thanks for this, but I have some questions about the WOP's patch: why use MAA's 9mm soviet instead of MAA's own 9mm Subsonic for 9x39mm which it was meant for? Or use munition's 25mm for Combined Arms' 25x59mm and munition's 20mm for 20mm Vulcan? (this does require you to add an override projectile property to some of the basic receivers if you want to use the base mod's projectile instead of munition's) I changed this personally though.
Some of that is kind of a result of poor labeling on MAA’s part. I assumed 9mm subsonic was a subsonic 9x18mm round. But I shouldn’t have used 9mm Soviet (9x18mm makarov) for it. Think sleep deprivation was the cause of that. As for the rest, probably just missed it. I’ll get an update out for this in a bit.
The way I understood it, these should just be autopatched and balanced by the BLD RobCo Patch, right?
And also, in general, what is the deal with all these ammo mods? Its just new pretty ammo boxes and some OCD? Or..apart from a suitable appreciation of ballistics ammo, am I missing something ? :)
I won’t pretend to understand exactly how BLD handles patching stuff for it. That being said, what I think I understand about it is this: 1. Bld has two forms of patches. A robco patch, using robco patcher, and the classic plugin patch. 2. I think BLD has swapped to handling patching almost exclusively to Robco, unless certain things need to be patched that robco can’t handle. 3. A part of what BLD does is assign damage to ammunition. (Damage in vanilla fallout is done by the weapon. Ammo has zero damage, though damage can be assigned to it). That’s not all of what BLD does though.
That being said. I don’t recall if BLD has a plugin patch for base Munitions. It does however have a robco patch that will supersede any plugin patches that alter anything that the robco patch does.
If BLD has a robco patch for Combined arms, it likely adds damage to the new rounds added by combined arms, as well as tweaking some things about the weapons. Again, not sure on the specifics.
What my BLD MAC patches do are incorporate the BLD changes (from the BLD >Plugin< patch for combined arms, etc) to the base record and change the ammo references to MAC or MAA or MAE ammo references. My patches do not have the entire BLD patch as a part of them, only the records that reference ammo. This means you will want to have the base BLD patch for Combined arms already installed, then add my MAC-BLD Patch.
As far as the ammo thing goes: All of these ammo mods do some different things. They all add a variety of ammunition records (300 blackout, etc). Some of them add gun modifications that allow you to use the ammo. Some add crafting. Some add unique models for the shell and ammo box. Just because ammo is in the game doesn’t mean it can be used. You need weapons that either are set to use it, or an object modification (weapon attachment) that converts the weapon to use it. Munitions specifically uses some scripting and some quest records to enable/disable rounds. This lets you pick what ammo you actually want in your game rather than collecting 50 different types of ammo that you will never use or be able to use as you don’t have a weapon to fire that ammo. Munitions advanced calibers just adds a bunch of ammo to the munitions system, while still being able to only have it enabled if you have a weapon that uses it.
Cant thank you enough sir! Yes, it does clear things up :)
Spoiler:
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The BLD changes are implemented to vanilla weapons in my game. Im not as sure about mods, but according to the description of Better Locational Damage - RobCo Patch at Fallout 4 Nexus - Mods and community : "...It also automatically patches mod added NPCs and weapons! .. This mod takes care of patching ammo types, races, npcs and weapons added by other mods*. *Many patches for different mods, which add new types of ammo, are already added."
But he doesn't list which mods are added. And his own miracle patch is not even listed under requirements for BLD ;) Im guessing the ECO crafted weapons and DankRaffts CombinedArms project is covered? shrug " A part of what BLD does is assign damage to ammunition. " Had no idea.
Pretty sure you will. I think my plugin has that listed as a master because it changes records that that mod provides. I can look at making a patch for all but that. Won't be till this weekend though most likely
Took a look at it last night. I’m going to redo this entire patch, with a version for each combo. I didn’t even do this first patch correctly and missed some things.
Alright. Fixed patches are up. I patched every version of Combined Arms independently. Pick every patch for the mods you have installed. Read the mod page if you need clarification. My pea brain can't figure out a better way to explain it.
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I assumed 9mm subsonic was a subsonic 9x18mm round.
But I shouldn’t have used 9mm Soviet (9x18mm makarov) for it. Think sleep deprivation was the cause of that.
As for the rest, probably just missed it. I’ll get an update out for this in a bit.
Weapon Overhaul Project - Combined Arms and
Equipment and Crafting Overhaul (ECO) - Redux
Munitions - Ammo Expansion Project
The way I understood it, these should just be autopatched and balanced by the BLD RobCo Patch, right?
And also, in general, what is the deal with all these ammo mods? Its just new pretty ammo boxes and some OCD? Or..apart from a suitable appreciation of ballistics ammo, am I missing something ? :)
1. Bld has two forms of patches. A robco patch, using robco patcher, and the classic plugin patch.
2. I think BLD has swapped to handling patching almost exclusively to Robco, unless certain things need to be patched that robco can’t handle.
3. A part of what BLD does is assign damage to ammunition. (Damage in vanilla fallout is done by the weapon. Ammo has zero damage, though damage can be assigned to it). That’s not all of what BLD does though.
That being said. I don’t recall if BLD has a plugin patch for base Munitions. It does however have a robco patch that will supersede any plugin patches that alter anything that the robco patch does.
If BLD has a robco patch for Combined arms, it likely adds damage to the new rounds added by combined arms, as well as tweaking some things about the weapons. Again, not sure on the specifics.
What my BLD MAC patches do are incorporate the BLD changes (from the BLD >Plugin< patch for combined arms, etc) to the base record and change the ammo references to MAC or MAA or MAE ammo references. My patches do not have the entire BLD patch as a part of them, only the records that reference ammo. This means you will want to have the base BLD patch for Combined arms already installed, then add my MAC-BLD Patch.
As far as the ammo thing goes:
All of these ammo mods do some different things.
They all add a variety of ammunition records (300 blackout, etc).
Some of them add gun modifications that allow you to use the ammo. Some add crafting. Some add unique models for the shell and ammo box.
Just because ammo is in the game doesn’t mean it can be used. You need weapons that either are set to use it, or an object modification (weapon attachment) that converts the weapon to use it.
Munitions specifically uses some scripting and some quest records to enable/disable rounds. This lets you pick what ammo you actually want in your game rather than collecting 50 different types of ammo that you will never use or be able to use as you don’t have a weapon to fire that ammo.
Munitions advanced calibers just adds a bunch of ammo to the munitions system, while still being able to only have it enabled if you have a weapon that uses it.
Hope this brings some clarity.
The BLD changes are implemented to vanilla weapons in my game. Im not as sure about mods, but according to the description of
Better Locational Damage - RobCo Patch at Fallout 4 Nexus - Mods and community :
"...It also automatically patches mod added NPCs and weapons! .. This mod takes care of patching ammo types, races, npcs and weapons added by other mods*.
*Many patches for different mods, which add new types of ammo, are already added."
But he doesn't list which mods are added. And his own miracle patch is not even listed under requirements for BLD ;) Im guessing the ECO crafted weapons and DankRaffts CombinedArms project is covered? shrug
" A part of what BLD does is assign damage to ammunition. " Had no idea.
Will I have issues if i don't have that mod?
I have more fine-tuning to do, so can wait no problem
Still, take your time, so that everything is patched correctly