Hello and welcome!
Here are some general information about creating .ini files.
For more information for each category, select the article of the category that is interesting to you.
Comments in ini files
They always start with /. You also only need one / but // look better.
Structure and loading ini files
Data
|------F4SE
|--------- Plugins
-----------RobCo_Patcher.dll
-----------RobCo_Patcher.ini
|----------RobCo_Patcher
|------------------- ammo, armor, npc, race, weapon, and more
Ini files need to be placed in the folder, depending on the ini type. If you created an ini file to patch races, you need to place it into the race folder.
You can create additional folders, within each category and name them for example like your mod. You can structure your folder freely.
For Example:
F4SE/Plugins/RobCo_Patcher/npc/myModFolder/myfile.ini
F4SE/Plugins/RobCo_Patcher/npc/myModFolder/raider/myfile.ini
F4SE/Plugins/RobCo_Patcher/npc/myModFolder/gunner/myfile.ini
There are two types of ini files:
1. someIniFile.ini
2. Fallout4.esm.ini, SomeMod.esp.ini
The main difference is, if the ini name contains the name of an esm, esp, esl file, the file is only read, when the mod is also active in the load order. Otherwise it gets skipped.
Important: When you create ini files specific to mods like myMod.esp.ini Make sure that you put them into a mod folder. Otherwise it could happen, that the mod manager will overwrite it by accident. Because they use the same filename.
Example:
Mod A:
F4SE/Plugins/RobCo_Patcher/npc/myModFolder/Fallout4.esm.ini
Mod B:
F4SE/Plugins/RobCo_Patcher/npc/myModFolder/Fallout4.esm.ini
This is bad!
Mod A:
F4SE/Plugins/RobCo_Patcher/npc/myModFolder/ModA/Fallout4.esm.ini
Mod B:
F4SE/Plugins/RobCo_Patcher/npc/myModFolder/ModB/Fallout4.esm.ini
Perfect! No conflict!
How to create a patch string
Patch strings are now modular. This means, you only need to use the parts, which you really need.
Patch strings have two parts
Filter and Operation
With the Filter options, you can specify which objects you want to patch.
With the Operation you can change an object or do something with it.
For example we want to patch the 10mm weapon and want to change the ammo to .308 and apply the correct ammo leveled list for .308
filterByWeapons= Fallout4.esm|00004822:setNewAmmo=Fallout4.esm|0001F66B:setNewAmmoList=Fallout4.esm|000FF424
With Update 2.8.0 its also possible to write only the id of the form itself, without the identifier for the load order
filterByWeapons= Fallout4.esm|4822:setNewAmmo=Fallout4.esm|1F66B:setNewAmmoList=Fallout4.esm|FF424
0 comments