Hi y'all! This is my first ever mod page, so I appreciate everyone who downloads it. (apologies for the scuffed Main Page!)
My upcoming plans are the CMMA MR39 Machine Rifle by The6thMessenger & the The 9mm Pistol (Browning Hi-Power) Fallout New Vegas by the Commonwealth Weaponry team.
I'm not taking weapon patch requests at this time. As I have quite a few that I already intend to do and plan to only patch weapons I'll actually use.
For the MG69 I am replacing a replacer with a replacer followed by wait for it... a replacer? That is a hell of a mouthful but from what I gather that is what I am to do there. Gotta say I love the extra mile step integration of the rotating trade cycles for these. Great mod.
Feels like its quicker and easier to download and install every single plugin and then uninstall the ones I am missing masters for then to try and actually pair every single one individually. (aha, see boom was missing the assault pistol one when I needed it trying to get them individually). Then again I am using like 38-43ish of them so like I suppose that is more then half.
For a second I got worried when I read the first sentence, having not looked at that patch in a good while. lol. But yeah, that is what you're doing. Replacers all the way down.
It's a bold choice to download like that but as long as you know which ones you really want and read the install instructions for them, you should be okay. Just be mindful. And thanks for the praise!
Yeah no problem. Love the work. I am having difficulties with one in particular which is this Cavalry Pistol. I picked up the required animations and everything and what it looks like its telling me is that the original mod is overwriting the patch but I can't find the patch in my load order or conflicts to fix it which is downright strange and not something I've ever had happen before.
So I reinstalled the patch and it immediately realized that there was a conflict that needed resolution so it was indeed Vortex being strange and pulling a fast one. Not one I've ever seen before. (as a side note I don't think the Navy Pistol can swap ammo in the field with the weapon kit only at a workbench which isn't the end of the world really. Mostly only use that function early game when ammo is rare or late game when something pops up that I could spend APX on).
Good day, the manurhin and the mysterious magnum don't seem to work well and crash at the main menu, specifically in the scene where the power armor is visible for the mysterious magnum, and in the "please wait" screen as the game is loading up. I can provide the buffout logs if it helps.
I've also tried the X-Cell mod to no avail. It's a bummer because these two specifically were the only ones that met what I needed in terms of design and animations, as well as function. But still, thank you for your work. <3
Thanks for the bug report, logs, and general support of this mod. Sadly I still don't quite fathom how those two mods are causing these crashes. I hope to one day figure it out but for now, I'm afraid you'll have to do without those two mods. Which is sad, cause you're correct in your praise for them.
Those two are not mods I plan to patch. As I feel that both of them could wind up being too strong for what it intends to be imo, in regards to Horizon's balance and I just didn't click with their appearance.
In terms of learning how to patch, this Guide created by Zaw is a pretty good start. Though it doesn't explain everything in detail. Really a lot of learning comes from looking at what Horizon Weapon Patchers have done then comparing a weapon to similar Horizon weapons.
That said, the other reason I wasn't keen on patching those two mods, was because they're both what I'd consider in the weapons patching buisness, difficult ones. As they involve new ammunition and at least in the XM197 Payload, fancy game mechanics which make the mod pretty nifty but hard to patch. I wish you luck should you wish to patch those two.
I think I have a problem with the NV Hunting Shotgun (https://www.nexusmods.com/fallout4/mods/92334). I can mod it just fine in the weapons bench but I can't access the change ammo feature for some reason.
A question for the Horizon Gunsmith) Do you to how in Horizon turn off auto-holster weapons when player scrapping/unlock doors (and etc)? I cant find this parametr in Record IDs "quests" and "magic effects" of z_arhitect and z_horizon.
I had considered doing that when I first started, but it was far more irksome to do than I expected. Not only just taking pics or whatever of the weapons, but also getting it to look right on the page. Perhaps I'll sort it out at a later date.
