wdym thats correct u mean the setup is right? i thought im suppose to get 200for start but now 175 hp with 4 endurance and -1endurance from debuff. still in vault 111. something aint right
You mean with robco patch for bld and 3 end (4 base end minus 1 end from debuff) you’ve got 175hp? I gave my character 3 end and with patcher I think I had 175 hp. No patcher and 1 end it was 185 hp. I don’t have any other overhauls installed and followed install instructions. Maybe the mod description is outdated?? Also is this patch necessary if I only use vanilla stuff for weapons and enemies and only other mods by the author like bastion, cooking overhaul, direct hit etc?? Switched the patch on, new game with 1 end point = 185 hp. BLD at the bottom of load order, the only mods that sit lower are cooking overhaul and bastion. Not sure where the 200 and 180hp come from?? I’m concerned because if this isn’t correct the you start to think what else is not, is BLD working as intended at this point!?
"...It also automatically patches mod added NPCs and weapons! .. This mod takes care of patching ammo types, races, npcs and weapons added by other mods*. *Many patches for different mods, which add new types of ammo, are already added."
But no list which mods. And this miracle patch is not even listed under requirements for BLD. Im using ECO crafting, neo and DankRaffts CombinedArms weapon overhau and munitions. Is this just autopatched then?... Sounds too good to be true.
it patches EVERY thing you have downloaded, thats why Robco patcher is one of the best mods out there, it also does so in a way that doesnt bloat your esp list
When it say that it patches races, does that include non-vanilla races or npcs such as those found in the Point Lookout mod? I ask this because I am currently using Scourge on top of the BLD RobCo patch, and I am convinced that Scourge is slowing my game down. I only really use Scourge because it has a patch for Point Lookout and South Of The Sea - Atom's Storm. But if I can delete Scourge altogether and just use this patch, all the better. Any help or advice in this regard would be greatly appreciated. (Sorry. the non-vanilla races being the Swampfolk from Point Lookout and I think, the Hyper Deathclaw from South Of The Sea).
Apart from it doesn't. It's completely ignoring Unique uniques, More uniques and a slew of Weapon mods in my load order leading to some guns to come out of the gate with 5 damage, and the same gun to drop 20 seconds later with 85 damage.
After having installed the old compatches and making a few of my own, I realized I had this mod installed (lol). I understand this mod means other compatches are not needed generally, but I still have some other changes in my custom compatches* I made I want to keep, such as mag size.
So my question: Is the following list I've gathered seem like all the changes that are made by this mod? I.e., I'm asking in the context of "well, if this mod will overwrite receiver damage mults, I won't bother touching them in my personal mod; but this mod doesn't overwrite receiver weights, so I can have such changes in my custom mods."
If I'm reading the .ini files and the mod description correctly, this mod should overwrite any compatches for mod weapons in the following items: select "Weapon" stats [attackDamage, bashDamage/secondaryDamage, outOfRangeMult]; a kinda-sorta-automatic way of handling only the attackDamage changes for receivers (i.e., did the mod author use sane names? I see that misspelled hardend you had to add lol); possibly the aimModel changes (or "aimModel=none" means don't change anything; I think it's this one); a bunch of custom mod compatches (of which none are the ones I use) and a bunch of irrelevant-to-this-question NPC stuff.
This mod doesn't touch: none-receiver weapon mods and their stats; non-attackDamage changes to receivers; probably the aimModel changes.
This all seem right? And do the operations listed in each .ini happen in order of top to bottom? i.e., so the top line might do one thing, but a later one might overwrite that change (like if "it's a rifle, but it uses pistol ammo")
P.S. Thanks for making neat mods c:
*: I made custom compatches because your pre-this-mod patches required that ArmorKeywords mod.
I'm kinda thinking about giving BLD another try mid-game ... Used it a lot in the past and endorsed it but I redid my whole modlist and kinda left it out. I was also a bit bothered that the "Head destruction" didn't quite work, so headshots were 100% a onehit which, at least to me, made the game a bit too easy at times. Still love the mod a lot and the newer ones you put out.
Does the above mentioned feature work for you these days?
Is BLD with RobCo patcher compatable with SS2 chapters 1-3? I read in their wiki the problems with Robco patcher and with of their NPC's and npc's bespoke weapons?
It's hard to play FO4 without BLD for my tastes, but confused if the Robco requirement can be used safely or not with SS2 and doesn't prevent scenes from progressing etc.
Hello sorry for my bad english, im playing fallout with this mod installed, i installed it afer installing all the weapon mods i wanted, can i install new weapons mods and this patch will still work on new mods installed?
It`s my mini ini-file for Modern Firearms to change ammo damage:
any weapon damage = weapon damage + ammo damage
path: ...\Steam\steamapps\common\Fallout 4\Data\F4SE\Plugins\RobCo_Patcher\ammo\Better Locational Damage u need create a file with filename: Modern Firearms.esp.ini
so do i need to patch the robco patch with the no projectile patch or do i just use the no projectile patch alone when i'm using WoF redux patch too? i get confused when it says, "overwrite main file". after patching i one shot legendaries from respawnable legendary enemies mod with a 10mm pistol. they are normally bullet sponges that multiple nukes won't kill. not sure if mod conflict or how to adjust the damage. hoped to make them killable, but not 1 shot.
114 comments
Also is this patch necessary if I only use vanilla stuff for weapons and enemies and only other mods by the author like bastion, cooking overhaul, direct hit etc??
