1.4 is now available. Not too much of a change but adds animations for Dry Fire and Fire Selection change. Make sure the keywords are added to the weapon and that animtextdata is regenerated. It's 1st Person only and has new edits to those behaviors.
1.3 BCR Support, Manual Reload, Changing Firemode, Weapon Jams, MCM, Slide Locking support. There's an example in the files.
If you're having problems it will most likely be a conflict, If you just have Fallout 4 and this it will work so best give that a try and reintroduce mods till it breaks. Also always use a new save when this is added or updated.
Please! Please!! PLEAAAASE!!!! Make a big front page notice telling mod authors that they should not directly edit the vanilla game or DLC race subgraphs.
They clearly need a guide on how to make an additive subgraph. After seeing conflicts galore when I tried adding this mod to my mod list, I spent most of last night trying to turn conflicting direct edits into additive subgraphs but finally gave up and removed this mod because it was not worth the time and effort.
Other mod authors are effectively breaking your mod without realizing. The one thing you absolutely need to make clear is that they MUST use additive subgraphs.
basically pointers in the esp of weapon mods on for animations. has file paths to set anim set and when you add foregrip the game will know what anim set to use (this is dumb downed) (correct me if im wrong)
This mod worked perfect for me when i used it with see through scopes and the patch that comes with the holotape. Now i removed sts and non of the guns will do a partial reload anymore. I have Tactical Reload Patch Repository with the vanilla and dlc patches on but it still not working. Tried creating a new save and that didn't work either. Edit: For some god damn reason, it was the mod "Sprint reload" that was the culprit. No idea why or how but unticked it in mo2 and now everything works. It worked before when i was using sts and the built in patch in the mcm so maybe it has something to do with that.
Got it to work in NG, I had to download the main file, tactical reload 1.4 and the vanilla and DLC files. Without 1.4 the weapons would not reload manually.
Im curious if others have ran into these issues: When using an automatic weapon that has proper reloading animations, if there is one round left in the gun, it will NOT shoot in first person and the gun fwips to the side. Switching to third person allows the gun to fire, or just reloading (which it properly plays the tactical reload animation) then allows the gun to fire.
Secondly, Ive noticed some NPCs when in combat almost t pose (just their arms, their legs still move). But if you bash them or they stagger, they go back to being able to shoot.
The NPC issue happens with both vanilla and modded guns. Befofe I redid my load order I didnt have the automatic fire issue. Im pretty sure I have merged root behavior and third person animation fixes but Im 90% sure those are compatible with tactical reload.
Out of curiosity, which version are you using? 1.1? 1.3? 1.4? I'm fairly certain this bug (The one bullet bug) doesn't exist in 1.1 as I used it for a long time, and I personally experience it in 1.4. I don't know if it's in 1.3 though, as I skipped over that one.
As for the t-posing, that i cannot say i've experienced.
If you install Tactical Reload and cannot reload guns in 1st person (but still can in 3rd person). Like, you press the reload button and nothing happens. Go ahead and ENABLE See-Through Scope TR patch from STS's setting menu (the holotape provided by STS) or through the MCM menu if you use See Through Scopes - MCM Settings Menu.
I took a while figuring this out myself, so hope that this save you some time. Cheers.
Hi asenina, we're all referring to yet another mod, the Mod Configuration Menu, or MCM:
https://www.nexusmods.com/fallout4/mods/21497
It's used by many other mods to help configure them while playing, and while I'm surprised that you haven't used it before now, you'll find it very handy.
Sadly I have the opposite effect, it works only when I disable it, and then only for the assualt rifle, since I downloaded a reanimation mod for it, all the other weapons just awkwardly flay around, tried in vortex to set the plugins to load after the unofficial patch in hopes to make it work nothing, which is infuriating since I just recently made a clear wipe and used the mod fine just a week ago before the wipe
So this may work for some but this did not fix everything for me. Even with the from the holotape for STS having the patch now (ontop of the other files for compatibility), it did not work. I was just about to give up on this mod until I ran into something on the Steam Discussions for Fallout 4.
IF you're still having reload issues despite having the right patches, your LOAD ORDER is the issue. Here's how I fixed my issue:
Open LOOT (You can also use Vortex or MO2 but I used LOOT because it's incredibly easy to edit the load order with it)
Manually search for "TacticalReloadVanilla.esp" AND TacticalReloadDLC.esp"
At the top, select "Plugin"
Go to "Change Metadata" [Note: You have to do this for each plugin]
Under "Group", change it to "Low Priority Overrides" and save
After doing that to both plugins, Update Masterlist then Sort Plugins
Those 2 files should be as low on the load order list as they need to be. And since Vortex works in tandem with LOOT, the changes should translate.
This took me a full week of constantly having to switch between 3rd person and 1st person to reload weapons. Since other mods that edit first person animations were conflicting with Tactical Reload, I was also losing frames for some reason. After the fix, I got a solid 15 FPS increase everywhere as well. However, mileage may vary there :) I haven't had any issues with reloading since, modded or vanilla.
ANOTHER THING: I was using Sprint Reload as well but even with the above changes, TR would not work. So I removed that mod all together. Someone else posted on this already and looks like it's a load order issue. However, I can't be bothered with that haha.
