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MizterMoonshine

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MizterMoonshine

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About this mod

Vanilla exclusions keyword patch for Uneducated Reload's bullet in the chamber mechanic. Conflict free with RobCo Patcher.

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I had some strange and inconsistent behavior with the chambering feature of Bullet in the Chamber - Expanded Weapon Mechanics, so I decided to give Uneducated Reload a try instead. It's working well for me so far, I assume because it's an engine plugin rather than a scripted mod. Unfortunately it comes with no support for any non magazine-based weapons out of the box, not even vanilla weapons, so you have to patch those weapons yourself with Uneducated Reload's provided exclusion keyword. This is a simple RobCo Patcher .ini to add this exclusion keyword to all vanilla weapons that should have it.

Below is the list of patched weapons:

.44 pistol
Western Revolver
Alien Blaster
Flare Gun

Gauss Rifle
Cryolator
Tesla Rifle
Railway Rifle
Syringer

Double Barrel Shotgun

Pipe Bolt Action
Pipe Revolver

Fat man
Minigun
Missile Launcher
Broadsider
Gatling Laser
Flamer
Harpoon Gun
Junk Jet

Laser Gun
Laser Musket
Institute Laser

Plasma Gun

Gamma Gun
Thirst Zapper
Acid Soaker


Note: the Pipe Bolt Action is a mess, both the model and the animation. It has no visible magazine yet in gameplay it holds 6 rounds, while the lazy vanilla animation just crams a fistful of rounds in the chamber and calls it a day. Nina's Proper Pipe Guns Replacer remodels it to give it a magazine, while Vanilla Reanimation Project - Pipe Guns gives it a proper Bullet Counted Reload (with the patch linked in the bugs section). Using VRP Pipe Guns with Uneducated Reload causes the ammo counter on the Pipe Bolt Action to jump rounds i.e. the animation for reloading at 5/6 rounds inserts a single bullet in the gun but the ammo counter then jumps to 7. At least in my game. So I've included the Pipe Bolt Action in the exclusion list. You can comment it out in the .ini according to preference or if you have a different setup for the Pipe Bolt Action.