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PeytonTheGeek

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PeytonTheGeek

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About this mod

Patches some weapons for TR using RobCo Patcher, ESPless, (hopefully) conflictless.

Requirements
Permissions and credits
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tl;dr:

This repository uses Robco Patcher to make Tactical Reload patches for weapons without utilizing an ESP, minimizing potential conflicts and time spent in xEdit resolving conflicts.

This patch is made for mods that I'm currently using or have previously used. I am open to requests if I have the time, just don't expect anything within a timely manner.

How to use:


-Download and install the FOMOD

-If you install any subgraph data patches, load the ESL-flagged-ESPs below any of your weapon mods (and don't worry about patching them in xEdit)

-Play the game and be happy that I spent hours putting this together so you don't have to spend hours in xEdit (or alternatively just don't use TR in the first place lmao)

Requirements:

Robco Patcher, obviously.

As stated previously, this mod requires animation files from other Tactical Reload patches. Here are the list of every patch you'd need to download.
As of version 1.3, I've included all required animation files as the permissions were open! The creators of the animations have been credited in the bottom of this description and in the FOMOD.

How it works:
Spoiler:  
Show
This patch uses Robco Patcher's Weapon Patcher to add Tactical Reload Framework's "AnimsReloadReserve" keyword to weapons via .INI files.
That's it, quick and easy, as shrimple as that..... theoretically.

Some weapons mods require additional "subgraph animation file paths" for the TR reload to work, that aren't present in the base ESP..
This requires those data paths to be patches in using... ESPs, the exact thing this patch repo was meant to avoid.
My solution was to just copy the subgraph data from existing TR patch ESPs into my own ESPs (esl flagged :3),
And since it's in the "Race" section of the ESP, and not "Weapon", it's highly unlikely to be overwritten by anything else, so no need to worry about resolving conflicts in xEdit.

Oh, and that's not even considering the weapons that weren't even made with Tactical Reload in mind, that don't have any animation files present.
So those will need to be downloaded separately, for each and every weapon... for now, I might look into including them, but permissions are a bitch.

Another limitation are mods that have special ways of implementing TR. BH"s mods (luv u bb <3) that use modifications which means my smooth brain would have to think to figure out how to patch them, or the new FiveseveN or Sig P320 mods that have TR patches that change the reload speed and other properties in the base ESP... that means my patch would have to modify the base data which would conflict with most other mods and completely go against the purpose of this mod.


But... why tho?
Spoiler:  
Show
I've spent around 4 years modding Fallout 4 and I'm fucking sick and tired of dragging keywords into ESPs to patch conflicts, or headaches from wondering why my load order isn't working but it is for other people.
When Robco Patcher came out I was pretty excited for what people could do with it... but like alot of frameworks that get released, they aren't really utilized.
Zzyxzz has done an amazing job at promoting their framework by making quite a few mods that utilize it, but I figured it'd be cool if I made a patch showcasing that "hey, you don't need to keep fucking about with ESPs when you can just use this".


Troubleshooting:

-If you can't reload until empty (pressing r does absolutely nothing), make sure your GunBehavior.hkx file isn't being overwritten.
I'd recommend installing and experimenting wiith Merged RootBehavior, load last to make sure it overwrites everything.

-If the gun fwips to the side when you try to reload in first person, then that means the weapon is either missing subgraph data, or it's just missing partial reload animations.

-If the gun still fwips to the side with subgraph data installed, that means another mod is overwriting the weapon's subgraph data, so you'll have to manually patch it in xEdit :(

-If some random gun that isn't at all related to the patch has broken reloads, that means I did a goof and didn't write an INI correctly. This issue happens when Robco filters the FormID for every weapon in your game, instead of from one specific ESP, and some mods share weapon FormIDs.

Credits:

Zzyxzz for creating Robco Patcher, making this possible.

The creators and contributes of
-Tactical Reload Patch Repository
-Tactical Reload Patch Repository Continued
-Tactical Reload Patch Repository - Diacute'd
-Tactical Reload Patch Repository - Eggroll Edition

Bwones for animation files for
-A Bundle of Tape
-FN FAL SA58
-HK UMP
-Makarov PM
-Yomu's Defense Gun

Daikyuto for animation files for
-9x39 Project
-Accuracy International L96A1
-SREP Redux

EggrollPlatter for animation files for
-AK74M
-GIAT FAMAS
-HK MP5 Complex
-Makarov PM (foregrip anims)
-Trophihunter's MP40

esteval2103 for animation files for
-A Bundle of Tape
-Glock 19x
-HK Mark 23 SOCOM
-HK MP7
-M1 Garand
-Russian Recon Pack
-Springfield Armory M1A

Its Revi for EM-2 animation files

Jarai for G11K2 animation files

Shawnee for Escape from Boston - Springfield M14 animation files

ShaquilleWang for .45 Auto Pistol animation files

Subleader for animations for
-HS Produkt VHS-2
-IMI Uzi

Sincerity for animations for
-Makarov PM

DKristof for investigating the issue of other weapons that were entirely unrelated to this patch being affected, as well as pointing out ways to clean up the INI filters and compiling a list of the required animations for certain weapons, big thanks to them <3
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