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gDes

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  1. gDes
    gDes
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    Known Issues
    - None at this moment

    !!! Fixed Issues
    - Ruger Mini-14 has a caliber modification for 5.56 in the workbench even though it shows the ammo the gun is using is .223.
    - Mini-14 has another caliber modication for 7.62 from the nuka-world dlc. Want to switch the 7.62 over to munitions 7.62.
  2. CommanderBritz
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    is the patched M14 supposed to use the 7.62 TT? cause thats a soviet pistol cartridge for the tokarev pistol, M14 should probably use the
    30-06 which they were chambered in, or continue using base game 30-08. and the AK 74M should use 5.45 not 5,56. both rounds were in munitions last i checked
    1. CommanderBritz
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      misread about it using 30-06, the 30-08/7.62 nato was develpoed from it and prototypes used it, M14 should probably just use base game 30-08 and not be patched as thats closest to 7.62 nato
  3. blaukkraven
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    would your mod need tactical reload like when it says the masters are missing is needed 100 perecent or will work without just dumbe wird warning 
    1. gDes
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      This is a complicated answer. My short answer is possibly.

      When I made the patches, if the gun mod had tactical reload as a requirement, then the patch does as well. It has nothing to do with the actual patch though. When I made the patches, I just made sure the dependencies matched the guns to not cause any issues with the actual gun mods. Note that the gun mod could have been updated since I released this patch and removed the tactical reload dependency or you have a version of the mod that doesn't use tactical reload. Some mod authors release mods for tactical reload and without to help out the player base.

      Now for a potential solution, you can check if the gun you are using still needs the tactical reload as a dependency in manual FO4Edit. If it does, then that doesn't mean the patch needs the dependency. But, it most likely will not allow the patch to have the dependency removed. 

      if you want to try and remove the dependency, the short solution is to fire up manual FO4Edit and go to the patch that you are having the issue with, right click on the esp name of the patch (you can usually find it by typing in munitions patch) and select clean masters at the bottom of the dropdown. If the patch no longer requires tactical reload, it should remove the dependency. 

      It's a lot of steps, and it might not work. In general, the patches might be for a different version of the gun mod for one with tactical reload. So, if the solution doesn't work. You have 4 options, potentially more.

      1. Mess with the patch until it can remove the tactical reload dependency. <-- This is risky, so I'd only do this if you know what you are doing or if you are okay re-downloading the patch.
      2. Download tactical reload for the gun mod and it should fill the requirement for the patch.
      3. Try to find another patch for munitions from the official patch repo or similar patch repos. 
      4. You can create your own patch following off of what you see when you look at the patch for the weapon, and by following the tutorial linked below. 

      For number 4, you can check out this tutorial: https://www.nexusmods.com/fallout4/articles/4135
      This shows you how to make a patch for munitions from the official mod page. It would be your best bet if you can't get my patch to work for you. 

      Sorry I couldn't be more helpful. I haven't modded Fallout 4 in a good minute as I've stepped away to mod other games recently. But, the solution to number 4 is how I made all of these patches, so it should be a straightforward process, if you can't remove the dependency from my patch. 

      Hope you get the patch to work, have a good rest of your day!

      Edit for grammar.