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Ankhras85

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Ankhras85

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24 comments

  1. MaxDrechsler
    MaxDrechsler
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    Can you add Classic Radiation Poisoning 2 at Fallout 4 Nexus - Mods and community as necessary mod in list? Im playing with your replacer mod without main mod 2 month... :/
    1. Ankhras85
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      Eh, thats more a backup file for me; got to update it anyways.
      Havent managed to make conmtact with the author from Damn Apocalype - it needs parts from it to work properly. so i wouldnt add anything as requirements...
    2. MaxDrechsler
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      Eh, thats more a backup file for me; got to update it anyways.
      Havent managed to make conmtact with the author from Damn Apocalype - it needs parts from it to work properly. so i wouldnt add anything as requirements...
      Backup? 0_0
      But, its working?
      How to return the possibility of radiation purification through the workshop "arch"? I did not find horizon parameter, what blocking antirad magic effect.
    3. Ankhras85
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      That would be easy; in "locked and expensive" just delete "DLC02WorkshopDecontaminationArch-01Activator" from the esp or forwar again the original setting from original dlc02. Is Horizon itself removing the arc too?
    4. MaxDrechsler
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      That would be easy; in "locked and expensive" just delete "DLC02WorkshopDecontaminationArch-01Activator" from the esp or forwar again the original setting from original dlc02. Is Horizon itself removing the arc too?

      The Horizon developer is turned off literally.
      Yes, I've already tried to enable the
      DLC02:WorkshopDecontaminationShowerScriptscript, but it still doesn't work.
      I'm thinking about rewrite FormID
      DialogueGenericDoctors
      from Horizon.
      Trying to enable
      Radsprosperity name

      The developers of Bethesda in the arch recorded script of the...doctor. It's infertility.
  2. whithebunny
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    I don't understand well, what does CC_AR2_Remnants_Horizon 1.9: patch 1.5 do well and what is its requirement?
    1. Ankhras85
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      oh, hey. its just adding gear from america rising to the remnants of the creation club. its just editing some LLists from Greb's Horizon CC Remnnants patch and puts AR2 Gear in them.
    2. whithebunny
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      thanks for the answer my friend :D
  3. deleted29568345
    deleted29568345
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    Hi , so i used the patch without gauss rifle prototype on both the next gen updated falllout4 with previous 1.9 version of CPAM and on 1.10.163 using backported archive and backported creation club on current version of CPAM

    It is worth noting that I console commanded all quest stages

    What works :
    all non PA units work as intended. they spawn with armour using horizon armour degradation system
    even PA enemies equipped with tesla cannon and incinerator only drop ammo and not the weapon, but have the weapon as it should be.


    what doesn't works :
    PA related stuff
    Enclave hellfire NPCs spawn with BOS paint
    Enclave NPCs IN X02 and X03 drop upgraded PA pieces with titanium , aluminium , steel alloys. This doesn't applies to X-01. The health and resistances of these pieces exceed the maximum values obtainable in horizon even for standard alloys. If you side against the enclave it will take mini nukes to scratch them. 
    PA commissioned from the oil rig is unobtainable.
    X-02 NPC drop

    The BOS paint issue was encountered in the previous versions of the patch too
    1. deleted29568345
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    2. Ankhras85
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      Okay. Seems it needs more work though. Dont know when i can find enough brain to redo.

      So, seems there is too much with scxripts or whatever. I removed additional Power Armors. Still you should use or make patches for the weapons from CC. I dont like when i do crappy things and it is too much to resolve with all that additions. Good luck with this version. Enclave Troops are still harder, fyi.
    3. Ankhras85
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      So now i found that the patches required for my patch were not intended to have "Enclave paint" on those PAs. So thats the reason for Bos-Paint. Second, the Armors used by NPC should not even drop, so thats something i have missed but seems also to be missed/ left out by purpose in those patches.
      Btw, the drops were (NPC) armors, thats why the values are... not for the player...
      All in all, my patch was working for itself (...), but is now hard reduced :)
      I hope that the CC_Remnant patch works, because i attempted to correct all that missing thingys.
      It is just so, that those patches were too specific to be used as a thou ghgt and (maybe) also missed something.
      cheers and thanks for the reports again.
    4. deleted29568345
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      Yeah , maybe that's why it's a general rule to not set mods as a master if it is using vanilla items or implement your own patch unless it's too much of a work.

