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A bit of Help: NPC Limited Ammo?


SephDragoon

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Okay, here's my question, is this possible? I don't see a mod for it yet, but what I would -really- like to do, is to make it so that NPC enemies (not companions, I already know how that works) use up ammo in their inventory.

 

The goal would be to add some realism, since it always bothered me that an NPC could fire their gun FOREVER, and when they died, had 3 bullets left suddenly. I would want to of course up their ammo, but it would mean extended firefights would see NPCs using up your precious ammo, and after a while, the NPC's would run out, and have to resort to fists or melee, or running away. I think with the changes going into Survival mode, this would be something to put in there too.

 

That being said, I know how companion infinite ammo works, and even the Keyword that controls it. However, NONE of the enemies have a keyword controlling it, seemingly. Does anyone else maybe know what controls if an NPC has infinite ammo or not? Can it be disabled globally?

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Well, the mod is currently in testing. It will have to have increased ammo spawns on NPCs so they have enough ammo to pose a challenge. The real question is, will NPCs like Deacon (while on mission) run out of ammo as well? Will your companions run out of their default Gun ammo? And is this effecting all NPCs like raiders. I will let you all know how it goes.
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The way I did it for NV (and the way I'm going to do it for FO4 when the Ck is out.) Is to increase the range of the ammo spawns in their lists. Sadly some of them if NV and FO3 are any indication will have to have further modification of the lists done so that they actually spawn with their weapon's ammo type. For companions it is simply a matter of removing magical ammo from their inventory.

 

And yes they will run dry and blow through tons of ammo over time.

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Well, there is already a mod to remove the non-playable ammo from all companion guns. I won't bother making that myself. The ammo ranges are already fine, no ck needed. When I get home, I am going to run a mission with Deacon, and see if his ammo lasts. I think that NPCs which go on quests have unplayable ammo, so as long as that unplayable ammo remains as it has been, this mod is done.
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