I have to say that I really appreciate not just the effort that you put into so many patches, but that you also put in so much dialogue of your thought process/justification in patching the weapon and making it balanced/how it will play out <3
Could use decent patches for Machineguns Rebirth and Miniguns Rebirth mods. There are patches for them but they're very basic and could use your skill full touch. I do not mean to make a request but those guns fit right on for late game.
I would ask you to refrain from speaking quite like that about other patches and patch authors. As it's impolite, awkward, and not how I'd want to have my own efforts/patches spoken of.
I don't tend to patch weapons that already have a patch. And would only do so if I had already set in my mind the intent to do so or because said patches are for older versions of Horizon. I can think of only one weapon patch made for 1.94 Hz, that I would consider doing a patch of my own for, and that's because I'd prefer if the weapon used my .45-70 (Regular) ammo.
Also those two weapon mods you mentioned, while neat, never really clicked with me. And I don't patch weapons I don't/wouldn't use personally.
Hopefully we'll have some new heavy weapons/machine guns in the near-ish future. I'm personally holding out hope that the Commonwealth Weaponry Team and/or Spadey01 & friends are cooking up something like that. But we'll see.
Hmm, I think I wanted to do a patch for it, attempted to download that patch, it ended up failing to download and I didn't notice, moved/continued on with another patch and forgot about it.
Anyways, I updated that patch and uploaded a TR version of it. Safe to update to it.
Hello Grimlost! About Laser RCW - Fallout New Vegas Hz, looks like you forget to patch: 00CWCritGreenLaser [SPEL:xxxxx022] 00CWGreenCritLaserEffect [MGEF:xxxxx021] 00CWGreenAshPileOnDeathEffect [MGEF:xxxxx261] These are green laser critical and ash pile effects, they need to be patched to work with "disable ash pile" function.
You can navigate to: CritLaser [SPEL:000731B2] and AshPileOnDeathEffect [MGEF:001A692F] first to see how Horizon changes vanilla laser critical and ash pile effects.
Just add conditions to 00CWGreenCritLaserEffect [MGEF:xxxxx021] and 00CWGreenAshPileOnDeathEffect [MGEF:xxxxx261]:
GetGlobalValue Equal to 0 Z_Arc_Config_Horizon_AshPileDisable [GLOB:xx003CC1]
Go to 00CWCritGreenLaser [SPEL:xxxxx022] And change magnitute of 00CWGreenCritLaserEffect [MGEF:xxxxx021] to 1
Robco Patcher is a soft requirement for my patches as it distributes patched weapons to vendors. And any specific patch like the 20mm uses it to also distribute new the new ammo in that patch.
So, you shouldn't need to console command weapons as you'll still be able to find weapons on enemies or buy them from Horizon's Market Trading Terminal.
Sorry but I am a little confused with your instructions. Can you please ELI5 by maybe providing an example Load Order. The Main File specifically is confusing me. I don't know where to place it on the left or right pane.
On the left panel of Mod Organizer. Base Weapon Mods. Horizon GrimLost's Horizon 1.9 Patches (Main File) My Patched Weapons for Hz (Optional Files)
On the right panel of Mod Organizer:
Base Weapon Mods.plugins (IF my patch isn't a Replacer Plugin, see my Laser RCW Non-Replacer Patch) Z_Horizon.esp Z_Horizon_DLC_All.esp HorizonPatch_GrimLost.esp (Main File plugin) My_Patched_Weapons_Hz.esp (Optional Files plugins)
I hope that helps, I'm not great with formatting texts and such. Be sure to have read Horizon's installation article: here And you can also check out this fancy load order Example Load Order by fellow Hz Patcher Om3n's page: here
Assuming the crash it at the menu, it could be that you've hit the ba2 archive limit. Which would likely be the cause of your crash. Though you can test and see if you disable like five gun mods or other mods with ba2 archives and then test with the 10mm Revolver + my patch to see if it's the issue.
I have disabled all gun mods (I only install Dak's mod and the scrap shotgun) and have activated the 10mm revolver and the patch. The game continues to crash at the save loading screen and occasionally after opening load saves menu.
Only installing the weapon + rail fix without the patch (I know I shouldnt do that, I'm just testing) is not crashing my game so its not ba2 limit then?
Here is the scanned crashlog, not sure if this is helpful https://pastebin.com/afZM8qqm
Welp. I'm not sure what the problem is, since it works fine for me. However, I've decided to redo the patch from scratch. (It was an old one, so maybe there was some error baked into it? Unclear.)
Per most of, if not all of my patches, they can be installed safely mid-game, just like the base weapons can, so long as you've never had the previous un-patched version of the mod installed.