Is this for even if I'm not using STS? Because I'm having that issue, but I am not using STS.
yep. my tactical reloads was working fine until i happened to get another mod that had STS support. after that vanilla weapons would move (like i was swinging them) when i pressed reload, but wouldn't complete the animation and would only reload if i emptied the magazine. even disabling TR and the vanilla patch didn't fix, but getting STS and its patch fixed it.
thanks a lot brother, I agree this should be pinned,
I've been trying to find the cause of my gun unable to reload and this works for me. I used STS and TR and would've never thought STS was the cause, and it even has patches for TR in game on its holotape.
Still doesn't work, MCM doesnt respond, tried using the holotape but the only options I have are to return to the previous menu. checked my load order 3d.scopes.esp was loading after tacticalreload.esm. set a custom rule just in case. tried downloading and installing the patch from the mod page. Tried loading tactical reload after see through scopes for shits and giggles. Anything I've missed?
Now I prefer to use this patch, it solves all problems directly from the root. There is also no need to use TR's STS patch. Because now some weapons still have animation issues with their BCR if using BCR STS TR at the same time, but with this, everything will work fine.
902 comments
Manual Reload - F4SE at Fallout 4 Nexus - Mods and community (nexusmods.com)
1.4 is now available. Not too much of a change but adds animations for Dry Fire and Fire Selection change. Make sure the keywords are added to the weapon and that animtextdata is regenerated. It's 1st Person only and has new edits to those behaviors.
1.3 BCR Support, Manual Reload, Changing Firemode, Weapon Jams, MCM, Slide Locking support. There's an example in the files.
If you're having problems it will most likely be a conflict, If you just have Fallout 4 and this it will work so best give that a try and reintroduce mods till it breaks. Also always use a new save when this is added or updated.
They clearly need a guide on how to make an additive subgraph. After seeing conflicts galore when I tried adding this mod to my mod list, I spent most of last night trying to turn conflicting direct edits into additive subgraphs but finally gave up and removed this mod because it was not worth the time and effort.
Other mod authors are effectively breaking your mod without realizing. The one thing you absolutely need to make clear is that they MUST use additive subgraphs.
Edit: For some god damn reason, it was the mod "Sprint reload" that was the culprit. No idea why or how but unticked it in mo2 and now everything works. It worked before when i was using sts and the built in patch in the mcm so maybe it has something to do with that.
enable the patch in the settings holotape in misc.
it worked for me.
When using an automatic weapon that has proper reloading animations, if there is one round left in the gun, it will NOT shoot in first person and the gun fwips to the side. Switching to third person allows the gun to fire, or just reloading (which it properly plays the tactical reload animation) then allows the gun to fire.
Secondly, Ive noticed some NPCs when in combat almost t pose (just their arms, their legs still move). But if you bash them or they stagger, they go back to being able to shoot.
The NPC issue happens with both vanilla and modded guns. Befofe I redid my load order I didnt have the automatic fire issue. Im pretty sure I have merged root behavior and third person animation fixes but Im 90% sure those are compatible with tactical reload.
As for the t-posing, that i cannot say i've experienced.
If you install Tactical Reload and cannot reload guns in 1st person (but still can in 3rd person). Like, you press the reload button and nothing happens. Go ahead and ENABLE See-Through Scope TR patch from STS's setting menu (the holotape provided by STS) or through the MCM menu if you use See Through Scopes - MCM Settings Menu.
I took a while figuring this out myself, so hope that this save you some time. Cheers.
The MCM menu zZzKaizZz is referring to comes from this mod:
https://www.nexusmods.com/fallout4/mods/56352
https://www.nexusmods.com/fallout4/mods/21497
It's used by many other mods to help configure them while playing, and while I'm surprised that you haven't used it before now, you'll find it very handy.
tried in vortex to set the plugins to load after the unofficial patch in hopes to make it work
nothing,
which is infuriating since I just recently made a clear wipe and used the mod fine just a week ago before the wipe
IF you're still having reload issues despite having the right patches, your LOAD ORDER is the issue. Here's how I fixed my issue:
- Open LOOT (You can also use Vortex or MO2 but I used LOOT because it's incredibly easy to edit the load order with it)
- Manually search for "TacticalReloadVanilla.esp" AND TacticalReloadDLC.esp"
- At the top, select "Plugin"
- Go to "Change Metadata" [Note: You have to do this for each plugin]
- Under "Group", change it to "Low Priority Overrides" and save
- After doing that to both plugins, Update Masterlist then Sort Plugins
Those 2 files should be as low on the load order list as they need to be. And since Vortex works in tandem with LOOT, the changes should translate.This took me a full week of constantly having to switch between 3rd person and 1st person to reload weapons. Since other mods that edit first person animations were conflicting with Tactical Reload, I was also losing frames for some reason. After the fix, I got a solid 15 FPS increase everywhere as well. However, mileage may vary there :) I haven't had any issues with reloading since, modded or vanilla.
ANOTHER THING: I was using Sprint Reload as well but even with the above changes, TR would not work. So I removed that mod all together. Someone else posted on this already and looks like it's a load order issue. However, I can't be bothered with that haha.
I agree this should be pinned,
I've been trying to find the cause of my gun unable to reload and this works for me.
I used STS and TR and would've never thought STS was the cause, and it even has patches for TR in game on its holotape.