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Weapon Ammo Magazines


Thuzle

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I've been looking to make a mod that allows other weapons to operate using magazines/cores in the same way that the Gatling Laser does. I've managed to create a test mod calling MagazineTest.esp where the 10mm Pistol takes 10mm Mags that hold 12 shots. The mags can not be used for Power Armor or Gatling Lasers and an entirely separate ammo type. I can upload it to the nexus if any are interested in testing it out. My hopes for the future are the ability to convert loose ammo into magazines (absolutely necessary) and magazines back into ammo/refilling magazines/put empty magazine in inventory when exhausted.

There have been some issues however. The first major issue is the Quick Switch Reload Bug where if you swap your weapons and return it will automatically load the core/magazine with the highest charge. The second major issue is that when you pick up a 10mm pistol in the Vault (I'm assuming any dropped/placed weapon) it will give you 12 Magazines (12 Cores) as it would normally give you 12 ammo. I have been unable to find a way to either remove ammo from being standard on weapons or reducing the value to 1 (A single magazine). Any help in these areas would be appreciated. Even if we can't get past these I would be willing to move forward with the mod if people are interested. Here are some screenshots.

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Its not the leveled lists, its just the Vault that has 12 ammo for each gun, trying to make sure you have enough ammo before you leave. No fixing that unless I know all the worldspace info for Vault 111. Right now I'm working on making Fusion Cells work, they're an interesting problem. Since its a single type of ammunition for all energy weapons and they all have different "magazine" sizes. I don't want to have to make a separate fusion cell for each variant so I'm thinking I might be able to adjust the cells data on the fly using the magic or mod entries.

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Ya if you did an override to the original ammo, all the specific REFR's to the ammo have to be changed. It can be done threw FO4Edit, just a little tedious.

Right mouse click in the left pane of FO4Edit > Other > Build Reference Info, then goto the AMMO and check the "Referenced By" tab and it should have a list of the REFR's you need to edit.

Edited by lilkandeekid
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Thats what I have to do in order to get the magazines to work. I need to create a "Fusion Core" style ammo for each type. Its not that big of an issue as there is only one section that makes them work like Fusion Cores. That just means a different mag for each bullets magazine sizes and so on, takes a little time. I don't want to make a separate one for each Fusion Cell magazine size because lore-wise they all use the same cell and its the "Capacitor" that changes how much is used. As of yet (But I haven't tried too long, only an hour so far) I have been unable to figure out how to apply mod effects to ammo.

I need to add a SPEL to each OMOD as a new property. The SPEL would modify the ammo using conditions of attached mods and use an ENCH to modify the value. My problem at the moment is I'm uncertain if I'm able to create an ENCH that modifies an "Unknown Value" on an AMMO entity. Any thoughts?

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