Switched the patch on, new game with 1 end point = 185 hp. BLD at the bottom of load order, the only mods that sit lower are cooking overhaul and bastion. Not sure where the 200 and 180hp come from?? I’m concerned because if this isn’t correct the you start to think what else is not, is BLD working as intended at this point!?
*Many patches for different mods, which add new types of ammo, are already added."
But no list which mods. And this miracle patch is not even listed under requirements for BLD. Im using ECO crafting, neo and DankRaffts CombinedArms weapon overhau and munitions. Is this just autopatched then?... Sounds too good to be true.
So my question: Is the following list I've gathered seem like all the changes that are made by this mod? I.e., I'm asking in the context of "well, if this mod will overwrite receiver damage mults, I won't bother touching them in my personal mod; but this mod doesn't overwrite receiver weights, so I can have such changes in my custom mods."
If I'm reading the .ini files and the mod description correctly, this mod should overwrite any compatches for mod weapons in the following items: select "Weapon" stats [attackDamage, bashDamage/secondaryDamage, outOfRangeMult]; a kinda-sorta-automatic way of handling only the attackDamage changes for receivers (i.e., did the mod author use sane names? I see that misspelled hardend you had to add lol); possibly the aimModel changes (or "aimModel=none" means don't change anything; I think it's this one); a bunch of custom mod compatches (of which none are the ones I use) and a bunch of irrelevant-to-this-question NPC stuff.
This mod doesn't touch: none-receiver weapon mods and their stats; non-attackDamage changes to receivers; probably the aimModel changes.
This all seem right? And do the operations listed in each .ini happen in order of top to bottom? i.e., so the top line might do one thing, but a later one might overwrite that change (like if "it's a rifle, but it uses pistol ammo")
P.S. Thanks for making neat mods c:
*: I made custom compatches because your pre-this-mod patches required that ArmorKeywords mod.
Still love the mod a lot and the newer ones you put out.
Does the above mentioned feature work for you these days?
It's hard to play FO4 without BLD for my tastes, but confused if the Robco requirement can be used safely or not with SS2 and doesn't prevent scenes from progressing etc.
any weapon damage = weapon damage + ammo damage
path: ...\Steam\steamapps\common\Fallout 4\Data\F4SE\Plugins\RobCo_Patcher\ammo\Better Locational Damage
u need create a file with filename: Modern Firearms.esp.ini
filedata:
//5.45x39mm Soviet
filterByAmmos=Modern Firearms.esp|0100A104:ammoCategory=none:attackDamage=30:setNewProjectile=none:addToFormList=none
//Ammo9mm
filterByAmmos=Modern Firearms.esp|0100A103:ammoCategory=none:attackDamage=20:setNewProjectile=none:addToFormList=none
//.357 MAGNUM
filterByAmmos=Modern Firearms.esp|0102E9A8:ammoCategory=none:attackDamage=45:setNewProjectile=none:addToFormList=none
//6.8 SPC
filterByAmmos=Modern Firearms.esp|0100A10D:ammoCategory=none:attackDamage=40:setNewProjectile=none:addToFormList=none
//.300 BLK
filterByAmmos=Modern Firearms.esp|0100A109:ammoCategory=none:attackDamage=30:setNewProjectile=none:addToFormList=none
//7.62x39
filterByAmmos=Modern Firearms.esp|0100A102:ammoCategory=none:attackDamage=20:setNewProjectile=none:addToFormList=none
//7.62x54R
filterByAmmos=Modern Firearms.esp|0100A105:ammoCategory=none:attackDamage=35:setNewProjectile=none:addToFormList=none
//.22LR
filterByAmmos=Modern Firearms.esp|0100A101:ammoCategory=none:attackDamage=15:setNewProjectile=none:addToFormList=none
//.50 Beowulf
filterByAmmos=Modern Firearms.esp|0100A10A:ammoCategory=none:attackDamage=55:setNewProjectile=none:addToFormList=none
//5.7x28 FN
filterByAmmos=Modern Firearms.esp|0100A10C:ammoCategory=none:attackDamage=18:setNewProjectile=none:addToFormList=none
//.40 S&W
filterByAmmos=Modern Firearms.esp|0100A10B:ammoCategory=none:attackDamage=25:setNewProjectile=none:addToFormList=none
//.300 Winchester Magnum
filterByAmmos=Modern Firearms.esp|0100A108:ammoCategory=none:attackDamage=80:setNewProjectile=none:addToFormList=none
//.338 Lapua Magnum
filterByAmmos=Modern Firearms.esp|0100A106:ammoCategory=none:attackDamage=95:setNewProjectile=none:addToFormList=none
//6.5x25mm CBJ
filterByAmmos=Modern Firearms.esp|0101A8D8:ammoCategory=none:attackDamage=25:setNewProjectile=none:addToFormList=none
//.960 Rowland
filterByAmmos=Modern Firearms.esp|01006339:ammoCategory=none:attackDamage=23:setNewProjectile=none:addToFormList=none
//4.6x30mm HK
filterByAmmos=Modern Firearms.esp|0100A107:ammoCategory=none:attackDamage=17:setNewProjectile=none:addToFormList=none
enjoy
so do i need to patch the robco patch with the no projectile patch or do i just use the no projectile patch alone when i'm using WoF redux patch too? i get confused when it says, "overwrite main file".
after patching i one shot legendaries from respawnable legendary enemies mod with a 10mm pistol. they are normally bullet sponges that multiple nukes won't kill. not sure if mod conflict or how to adjust the damage. hoped to make them killable, but not 1 shot.