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isathar
isathar - - 6 comments @ AmmoTweaks

Hey, sorry about the long response time. Life got in the way. It's not fully abandoned (it's in kind of an extended maintenance mode, I guess).

I'm still planning to replace all the ammo assets with the custom meshes I made for TweaksFramework whenever I finally get around to releasing it - should be a nice upgrade to the lazy texture recolors and scaling of the vanilla assets in the mod. I also want to go over all the scripts again to optimize and fix things with the knowledge I gained over the years since the last substantial release. An XB version is also coming at some point, hopefully before Fallout 4 stops being supported... No ETA on any of that, though.

As for compatibility patches for mod-added weapons (I guess this doubles as a response to thomasrepko1 from March) :
My Nexus account is probably deactivated by now and I don't want to create a new account due to their troll infestation, so getting permission to make compatibility patches for the more popular mods is pretty much impossible even if I had the time to make them. The best I can do is to add an example plugin or two to show how to do it. I also tried making a patcher script for xEdit a couple of years ago and got stuck on it and quit since Pascal scripting wasn't my forte. I'll get to it eventually, but my main focus right now is getting TweaksFramework finished since it's a lot simpler to do all this stuff with a custom F4SE plugin.

Good karma+2 votes
isathar
isathar - - 6 comments @ AmmoTweaks

Both the F4NV team and I are going for 2077 release dates to fit the setting. :)
Realistically, it won't be much of a competition - I know I'll be playing F4NV soon after it's released, but I doubt most the F4NV team even knows AmmoTweaks/TweaksFramework exists.

I removed my mods from the Nexus because I didn't like the way they went about that recent file deletion policy change. It seemed kind of shady and made me think about what other parts of their ToS could be randomly reinterpreted to grant them even more rights over what's uploaded there in the future.

Good karma+1 vote
isathar
isathar - - 6 comments @ AmmoTweaks

Not yet. I recently got Substance Painter and have been working on some new ammo art, which is turning out to be a massive time-sink.
There's a project page on Github with some details on what's done and what's left to do (https://github.com/isathar/F4_TweaksFramework/projects).

Good karma+1 vote
isathar
isathar - - 6 comments @ AmmoTweaks

Not by default. If you're familiar with xEdit, take a look at the weapon forms to see the edits that are needed to make a weapon compatible.
I'll need to get around to writing a tutorial (and fixing that summary page) one of these days.

Good karma+1 vote
isathar
isathar - - 6 comments @ AmmoTweaks

I think I figured it out. I made a pretty stupid mistake and didn't rename the ba2 files, not noticing it since the game was still loading everything from loose files.

Sorry about that. It should work as intended now - updated the 1.1 release.

Good karma+1 vote
isathar
isathar - - 6 comments @ AmmoTweaks

Sorry it's crashing for you. Some quick questions to help me figure out what's going on:

Is this on a new game?
If not, starting a new game is probably a good idea. The ammo swapping and condition systems rely on weapon mods that won't exist for weapons that were created before the mod was added. You can also add the ammo type and condition mods using a weapon workbench if you're trying it out on an existing save.

Which weapon were you using?

Do you have HUDFramework installed? It's not required, but I wouldn't be surprised if a couple of scripts aren't agreeing with it not being there under some circumstances.

Did you use an older version of AmmoTweaks at some point? If so, did it have the same issue?

Good karma+1 vote