About this mod
Patches Combined Arms and Combined Arms Expansion, original version with all updates (NOT for the WOP or CAT updated version!) so that
Reaper's RobCo Patch for Munitions works with no duplicate ammo. This is an issue with Munitions and CA, since Munitions doesn't have a 7.62x39mm for the AKM, and the AKM used CA's custom ammo and not vanilla 7
- Requirements
- Permissions and credits
- Changelogs
Long story short, this patches the AKM to use the default handmade round rather than the 7.62mm round in Combined Arms. The game already has 7.62x39 and gains nothing by having a second instance of it except destroying my OCD and immersion. This smushes the AKM and all it's OMODs (attachments) into the default Nuka World 7.62, removing the need to differentiate between the two. If you also run MAIM/True Damage or similar, this will also make keeping that all working together much easier.
The Combat Arms 7.62 entry technically still exists, it's just not referenced anywhere. I left it because this is the first mod I have released.
It should be clean, but clean it with xEdit anyway, just to be sure.
You need: https://www.nexusmods.com/fallout4/mods/50505 and all patches listed in files, AMD if it applies to you.
https://www.nexusmods.com/fallout4/mods/53000 and all patches listed in files, AMD if it applies to you.
You should understand Munitions does not, by default, touch 7.62x39mm at all. CA did, but it is arguably not their job to fix that duplication. This should address that for CA. Reaper's patch needs zero changes with this, because 7.62 is already in the vanilla levelled lists, just be sure you have the Munitions - Vanilla Ammo Addon.esp/esl optional download, this will make sure all vanilla
ammo follows the same naming conventions. To make the ammo show up outside of Nuka World you will need something that
injects it into the base game.
You absolutely must have a mod, any mod, that injects the base Nuka World 7.62mm into the base game with this patch.
If not, the ammo won't show up outside of Nuka World, and you'll just have NPC's blowing you away with AKs you can't load.
Load Order: CombinedArmsNV.esp
CombinedArmsEXPack.esp
<----This Mod----->
Nothing else about the load order relative to Munitions or anything else needs to change for this to affect CA.
Enjoy! Hopefully this makes your eye twitch just a little bit less when you stop seeing two separate 7.62mm rounds in loot.
Using this in an existing game may take a while to filter through, you will not be able to remove CA ammo from levelled lists it was already injected into, essentially wasting the space in the lists. This may be able to be done at runtime with RobCo patcher, but I am no where near ready to do more than basic things with it. I'm still learning the database relationships in FO4 that would be needed to do that. From looking Reaper's patches grab and clean levelled lists, but I am unsure how this works or if its usable in this context.