      Since america rising 2 uses X-01 by default which is supported by horizon and doesn't requires cc remnants mandatorily.  CPAM and remanants cc were a unnecessary requirement . But if that's what you have your own load order set up as , then you shouldn't create a CPAM free or cc_remnants free version just for the others.
    5. Ankhras85
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      true.
  4. tripwiremagician
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    Just a small tip for anyone using the Makeshift Weapon Pack patch (CC_Grenade_Horizon) and having issues with the never-ending Nail Gun sound loop:


    • Open the patch file in FO4Edit
    • Navigate to Object Modification

    You'll notice a bunch of various EditorIDs. You want to find everything regarding the Nail Gun's receiver mods, i.e. ccSBJFO4004_mod_Nailgun_Receiver_receiver type.
    Now for the next part:


    • Select the EditorID you want to modify
    • Scroll down to Properties subsection

    The only subsubsection you're interested in, is of the boolean (Bool) value type. Select Property and change it to IsAutomatic.
    Repeat this step for every other receiver, save and exit.
    1. Ankhras85
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      Thanks, i just hope someone make a proper patch for that....
  5. lphoenix6
    lphoenix6
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    Eagerly awaiting the Gauss cannon requirement to be removed for the AR2 patch. I'm alright tanking the other issues reported, just hoping to be able to start it up. You're a hero for working on this
    1. Ankhras85
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      Cant you just remove it?
    2. lphoenix6
      lphoenix6
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      Is there a way to? If there is I will absolutely. The way I tried so far was with xedit and fo4 edit, but it won't let me select the .esp without having the CC Gauss .esp already and I was told it wasn't possible without it
    3. Ankhras85
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      Okay, i just remove anything from the patch for america rising 2 and will make a patch for the creation club remnants and horizon. seems its easier if patches only patch one thing :)
      if you want to remove things and an esp is missing, you can just create an esp with exactly that name; that way you may even find records easily, because theyll have null reference/missing
  6. devlaz
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    Hi, you've been busy!

    Question about the Hellfire patch.  Is this specifically geared towards AR2, or can it be used independently?

    The description made it sound like it was a non-Robco fix for the CC Hellfire PA.
    After looking at CPAM-CC-Hellfire-HZ-1.9-Addition.esp:
    It has CC X-03 - Horizon.esp as a Master, which is the CPAM patch that requires Robco.  But there is no version of Robco for Fallout NG.  Is your patch just a workaround for this?

    Thanks
    1. Ankhras85
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      It is No Patch, IT only gives the x03 to one npc. That ist don by cpam via robco. I Just Put IT in the llist manually.
      ou dont need what robco does in this Patch for ar2, IT Just makes the Armor appears on bos Paladin Commanders via llist.
      So, yes, Just a workaround and Not needed for anything. The cpam Patch works fine without robco too.
  7. GreatAlucard
    GreatAlucard
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    Some info that may be helpful for patching AR2.

    The mod currently linked as a requirement is incorrect, it sends you to AR1, which is no longer supported and not what this patches - you should probably link "America Rising 2 - Legacy of the Enclave" and "America Rising 2 - Patches and Resources", whilst setting both as required, instead of optional.

    The Incinerator has a good patch for Horizon by Starguardace (probably also helpful to link on the requirements).

    The Tesla Cannon and most of the other CC weapons have no patch.

    The Prototype Gauss is not actually free with NG, you either paid for it or got it at some point when it was actually free (it's not a permanent deal though) - meaning it is probably better to remove that particular requirement and add it as a separate file - since it does make the rest of the patch unusable for people who don't have it.

    As a side note - whilst there's technically a patch for both the Prototype Gauss and the Tesla Cannon for Horizon, both of them only add tags and put them on the ZX1, they don't actually patch either weapon to be in line with other Horizon Weapons (the same holds for most other CC weapons).



    Regarding the rest of the CC content you're using, the file named "Grenade" is the "Makeshift Weapons Pack" - not currently patched for Horizon.
    1. Ankhras85
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      Thanks. Hope that there will be patches then. So, as of now, this patch is not complete regarding NG. Ill keep an eye out.