Ehh, I'd rather do my own if I did any at all. But it's also iirc, that I can't just upload pics to the page, I have to upload them somewhere (I wouldn't want to upload them to my pages images or whatever) and then link them on the main page or something more complicated than I'd rather do. Ultimately it's a lot more effort and time, when I'd rather spend that on making patches.
I want to write that the author is great well done. Thanks to him, we can use new weapons in Horizon. I really like it. Thank you, I hope you will not get tired and continue to delight us! :) Thumb up
First of all, thank you so much for all the patches.
However, I'm getting a main menu insta-crash while using the manurhin and the mysterious magnum/.44 magnum revolver. It's not a ba2 limit issue - I've added plenty of mods after the crashing started, and I've trimmed my weapon mods down to just those two, and in both cases it still happens. Load order is definitely correct.
Any idea what's causing this?
Edit - also, having roughly counted, going through manually, there's no way I'm anywhere near the ba2 limit. A bit over half, maybe, but nowhere near 255.
Having tested both of those patches running together with my current setup it loaded just fine. Then I tested with the bare bone mod lists, and it worked fine. I then downloaded both my patches and tested it the same way, and it ran just fine, again. Which is perplexing. As I couldn't seem to recreate the issue.
However, upon looking at the past bug reports regarding the Mysterious Magnum, I tested whether I could load the game without X-Cell and lo and behold, it would not run, even with the barest of setups. So, I recommend looking at the bug report regarding the Mysterious Magnum for more details on how to get that set up. Though I still don't understand why it's so vital for the Magnum to function. I'll also add it as listed requirement going forward.
***the same issue occurred and was remedied for the Manurhin Patch as well
And thank you, sir, for the answer and the speedy response.
Hmm, installing X-Cell didn't fix it. I'm somewhat wary of that plugin after it was ditched from the Midnight Ride guide, in any case.
I think I'm gonna have to resign myself to having all my revolver needs met by the vanilla .44 (which I dislike due to its single-action anims) and the Mateba, which does look pretty sweet, to be fair.
Hmm it is unfortunate that X-cell didn't help and since you're following The Midnight Ride you have its alternate, Buffout 4. So, I have no clue as to why those patches causes crashes.
I'm glad you've still got the Mateba though, at least. A very neat revolver. Have fun!
I've been pondering this and I wonder if maybe the archives were corrupt or damaged in some way? Could that cause the main menu crash?
Also, just out of interest so I know for the future, my research has indicated that rather than a solid ba2 limit, the limit is actually on plugins that load ba2 archives. Is that correct?
I'm not sure about corrupted archives but yes, the limits is the loaded archives from plugins. So, you could unpack and repack a bunch of, let's say Dak Texture ba2 archives into one archive with a similar name as any one of the loaded plugins that doesn't already have a Texture archive attached to it. Which is what I've been doing recently. (I still don't use all my patches cause lol that's a lot).
One last thing and then I'll leave you alone. Wouldn't mind a patch for this if it's at all possible - https://www.nexusmods.com/fallout4/mods/90413 - as it's IMO the closest the classic 10mm SMG has come to looking good.
252 comments
My upcoming plans are the CMMA MR39 Machine Rifle by The6thMessenger & the The 9mm Pistol (Browning Hi-Power) Fallout New Vegas by the Commonwealth Weaponry team.
I'm not taking weapon patch requests at this time. As I have quite a few that I already intend to do and plan to only patch weapons I'll actually use.
Feels like its quicker and easier to download and install every single plugin and then uninstall the ones I am missing masters for then to try and actually pair every single one individually. (aha, see boom was missing the assault pistol one when I needed it trying to get them individually). Then again I am using like 38-43ish of them so like I suppose that is more then half.
It's a bold choice to download like that but as long as you know which ones you really want and read the install instructions for them, you should be okay. Just be mindful. And thanks for the praise!
Yeah no problem. Love the work. I am having difficulties with one in particular which is this Cavalry Pistol. I picked up the required animations and everything and what it looks like its telling me is that the original mod is overwriting the patch but I can't find the patch in my load order or conflicts to fix it which is downright strange and not something I've ever had happen before.
