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Ammo Switching example sought (no scripts needed), just about 2-3 edits I believe in FO4Edit


tartarsauce190

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so basically I went on a download spree for munitions armaments and ammo and got a lot of weapons mods, but then I stumbled across someone who created a workbench to create the bullets in, and the same person even made an ammo switching framework

 

but I'm not sure how to proceed as I have no scripttng skill, and I am absolutely autistic when it comes to learning how to program anything

so basically, I was wondering if someone could give me a file that has just the stuff pertaining to how this mod framework operates, in regards to making a functional option to switch between .38 and +P and .45 calibre, and .45 hollowpoint

it can even be all part of the same ingame menu for all I care, but basically the guy who made these two mods has called it quits on that particular mod, he might've said he was working on something bigger in the same direction though, but since I don't know if he's going to make a munitions patch of various ammo types for munitions as well as switchable subtypes of ammo it's difficult for me as I really badly want the ability to switch 9mm from hollowpoint to armourpiercing, or +P or bulk

I've got ideas for how to balance the ammunition and I'm willing to do the legwork but I think I need someone to show me an example first

 

that said, if it's easy to do and I'm too dumb to do something so simple in one's eyes and not even worth teaching by a small demonstration, would you be able to finish what this mod author started?
I'm working on figuring things out, I don't even know how to attach modifiers to bullets such as +damage multiplier (I'm testing it on a 45 pipe revvolver Hollowpoint setup, so I'll need to learn how to alter bullets functions, as well as a constructible object, and

I don't know what I'm doing but if someone shows me how to do it with the previously mentioned example, then I don't mind doing the drudge work going through ammunition and constructible objects and object modifications

https://www.nexusmods.com/fallout4/mods/66835

https://www.nexusmods.com/fallout4/mods/67015

Edited by tartarsauce190
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Tbh it would be easier to just swap the ammo type via script than making whole new receivers(omods) for every conceivable weapon and ammo type, which is how the mod you linked does it.

 

If you're still interested in doing it even though there's scripting involved, look into InstanceData on the Fallout 4 Creation Kit Wiki, specifically the ammo functions.

 

Otherwise I'll probably slap a quick proof of concept together tomorrow and let you test it out, it seems simple enough.

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why thank you, that'd be most wonderful, I don't mind doing boring stuff, I've got plenty of spare time on my hands and nothing important to do really it seems for a while, and right now I've got a bugbear of wanting to be able to technically get functioning a new vegas switchable ammo types thing (doable at the weapons bench I think), and I don't mind at all if it's going to take a while as long as I've got an example and it's simple enough for me to do, I'll putter along quite nicely

 

if I can get this guy's mod working, then I'll have a functional basis for understanding how to ADD subtypes of ammo to munitions (the mod), I'll probably do some patch that requires certain other things, or has multiple ESP's also, if you don't feel like adding in effects to the bullets to show me I can probably get something by looking at loads, or weapons overhaul redux, or horizon (it has a bleed effect on 9mm JHP rounds)

 

on second thought, after seeing horizon and loads, I might need a demonstration on how to add +25% damage on the.45 hollow point but also, I don't know, is negative armor piercing a thing in the editor? basically do a thing to double the calculated damage resist of target? I guess I could figure out how to calculate damage and give hollowpoints +10% and +P rounds +25% or something to keep it simple, since damage is a relative thing to damage resist as a calculation (bit of a copout I know but I don't know how complex what I'm asking for as an example is)

 

it seems like I'm gonna have to change 6-7 things just to get one bullet type right, and I'm a little lost

Edited by tartarsauce190
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Tbh it would be easier to just swap the ammo type via script than making whole new receivers(omods) for every conceivable weapon and ammo type, which is how the mod you linked does it.

 

If you're still interested in doing it even though there's scripting involved, look into InstanceData on the Fallout 4 Creation Kit Wiki, specifically the ammo functions.

 

Otherwise I'll probably slap a quick proof of concept together tomorrow and let you test it out, it seems simple enough.

I am interested in learning about InstanceData. I'd like to be able to create my own alternate ammo system for my personal project. Is this offer still good?

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I think I prefer the model of new vegas workbench crafting - ammo variants

and ammo switching by the same mod author

the only things I need are an exact example of how to switch caliber, and how to switch subtypes like regular .38 and +P (with an example of how to integrate +25% damage on it) and .45 caliber hollowpoint (25% extra damage on the bullet modifier with calculation of damage resistance against that bullet being 200% DR compared to normal), the ammo switching mod I gave has ammo switching available for calibers and I don't mind if the entirety of ammo switching for calibers is done within one long list that one has to scroll through of ammo and ammo subtypes treated as exactly the same level of gun modification ingame, in the ammo type crafting list ingame (IE: one big list of .38, .38+P, .45, and .45 Hollowpoint, being on the same list)

 

almost every single thing I'll be changing has something like that on it, or is easier like explosion damage or bleed effect, and I can extrapolate from +25% damage multiplier using pre-created explosive or bleed enchants? or effects?

