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Custom ammo cycle?


Fibtabib

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Made an account just to ask about this, never been here before and very new to community, was wondering if there any mod for loading ammo into your weapon in a certain order, like making custom clips with multiple round types or some kind of load sequence thing, also why isnt two handed fighting from skyrim in fallout, i want to throw dynamite and power fist people at the same time

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Interesting idea, but the game doesn't really have "magazines" as separate containers or the concept of a "mix of ammo types". The weapons have a "capacity", but you can only select one current "ammo type" at a time, and the same concept applies to your hands as "weapons". "Throwing" is a separate key from swinging a "weapon" such as your fist or a blade. You only use the "right hand". No "dual wielding" blows as yet, though there is a mod in development called "Project B52" which says it will enable it with guns. (Skyrim uses the later "Creation Engine", while FNV uses the older "Gamebryo engine" from Oblivion. Different capabilities.)

 

-Dubious-

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It is only one magazine for the machine gun in GECK, the drum magazine and the normal clip magazine, the effect can be change in GECK.

The other munition or magazines are in cardboard boxes and the count can be up to 100 and have the effect.

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The "drum" and "clip" magazines simply alter/"mod" the weapon capacity. They are not actual "containers". The various ammo boxes and cardboard containers merely add their contents to the player's "Inventory" under the "Ammo" tab. They have no way to "order" a mixture of types for use by a weapon. The game engine does not (to the best of MY knowledge) natively have a mechanism to "mix" ammo types without using the "<2>" "swap ammo type" key manually.

 

Anyone with contrary information is invited to provide details.

 

Edit: One supposes it might be possible to create a script that fires a particular sequence of ammo types, switching between types after so many "shots". The issues would revolve around attaching it to particular weapons and configuring the script for versatility to meet user preferences. (Probably MCM would be required.) The script might "reset" to zero shots fired when the weapon is "reloaded", simulating a "magazine switch". There does already exist an older mod ("Realistic Reloading") to keep track of (and remove from available ammo) the number of rounds remaining in a "partial" magazine when you "reload" that might provide inspiration.

 

-Dubious-

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