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CaptainLaserbeam

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CaptainLaserBeam

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About this mod

Patches SS2's virtual resource "supply" system to work with other content, including mods and DLC, as well as a few assorted other changes to integrate them better with SS2.

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WHY?
Play with a lot of mods and find yourself with all sorts of extraneous weapons, ammo, and chems you don't know what to do with and wish you could donate to SS2's virtual supplies? Want to put all that Disciples Armor, Bad Jet, Shine, and .45-70 ammo you've looted but aren't using to work? Well so do I. Now, with the content these patches cover, you can. 

WHAT?
For the most part, this takes various additional weapons, armor, chems, and ammo not covered by SS2 and allows it to count as standard/makeshift/heavy weapon or armor parts, ballistic/energy/explosive ammo, or enhancement/antiradiation/stims chems. It does so by adding these items to the formlists in SS2 so that it will accept them. I made these for myself, but then figured other folks would maybe like to use them. 

HOW? 
You have two choices - you can download the Robco Patcher files or, if you don't have/use Robco Patcher or are playing on Fallout 4 NG, you can use the .esl- flagged .esps I've provided. You don't need both. 

CURRENT PATCHED CONTENT

DLC - Adds harpoons, 7.62 ammo, and .45-70 ammo to count as ballistic ammo. It also adds Robot Armor and Marine Armor to count as heavy armor, and Operator Armor, Pack Armor, Disciples Armor, and Trapper Armor to count as standard armor. Why? Because regular raider armor counts as makeshift and those other armors are definitely a step up from regular raider armor, even if they are a bit makeshift in appearance. Other added chems and weapons are also appropriately added with Radium Rifle, Lever Action Rifle, and Handmade Rifle added as standard weapon parts and Harpoon Gun as heavy weapon parts. The raider chems from Nuka World are also added as enhancement chems. Many other random weapons, all the way from the meat hooks to the Commie Whacker are also placed in categories, along with the Project Cobalt ammo and weapons. 

Munitions - This is an easy one. All the appropriate munitions stuff is added into the appropriate category. Most counts as ballistic, with the exception of SECs and Plasma Cores counting as energy ammo, and 40mm grenades, 25mm grenades, and rockets counting as explosive ammo. 

Raider Overhaul (ONE version from 4estgimp) - This one's a little complex to lay out, but most added raider armors (NOT CLOTHES, ARMORS) now count as some form of armor or another - usually makeshift but with some exceptions (stolen railroad coats, forged armor) and the same with most of the guns and melee weapons added - most makeshift but some standard. Raider Overhaul's consumables - Bad Jet, Shine, and Pain Killers will also now count as enhancement chems. 

DIFFERENCE BETWEEN THE PLUGINS AND THE ROBCO PATCHER VERSION
The Robco Patcher version only adds the extra armors, weapons, ammo, and chems to the appropriate virtual supplies categories in SS2. If that's all you're after, that should suit your purposes fine. However, the plugins do have some extras for folks who do not use Robco Patcher or might be interested in some of the extra touches I've added. Currently that involves interactions with some SS2 plot production lists and some extra uniforms. The reason these aren't part of the Robco patcher file is, well, Robco Patcher does not really support some of these features yet and may never!

Munitions (Plugin Only Additions)
  • Ballistic ammo types added to the SS2 "Munitions Factory" industrial plot if their injections are enabled. This means you only get ballistic ammo created in that plot if you actually use it in your game. I didn't want the SS2 Munitions Factory consuming your resources and churning out a bunch of ammo you don't even have implemented in any weapon mods you might have going in your load order. That's why I did not have Robco Patcher simply add all of this stuff into the formlist for the munitions factory, because unless you play with all the ammo implemented you'd get a lot of trash. 

Raider Overhaul (Plugin Only Additions)
Adds the following underarmors from Raider Overhaul as possible military uniforms for your SS2 army if you prefer your squad to look a little more rough and ready, menacing, eccentric. 
  • Raider Black Suit
  • Bloody Vestments
  • Prison Jumpsuit
  • Tar Walker Outfit
  • Skeleton Costume
  • Iconoclast Outfit
  • Plaid Clan Leathers

DLC Patch (Plugin Only Additions)
Adds the following underarmors from Far Harbor and Nuka World to achieve some different military looks. Not as zany as the Raider Overhaul ones, but still interesting. 
  • Marine Wetsuit
  • Trapper Leathers
  • Bottle and Cappy T-shirt and Jeans
  • Nuka World T-shirt and Jeans


FAQs

Do you plan to do any more patches?
Yes, working on one for Wasteland Imports and another one for Super Mutant Redux as well. Wasteland Imports adds a lot of consumables/chems, and Super Mutant Redux adds lots of new armor and weapons, so both would make sense to do patches for. After that, we'll see.

Will you patch X, Y, or Z mod?
Maybe? I don't really plan to do any mods that add a single weapon or armor because that view might not be worth the climb since we are really just talking about SS2's donation system at this point, but mods that add a bunch of weapons or armors or a bunch of chems might be worth it. 

I disagree with what you've decided to make count/not count from these mods and/or what category you put them in. 
K. I'm willing to hear you out about stuff I may have excluded, but I think the categories I've chosen make sense. You're welcome to make your own version if you disagree. 

For the Robco Version do I need to have all of this stuff for it to work?
Nope. It will detect what you have and proceed accordingly.

Why would I ever use the plugin version? My load order already has hundreds of plugins and additional slots are precious treasures!
Up to you. I made the .esl flagged .esps to help with that. As I mentioned above I have added some features to the plugins that are not in the Robco version and I may add more. If those don't appeal to you, by all means use the Robco Patcher version!
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