Tactical Reload Patch Repository - Robco Patch Edition (Updated)

by PeytonTheGeek·vV1.5·Updated 2024-08-24

Patching some weapons for TR using RobCo Patcher, ESPless, (hopefully) conflict-free.

Screenshots 4 screenshots

About this mod Machine translation

Patching some weapons for TR using RobCo Patcher, ESPless, (hopefully) conflict-free.

Author's words:

This repository uses Robco Patcher to create tactical reload patches for weapons without using ESP, minimizing potential conflicts and time spent in xEdit resolving conflicts.

This patch is made for a mod I'm currently using or have used in the past. I'm open to requests if I have time, just don't expect anything in a timely manner.

How to use:

-Download and install FOMOD-

If you have any sprite data patches installed, load the ESL-tagged ESPs under any of your weapon mods (and don't worry about patching them in xEdit)

-Played the game and was glad I spent a few hours putting it together so you don't have to spend hours in xEdit (or just not use TR in the first place lmao)

Require:

Robco Patcher obviously.

As mentioned before, this mod requires animation files from other Tactical Reload patches. Below is a list of each patch you need to download.

As of version 1.3, I've included all required animation files since permissions are open! The animation's creator is credited at the bottom of this description and in FOMOD.

How it works:

Plot Revealed: Show

This patch uses Robco Patcher's Weapon Patcher by adding the Tactical Reload Framework's "AnimsReloadReserve" keyword to the weapon. INI file.

That's it, quick and easy, that's it...in theory.

Some weapon mods require additional "sprite animation file paths" for TR reloading to work, which do not exist in base ESP.

This requires that these data paths be using...ESPs, which is exactly what this patch repo is trying to avoid.

My solution was to copy the subplot data from the existing TR patch ESP into my own ESP (esl tag: 3),

And since it's in the "Race" section of ESP, not the "Weapon" section, it's unlikely to be overridden by anything else, so there's no need to worry about resolving conflicts in xEdit.

Oh, and that doesn't even take into account weapons that don't even take into account Tactical Reload, which don't have any animation files.

So these need to be downloaded separately, for each weapon... Now, I might consider including them, but permissions are a bitch.

Another limitation is mods with special ways of implementing TR. BH's mod (love you bb <3) uses modifications, which means my smooth brain has to think about figuring out how to patch them, or the new FiveseveN or Sig P320 mods have TR patches that change reload speed and other properties in the base ESP... which means my patch will have to modify the base data, which will conflict with most other mods and completely defeat the purpose of this mod.

but. . . Why?

Plot Revealed: Show

I've spent about 4 years tinkering with Fallout 4, and I'm fucking tired of dragging keywords into ESP to patch conflicts, or getting headaches from wondering why my load order isn't working, but it's for everyone else.

When Robco Patcher came out, I was really excited about what people could do with it...but like a lot of frameworks released, they weren't really utilized.

Zzyxzz has done a great job of promoting their framework and making a lot of mods that use it, but I thought it would be cool if I made a patch that showed "hey, you don't need to fucking use ESP all the time when you can use this".

troubleshooting:

  • If you can't reload before it's empty (pressing r does absolutely nothing), make sure your GunBehavior.hkx file isn't overwritten.

I recommend installing and experimenting with Merged RootBehavior, loading it last to make sure it covers everything.

  • If the gun moves sideways when you try to reload in first person, it means the weapon is missing sprite data, or it's just missing part of the reload animation.
  • If the gun still flies to the side with sprite data installed, it means another mod is overwriting the weapon's sprite data, so you have to patch it manually in xEdit :(
  • If some random guns that have absolutely nothing to do with the patch have broken reloads, it means I made an oversight and didn't w …

Install & use Install: follow the bundled instructions

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
  3. Place the files exactly as the readme says; mods with listed dependencies need those installed too.
  4. Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.

Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.

File & checksum

Filename
3DMmods_战术重新加载补丁存储库 - Robco 补丁程序版(更新)
File size
10.1 MiB
SHA-256
d3278d29f2d3684b644366c7d723c0194f97e1d46ac279aa5635c21980c5a25d
Stored at
2026-10-19 10:43