Tactical Reload Patch Repository - Robco Patch Edition
Use the RobCo patcher to patch some weapons for TR, ESP-free and (hopefully) conflict-free.
Screenshots 3 screenshots
About this mod Machine translation
Use the RobCo patcher to patch some weapons for TR, ESP-free and (hopefully) conflict-free.
This repository uses Robco Patcher to create tactical repatches for weapons without using ESP, minimizing potential conflicts and time spent resolving them in xEdit.
However, you still need to download the usual patches for its animation files.
Download and install FOMOD - Download the required animation files from other patch repositories (listed in Requirements, Description and FOMOD) and disable their ESP
-
If you have any sprite data patches installed, please load the ESL tagged ESP below any weapon mods
(And don't worry about patching them in xEdit)
- Play the game, glad I spent a few hours putting this together so you don't have to spend hours in xEdit (or just don't use TR in the first place lmao)
To do:
-List all patched
Weapons - what type of patch (regular, sprite, requires animation, etc.)
-Which patch repository is required for animation
This patch uses Robco Patcher's weapon patcher to add the Tactical Reload Framework's "AnimsReloadReserve" keyword to weapons, all using an .iini file.
That's it, quick and easy, just like shrimp.....in theory.
Some weapon mods require an additional "sprite animation file path" for TR reloading to work, which does not exist in base ESP.
This requires that these datapaths are using...ESP, which is exactly what this patch repository 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, rather than "Weapons", it's highly 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 the weapons, which don't even take into account the Tactical Reload, which don't have any animation files.
So these would need to be downloaded separately for each weapon... Now, I might consider including them, but the permissions are a table.
-If you can't reload until empty (pressing r does absolutely nothing), make sure your GunBehavior.hkx file is not overwritten.
I recommend installing and experimenting with the merged root behavior (
-If the gun swings sideways when you try to reload in first person, it means the weapon is either missing sprite data or just missing part of the reload animation.
-If some random gun that has absolutely nothing to do with the patch breaks reloading, it means I made a mistake and didn't write the INI correctly. This issue occurs when Robco filters the FormID of every weapon in the game (rather than from a specific ESP), and some mods share weapon FormIDs.
This patch is applicable to MOD version of firearms.
v1.2:
- Fixed FOMOD and added mod detection
- Implemented some fixes and cleanups from DKristof, big thanks to them <3
-Fixed most issues faced by other users
-Added new weapons
RobCo Patcher Instructions for Weapon Patches:
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- 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.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- 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.