I should hopefully have the 10mm Revolver v2 patch up later today (12-ish hours)
Good news! I was randomly reading about the Manurhin MR73 Revolver description that says to install X-Cell so I install that and it fix the crash even though I already have Buffout.
So for anyone that have the same problem, install X-Cell and disable some Buffout settings as stated in X-Cell description, if you have buffout installed.
Hmm, this persisting issue with Revolver type weapons, crashing, and the solution to install X-cell is very strange indeed. I'll add that note in to 10mm Revolver. I'm glad it's working out now.
While setting up for another playthrough I went a little crazy, going from like 14 gun mods to 54 (all grim). Anyways, I too was crashing before the main menu. Tried temp moving some BA2s even though I'm at 366, still crashed. Buffout 4 trace kept mentioning "smg" before pointing to Laser RCW(Replacer). Unchecked it, game loads. Saw this comment and decided to look into X-cell (thought was something for facegen on NG only). Turns out that too fixed whatever the issue was with Laser RCW. So yeah, it might also be worth mentioning X-cell as a fix for Laser RCW crash issues as well. Kudos to AugusST and GrimLost, many thanks. :)
Thanks for the report. I now, have added not only a recommendation to use X-Cell in the Laser RCW's description but to the Install section as well. I'm still confused as to why these crashes are occuring but I'm glad that X-Cell remedies it.
It doesn't sit well with me either. Since Buffout, for me, mentioned "SMG" twice before pointing to Laser RCW I decided to look in xedit. In Object Template, Combination#3, there's an entry whose Full - Name is "SMG" (For weapon Laser RCW). Is the name the issue? Maybe referenced too many times by other mods in game engine? Idk, spit balling here.
Yeah, Idk. It would be wild if the templates name was the cause, since so many other weapons have pretty much the same names over and over again. With 'SMG' not really be that common. A strange issue, indeed. I changed it anyway in my latest update. But I doubt it'll solve the issue.
Appreciate the update. Removed X-cell and loaded back Buffout config. And yet it still wants to crash. The only other thing I see in the call stack is a discrepancy in the form type, yet in xedit everything looks good. I'm at a loss. I'm just count it as some strange engine issue that X-cell can resolve. Again, really appreciate everything you do. Crash log.
Hey, quick question, what could be the reasons why some guns don't spawn properly on enemies/overworld? been noticing some guns that I've downloaded but never encountered in the commonwealth.
I recently discovered, an issue in which some (mostly combat/assault rifle type guns) had an incorrect setting, which would likely be the cause of them not showing up. I've recently updated some of those patches, but there are others. Be sure to update any of the patches you've downloaded, if possible.
If you can think of which specific ones aren't showing up, let me know. I'd appreciate that.
I did some testing, and everything I tested (I missed the M1903 but it looks fine) except the Laser Garand showed up. So, I tinkered with it and uploaded a new version that MIGHT increase its chance to be found. However, most of the weapons were somewhat infrequent.
Which make sense, as with each added weapon the 'pool' in which they're pulled from grows and decreases the chance you'll see any specific weapon. I tested with my full load order and a much smaller load order and the results varied between them. Though it also depends on the enemies.
With the Gunners likely being the best chance to find any of the weapons you listed, except perhaps the Laser Garand and the TOZ. As the former was initially suppose to be found in Energy Weapon using Gunners, who seem somewhat rare. And the later was purposefully made to rarely appear on Raiders. I guess I really wanted to make that one out to be a rare, rare spawn... hmm I may change that at a later date. But when you find one, know you got lucky!
Anyways, thanks for the info. The testing I did to check in on those weapons was informative to me, I hope.
I see, thank you so much for checking these yourself.
It's a bummer I haven't encountered much of these guns out in the wild, especially the surplus and the 1911 in the early game but given the how these guns are not makeshift and must be pretty scarce, it's understandable that they're rare.
I did just encounter the m1903 and west tek today though, but only once.
324 comments
My upcoming plans are the Falcon Arms MP4 Spectre SMG by The6thMessenger & the CW Shotgun Revolver by the Commonwealth Weaponary 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.
want to have my own efforts/patches spoken of.
I don't tend to patch weapons that already have a patch. And would only do so if I had already set in my mind the intent to do so or because said patches are for older versions of Horizon. I can think of only one weapon patch made for 1.94 Hz, that I would consider doing a patch of my own for, and that's because I'd prefer if the weapon used my .45-70 (Regular) ammo.
Also those two weapon mods you mentioned, while neat, never really clicked with me. And I don't patch weapons I don't/wouldn't use personally.
Hopefully we'll have some new heavy weapons/machine guns in the near-ish future. I'm personally holding out hope that the Commonwealth Weaponry Team and/or Spadey01 & friends are cooking up something like that. But we'll see.
