm NATO is a separate round added by this mod, in addition to the .308 round from the base game.
- The Patch renames the .308 from the base game to 7.62mm NATO and the 12.7mm from Munitions to .50 Action Express once again. It also removes the separate 7.62mm NATO that is new in version 1.5 of this mod, so you won't have two 7.62 NATO rounds at once.
I am releasing updates to the patches for this mod that change the Leveled List ammo injection method. This should fix ammo bloat (finding a TON of certain ammo) and also only enable rounds in Munitions Advanced Calibers if you have a weapon installed that can use that round, like Munitions Ammo Expansion does.
hopefully someone could make that
I put this mod stuff at the bottom of everything else.
Anyone know why it keeps dropping the damage in game
While I was trying out the guns affected by the Patch. I noticed my hunting rifle which had 72 damage prior using .308 was reduced to 8 damage using 7.62 NATO.
I have the Following plugins Installed on New-gen:
Munitions
Munitions Additional Ammo
Munitions Advanced Caliber
Munitions Advanced Calibers (MAC) (12.7mm to .50AE)
... (other Mods)
True Damage
True Damage Munitions Patch
After disabling the plugin to change names, the ammo was reverted back to .308 and had 72 damage again
Image 2. After Removing Munitions Advanced Calibers (MAC) (12.7mm to .50AE)
Anyway, I disabled the plugin for now as it seems to work without it for the moment. Any help regarding this would certainly be appreciated.
The guides in reddit and youtube are too complicated to understand. I just get lost with the amount of terms they're throwing around.
If I can find the video I used to learn then I will link it.
Edit: may have been this one https://youtu.be/8jVHAUakopI?si=Lo8bjigGEAwVAec4
the 7.62 NATO works in game now. 50 AE has also been patched this way.
Appreciate the add-on, been using this for about a week so far so good!
So it’s all on hold until I decide to spend more time trying to figure this out. Burned myself out prior.
If anyone is reading this, I just need a way of creating a three state switch. First state runs a script which I already made to inject the ammo into leveled lists. Second and third states need to act as a two-way alternating switch. Each of those states needs to run its own script (which I already made) to set the chance to find to either 0 or 100, respectively, then change the switch state.
I can see multiple ways of making this happen theoretically but I don’t know how to properly format it for the MCM. And that’s basically what I’m looking for, is just a template example that I can then use/change based on what I need.
Never fear wastelanders, we'll get there together!
In any case, I separated them out for what you are probably looking for here: https://imgur.com/a/SVoAFGd
You will probably want to put the two I didn’t categorize (the anti-tank rounds) into the strong category too.
So after some fiddlings and trial and errors, i managed to fix it. Here is what i did :
Open fo4edit. Expand Munitions - Advanced Calibers. Expand quest. Select the ammo you want to inject. Right click, copy as a new record into... Name your record, select esp as esl, name your esp (doesn't matter what).
Now expand your esp, expand quest, select an ammo type. Scroll the right panel to the end. Click "Run once" from "flags (sorted)" until a scrolling menu appear (you have to insist). Keep "run once" checked, check "start game enabled" and "unknown 5". Repeat for every ammo type in your esp. Save and quit. Enabled your new esp. DONE!
I hope it helps some people.
- The mp7 patch doesn't work because of the 4.6 ammo conversion omod bringing back the original ammo. Also i downloaded the non BLD patch and i still have the BLD in the name of the esp and the damage is different. I just added the omod in your patch and added ammo and npcammolist proprieties from your mod. It seems to work.
- You forgot the [Mag] .300 BLACKOUT Quick Eject omod for the mk18. It still uses the original ammo.
edit : I should have posted my comment on the patch hub. It's related to it, sorry.