 

anyways, if the mod could be very light and only include the changes that one would need to make (allowing for ammo switching and ammo variants to be master files) that'd be appreciated, I need someone to show me *exactly* what modified files are necessary and only those, in order to understand the system, once I get a working example I can just do the codemonkey work of actually going through lists of 25 different ammunitions, but in concept I don't understand anything except how to change numbers like damage on a gun, or sometihng or weight/value

 

if it's simpler to understand but seems like it'd take a while that's right up my alley, I could barely get a hello world program up doing exactly what was told to me, when I tried C++ and C# so program architecture eludes my brain too much as it stands for me to understand much

 

I'm not sure but *I think* I managed to figure out how to change a receiver's use of ammo to .45 hollowpoint on my own, and I'm proud of what little I did, but my brain hurt yesterday from figuring that much out

Edited by tartarsauce190
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I am interested in learning about InstanceData. I'd like to be able to create my own alternate ammo system for my personal project. Is this offer still good?

 

If you need help with InstanceData you can PM me about it, I'll do what I can to answer your questions.

 

 

I think I prefer the model of new vegas workbench crafting - ammo variants

and ammo switching by the same mod author

the only things I need are an exact example of how to switch caliber, and how to switch subtypes like regular .38 and +P (with an example of how to integrate +25% damage on it) and .45 caliber hollowpoint (25% extra damage on the bullet modifier with calculation of damage resistance against that bullet being 200% DR compared to normal), the ammo switching mod I gave has ammo switching available for calibers and I don't mind if the entirety of ammo switching for calibers is done within one long list that one has to scroll through of ammo and ammo subtypes treated as exactly the same level of gun modification ingame, in the ammo type crafting list ingame (IE: one big list of .38, .38+P, .45, and .45 Hollowpoint, being on the same list)

 

almost every single thing I'll be changing has something like that on it, or is easier like explosion damage or bleed effect, and I can extrapolate from +25% damage multiplier using pre-created explosive or bleed enchants? or effects?

 

anyways, if the mod could be very light and only include the changes that one would need to make (allowing for ammo switching and ammo variants to be master files) that'd be appreciated, I need someone to show me *exactly* what modified files are necessary and only those, in order to understand the system, once I get a working example I can just do the codemonkey work of actually going through lists of 25 different ammunitions, but in concept I don't understand anything except how to change numbers like damage on a gun, or sometihng or weight/value

 

if it's simpler to understand but seems like it'd take a while that's right up my alley, I could barely get a hello world program up doing exactly what was told to me, when I tried C++ and C# so program architecture eludes my brain too much as it stands for me to understand much

 

I'm not sure but *I think* I managed to figure out how to change a receiver's use of ammo to .45 hollowpoint on my own, and I'm proud of what little I did, but my brain hurt yesterday from figuring that much out

Most of what you have to do is just make a new ammo, Hollow Point in this case, and then set the new ammo in the OMOD(receiver). There is a good example in the pipe weapon receivers for converting ammo types via the workbench.

But unlike in actual New Vegas, you'll have to do that every time you want to change the ammo. In New Vegas you just had to press a button(the 2 key) to swap to another kind of ammo.

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ahh, okay thanks, so if I copy as an override the .45 caliber revolver receiver, then I can change the references to exact ammo type (and the OMOD's name) in the ammo switching mod's .45 receiver from .45 caliber to .45 caliber hollowpoint from his ammo variations mod?

I've got a few ammo subtypes (hollowpoint/armour piercing/explosive) mods already, so I'll try to learn how to do ammo effects with those then

not really confident in my ability to make hollowpoints though, I know how to add basic armour piercing as a %, but not how to multiply enemy DR, there might be a value to increasing it in the vanilla list of effects though, so I'll do what I can with that

probably something like DTadd or DRadd and then mult and then 2 or something, I'm sure I'll find a way about it, I made a liquor healing limbs and health mod in the meantime and uploaded it, and I'm just like ohhh god this is gonna take time, but your reference to OMOD receivers is really helpful, thanks

 

as for if I succeed at doing that, generally I'll just tell in the description of the mod that it's best applied towards having a "favourite gun for types of encounters" and carrying like 5-10 of them to swittch between ammo type and gun usage

kinda clunky, but I don't have a hope to make ascript at this point in my programmer development stage

Edited by tartarsauce190
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