Someone made a patch already: https://www.nexusmods.com/fallout4/mods/92323
Anyways, I updated that patch and uploaded a TR version of it. Safe to update to it.
co_mod_AmmoType_F4NVLaserPistol_FusionOCAP [COBJ:xxxxx00E]
CNAM - Create Object leads to mod_AmmoType_F4NVLaserPistol_FC_AP [OMOD:xxxxx054]
which should be mod_AmmoType_F4NVLaserPistol_FCOC_AP [OMOD:xxxxx056]
About Laser RCW - Fallout New Vegas Hz, looks like you forget to patch:
00CWCritGreenLaser [SPEL:xxxxx022]
00CWGreenCritLaserEffect [MGEF:xxxxx021]
00CWGreenAshPileOnDeathEffect [MGEF:xxxxx261]
These are green laser critical and ash pile effects, they need to be patched to work with "disable ash pile" function.
You can navigate to:
CritLaser [SPEL:000731B2] and AshPileOnDeathEffect [MGEF:001A692F] first
to see how Horizon changes vanilla laser critical and ash pile effects.
Just add conditions to 00CWGreenCritLaserEffect [MGEF:xxxxx021] and 00CWGreenAshPileOnDeathEffect [MGEF:xxxxx261]:
GetGlobalValue
Equal to 0
Z_Arc_Config_Horizon_AshPileDisable [GLOB:xx003CC1]
Go to 00CWCritGreenLaser [SPEL:xxxxx022]
And change magnitute of 00CWGreenCritLaserEffect [MGEF:xxxxx021] to 1
And done!
Much appreciated!
So, you shouldn't need to console command weapons as you'll still be able to find weapons on enemies or buy them from Horizon's Market Trading Terminal.
On the left panel of Mod Organizer.
Base Weapon Mods.
Horizon
GrimLost's Horizon 1.9 Patches (Main File)
My Patched Weapons for Hz (Optional Files)
On the right panel of Mod Organizer:
Base Weapon Mods.plugins (IF my patch isn't a Replacer Plugin, see my Laser RCW Non-Replacer Patch)
Z_Horizon.esp
Z_Horizon_DLC_All.esp
HorizonPatch_GrimLost.esp (Main File plugin)
My_Patched_Weapons_Hz.esp (Optional Files plugins)
I hope that helps, I'm not great with formatting texts and such.
Be sure to have read Horizon's installation article: here
And you can also check out this fancy load order Example Load Order by fellow Hz Patcher Om3n's page: here
Very simple and easy to follow even if you say you are not good at formatting. You should put this on the main page honestly.
Also, I read you accept suggestions. How about this? https://www.nexusmods.com/fallout4/mods/34004
As to that mod, nah. I looked at that recently and it wasn't particularly my thing looks wise. And I only patch weapons I would actually use.
Only installing the weapon + rail fix without the patch (I know I shouldnt do that, I'm just testing) is not crashing my game so its not ba2 limit then?
Here is the scanned crashlog, not sure if this is helpful https://pastebin.com/afZM8qqm
here is the normal crash log: https://pastebin.com/Sp2Ra3bx
(It was an old one, so maybe there was some error baked into it? Unclear.)
Per most of, if not all of my patches, they can be installed safely
mid-game, just like the base weapons can, so long as you've never had
the previous un-patched version of the mod installed.
I should hopefully have the 10mm Revolver v2 patch up later today (12-ish hours)
So for anyone that have the same problem, install X-Cell and disable some Buffout settings as stated in X-Cell description, if you have buffout installed.
So yeah, it might also be worth mentioning X-cell as a fix for Laser RCW crash issues as well. Kudos to AugusST and GrimLost, many thanks. :)
Crash log.