So I reinstalled the patch and it immediately realized that there was a conflict that needed resolution so it was indeed Vortex being strange and pulling a fast one. Not one I've ever seen before. (as a side note I don't think the Navy Pistol can swap ammo in the field with the weapon kit only at a workbench which isn't the end of the world really. Mostly only use that function early game when ammo is rare or late game when something pops up that I could spend APX on).
***Glad you figured that bug out! Regarding the Navy Auto Pistol, the ammo swapping via the kit works fine for me.
https://pastebin.com/TS9aKp9Y Mysterious Revolver
https://pastebin.com/C9fN58d8 Manurhin Revolver
I've also tried the X-Cell mod to no avail. It's a bummer because these two specifically were the only ones that met what I needed in terms of design and animations, as well as function. But still, thank you for your work. <3
I hope the other patches serve you well though!
I would like to ask if you're planning to patch the following mods by The6tthMessenger:
1. M20A1 Whalegun Rifle
2. XM197 Payload Rifle
If not, what would I need to look into if I wanted to be the one making the patch?
In terms of learning how to patch, this Guide created by Zaw is a pretty good start. Though it doesn't explain everything in detail. Really a lot of learning comes from looking at what Horizon Weapon Patchers have done then comparing a weapon to similar Horizon weapons.
That said, the other reason I wasn't keen on patching those two mods, was because they're both what I'd consider in the weapons patching buisness, difficult ones. As they involve new ammunition and at least in the XM197 Payload, fancy game mechanics which make the mod pretty nifty but hard to patch. I wish you luck should you wish to patch those two.
I think I have a problem with the NV Hunting Shotgun (https://www.nexusmods.com/fallout4/mods/92334). I can mod it just fine in the weapons bench but I can't access the change ammo feature for some reason.
Thanks!
Is it possible to adapt this mod? He looks amazing! :)
It does look very, very cool.
Please! :D
Thumb up
However, I'm getting a main menu insta-crash while using the manurhin and the mysterious magnum/.44 magnum revolver. It's not a ba2 limit issue - I've added plenty of mods after the crashing started, and I've trimmed my weapon mods down to just those two, and in both cases it still happens. Load order is definitely correct.
Any idea what's causing this?
Edit - also, having roughly counted, going through manually, there's no way I'm anywhere near the ba2 limit. A bit over half, maybe, but nowhere near 255.
Having tested both of those patches running together with my current setup it loaded just fine. Then I tested with the bare bone mod lists, and it worked fine. I then downloaded both my patches and tested it the same way, and it ran just fine, again. Which is perplexing. As I couldn't seem to recreate the issue.
However, upon looking at the past bug reports regarding the Mysterious Magnum, I tested whether I could load the game without X-Cell and lo and behold, it would not run, even with the barest of setups. So, I recommend looking at the bug report regarding the Mysterious Magnum for more details on how to get that set up. Though I still don't understand why it's so vital for the Magnum to function. I'll also add it as listed requirement going forward.
***the same issue occurred and was remedied for the Manurhin Patch as well
Hmm, installing X-Cell didn't fix it. I'm somewhat wary of that plugin after it was ditched from the Midnight Ride guide, in any case.
I think I'm gonna have to resign myself to having all my revolver needs met by the vanilla .44 (which I dislike due to its single-action anims) and the Mateba, which does look pretty sweet, to be fair.
I'm glad you've still got the Mateba though, at least. A very neat revolver. Have fun!
Also, just out of interest so I know for the future, my research has indicated that rather than a solid ba2 limit, the limit is actually on plugins that load ba2 archives. Is that correct?
One last thing and then I'll leave you alone. Wouldn't mind a patch for this if it's at all possible - https://www.nexusmods.com/fallout4/mods/90413 - as it's IMO the closest the classic 10mm SMG has come to looking good.