Let this sink in. This is a patch that is required just to be able to get a weapons mod to work with the base game. By itself, the weapon mod can't be used. It's backwards development.
You PATCH mods to work with other mods - not patch them to work with the base game.
The mod author doesn't even need to make the patch, we the users will do that. Just give us a mod that works with the base game out of the box. We'll do the rest.
If this had it's own .44-40 ammo in the mod, that would be great. Again, the users will remove/replace it to work with other ammo mods as necessary, or they'd simply use the mod added ammo. Either way you'd have a standalone weapon.
“If this had it's own .44-40 ammo in the mod, that would be great.“ this was the exact thing we wanted to avoid. Back in the conceptual stage of munition, I talked about needing an ammo framework for an overhaul I was working for up to a year by now. I wanted to add 9MM and .22lr into that overhaul and I didn’t want weapon mods supplying that ammo with conflicting art styles and shit. It eventually lead to Munitions.
homie when i release mods that use vanilla ammos people beg for munitions patches, literally look at the mod before this one i released in 5.56, everone begged for a 5.7 version from me. Everyone has a different opinion about how i should be making my mods, can't win
so if two mods use 44-40 and have their own ammos for it, you can’t use one on the other despite it being the same caliber. do you realize how stupid that sounds?
I already have a gun that uses .44-40 ammo, so I have it in the game. I don't need MuNiTioNs. Instead of editing one line, now I have to do a patch myself, following the great screenshot instructions of this patch, or install this patch and edit (or patch) it to use my .44-40 ammo.
Or, if Dak caters to Munitions people, then he should make his guns Tactical Reload and STS compatible as well, out of the box. Did I miss some other mods people like to use and whine about nowadays?
I love Dak & Pig mods but they are so toxic with responding to criticism. Obviously you owe us nothing & yes we get you don't take requests & you do things your way but how you handle genuine criticism is so childish at times.
Not everyone wants to (or should have to) download another 145mb(smallest size) to use some of your weapons if all it is a change of ammo type. Munitions DOES bloat the game whether you want to admit it or not. Both mods alone is around half a gb sure but when half of your mods require Munitions it adds up.
Thank you for this. I'm a Munitions user, but can't justify adding .44-40 when .44 Magnum is already in the game, so this works great. I personally favor the .45 rechamber, as it seems more balanced as far as damage comparisons are concerned.
I've changed ammo types on a mod. & Now I want to publicly upload it for others to enjoy. If I did it via your method, I can "legally" upload it to the Nexus?
Hello, i appreciate the patch you have made to this weapon. Is there any chance you would be able to change console permissions, so we can have a munitions and non munitions version on bethesda.net please.
I like to limit the amount of munitions ammo I have in the LLs in my saves, just because I don't want a bunch of ammo floating around that only works with one gun, so these kinds of patches are always appreciated.
Hey, I wanted to use your mod to bypass the requirement for the munitions mod. I am using Vortex and have both the Vintage repeater mod and your mod (the 45-version) installed, activated and deployed. Vortex tells me, that your mod and the original one are conflicting (makes sense, because your mod should edit stuff in the other mod), so I set the original mod to load before yours. Sadly it seems like the mods are not working properly somehow, as I cannot find the gun in the game.
I am currently at Nahant Chapel to pick one up. Can you please help me?
That would be great and thank you so much for your time and effort :)
I haven't used Vortex before, but your operation should be no problem, What specifically are you referring to when you say ''cannot find the gun''? can't find it in workbench? Or can't find it in enemy corpses? Or can't find it in the MOD Explorer? To be honest, I have only tried using MOD Explorer (Perchik71 - In Game MOD Explorer) to get this gun, and I am not quite sure about how to get it in other ways... But for me, I can correctly find the standard version and two legendary versions of this gun in the MOD extractor, Perhaps, just like in the description page of the original MOD, guns can be found in enemy corpses after level 10?
Hi, I checked again, there are two Scripts there: The first one is called Dank_GunLLInject2, and the second one is called Munitions: Munitions WeaponAmmoInject. I only removed the second one, and for the first one, I didn't touch it. I uploaded two more images, hoping they can show my editing more clearly.
Just as an FYI to everyone else 425321962 removed the 2nd scrip that checks munitions to see if the 44-40 is enabled and to do so if not - the 1st script is the LL injector which was untouched
29 comments
By itself, the weapon mod can't be used. It's backwards development.
You PATCH mods to work with other mods - not patch them to work with the base game.
The mod author doesn't even need to make the patch, we the users will do that.
Just give us a mod that works with the base game out of the box. We'll do the rest.
If this had it's own .44-40 ammo in the mod, that would be great. Again, the users will remove/replace it to work with other ammo mods as necessary, or they'd simply use the mod added ammo. Either way you'd have a standalone weapon.
this was the exact thing we wanted to avoid. Back in the conceptual stage of munition, I talked about needing an ammo framework for an overhaul I was working for up to a year by now. I wanted to add 9MM and .22lr into that overhaul and I didn’t want weapon mods supplying that ammo with conflicting art styles and shit. It eventually lead to Munitions.
I already have a gun that uses .44-40 ammo, so I have it in the game. I don't need MuNiTioNs. Instead of editing one line, now I have to do a patch myself, following the great screenshot instructions of this patch, or install this patch and edit (or patch) it to use my .44-40 ammo.
Or, if Dak caters to Munitions people, then he should make his guns Tactical Reload and STS compatible as well, out of the box. Did I miss some other mods people like to use and whine about nowadays?
Obviously you owe us nothing & yes we get you don't take requests & you do things your way but how you handle genuine criticism is so childish at times.
Not everyone wants to (or should have to) download another 145mb(smallest size) to use some of your weapons if all it is a change of ammo type.
Munitions DOES bloat the game whether you want to admit it or not. Both mods alone is around half a gb sure but when half of your mods require Munitions it adds up.
thank you.
I am currently at Nahant Chapel to pick one up. Can you please help me?
That would be great and thank you so much for your time and effort :)
But for me, I can correctly find the standard version and two legendary versions of this gun in the MOD extractor, Perhaps, just like in the description page of the original MOD, guns can be found in enemy corpses after level 10?
You are not supposed to remove both two scripts. You should keep Dank_GunLLInject2 which is used for injecting the repeater into Leveled List.
The first one is called Dank_GunLLInject2,
and the second one is called Munitions: Munitions WeaponAmmoInject.
I only removed the second one, and for the first one, I didn't touch it. I uploaded two more images, hoping they can show my editing more clearly.