[RSP+0 ] 0x7FF66ED80595 (void* -> Fallout4.exe+0050595)
[RSP+8 ] 0x1F4A0C7A000(void*)
[RSP+10 ] 0x4654424F(size_t)
[RSP+18 ] 0x1F4EA57F140(BGSMod::Template::Item*)
Full Name: "SMG (RCW)"
[RSP+20 ] 0x8796DDF480 (void*)
[RSP+28 ] 0x1F4EA57F140(BGSMod::Template::Item*)
Full Name: "SMG (RCW)"
[RSP+30 ] 0x7FF66ED80E01 (void* -> Fallout4.exe+0050E01)
[RSP+38 ] 0x1F4A0C7A000(void*)
[RSP+40 ] 0x7FFB44B0BF65 (void* -> Buffout4.dll+004BF65)
[RSP+48 ] 0x1F4A0C7A000(void*)
[RSP+50 ] 0x0 (size_t)
[RSP+58 ] 0x0 (size_t)
[RSP+60 ] 0x7FFB00000000 (size_t)
[RSP+68 ] 0x0 (size_t)
[RSP+70 ] 0x83(size_t)
[RSP+78 ] 0x0 (size_t)
[RSP+80 ] 0x0 (size_t)
[RSP+88 ] 0x0 (size_t)
[RSP+90 ] 0x0 (size_t)
[RSP+98 ] 0xFFFF00000000 (size_t)
[RSP+A0 ] 0x1F4A0010000(void*)
[RSP+A8 ] 0x1F4EA587430(BGSMod::Template::Items*)
[RSP+B0 ] 0x9C0 (size_t)
[RSP+B8 ] 0x1F4A0C7A000(void*)
[RSP+C0 ] 0x7FF66ED81551 (void* -> Fallout4.exe+0051551)
[RSP+C8 ] 0x1F4EA57F140(BGSMod::Template::Item*)
Full Name: "SMG (RCW)"
[RSP+D0 ] 0x1F4EA587438(void*)
[RSP+D8 ] 0x4 (size_t)
[RSP+E0 ] 0x7FF66EE628AE (void* -> Fallout4.exe+01328AE)
[RSP+E8 ] 0x1F400000008(void*)
[RSP+F0 ] 0x1F4352ACEC0(void*)
[RSP+F8 ] 0x7FF6719796C8 (void* -> Fallout4.exe+2C496C8)
[RSP+100] 0x1F4EA587438(void*)
[RSP+108] 0x7FF6719796C8 (void* -> Fallout4.exe+2C496C8)
[RSP+110] 0x1F4EA587438(void*)
[RSP+118] 0x1F4EA587400(TESObjectWEAP*)
File: "CWRCW.esp"
Flags: 0x40400000
Form ID: 0xFE06700B
Form Type: 43
Full Name: "Laser RCW"
[RSP+120] 0x9C0 (size_t)
[RSP+128] 0x1F4A0C7A000(void*)
[RSP+130] 0x0 (size_t)
[RSP+138] 0x1 (size_t)
[RSP+140] 0x7FF66F07BF16 (void* -> Fallout4.exe+034BF16)
[RSP+148] 0x0 (size_t)
[RSP+150] 0x8796DDF620 (void*)
[RSP+158] 0x1F40000000C(void*)
[RSP+160] 0x1F4352ACEC0(void*)
[RSP+168] 0x8796DDF5C9 (void*)
[RSP+170] 0x7FF66EE90535 (void* -> Fallout4.exe+0160535)
[RSP+178] 0x10(size_t)
[RSP+180] 0x1F4EA5E1F60(void*)
[RSP+188] 0x1F4A0C850C0(BSFile*)
[RSP+190] 0x7FF670885AC3 (void* -> Fallout4.exe+1B55AC3)
[RSP+198] 0x1F4A0C850C0(BSFile*)
[RSP+1A0] 0x1F4EA632B48(void*)
[RSP+1A8] 0x1F4EA5C2800(TESObjectSTAT*)
File: "CWRCW.esp"
Flags: 0x00000000
Form ID: 0xFE06722E
Form Type: 36
[RSP+1B0] 0x1F4EA5C2800(TESObjectSTAT*)
File: "CWRCW.esp"
Flags: 0x00000000
Form ID: 0xFE06722E
Form Type: 36
[RSP+1B8] 0x1F4A0C7A000(void*)
[RSP+1C0] 0x7FF66EE61976 (void* -> Fallout4.exe+0131976)
[RSP+1C8] 0x1F4A0C850C0(BSFile*)
If you can think of which specific ones aren't showing up, let me know. I'd appreciate that.
The ones I've noticed, am sure of, and can remember is the
Surplus Pistol
M1903 Bolt Action
1911
laser garand
West tek combat rifle
TOZ Ou shotgun
Still, thanks for your work man, really appreciate it, I find the guns in vanilla horizon kinda lacking so these fill up that hole.
Which make sense, as with each added weapon the 'pool' in which they're pulled from grows and decreases the chance you'll see any specific weapon. I tested with my full load order and a much smaller load order and the results varied between them. Though it also depends on the enemies.
With the Gunners likely being the best chance to find any of the weapons you listed, except perhaps the Laser Garand and the TOZ. As the former was initially suppose to be found in Energy Weapon using Gunners, who seem somewhat rare. And the later was purposefully made to rarely appear on Raiders. I guess I really wanted to make that one out to be a rare, rare spawn... hmm I may change that at a later date. But when you find one, know you got lucky!
Anyways, thanks for the info. The testing I did to check in on those weapons was informative to me, I hope.
It's a bummer I haven't encountered much of these guns out in the wild, especially the surplus and the 1911 in the early game but given the how these guns are not makeshift and must be pretty scarce, it's understandable that they're rare.
I did just encounter the m1903 and west tek today though, but only once.
Thanks again!