shavkacagarikia Posted September 19, 2016 Share Posted September 19, 2016 Hello, is there a way to force weapon reload without playing reload animation (to force weapon magazine fill). Link to comment Share on other sites More sharing options...
EveningTide Posted September 20, 2016 Share Posted September 20, 2016 Possible but wont be easy. I can tell you what you would need to know or at least my approach. Youd need to get value that is displayed on the hud. That is, the current ammo in the clip and when it reaches 0 or 1 (so that it beats the reload mechanism) call additem and readd the amount back. There's an event for firing weapons. Problem: cant stop the player from reloading before hand..meaning you cant disable reloading by itself. And another... getting the value of the clip. This would lead me to doing a big circumventing script.. that takes the total amount of ammo for the currently equipped weapon..and storing that value and then comparing it and listening for the smallest changein ammo amount.. Ok sounds complicating.. Getting the clip value sounds easiest.. not sure how to access that. Link to comment Share on other sites More sharing options...
shavkacagarikia Posted September 20, 2016 Author Share Posted September 20, 2016 As I know there is no function which returns how much ammo is left in clip. I dont think that its possible to get clip value Link to comment Share on other sites More sharing options...
shavkacagarikia Posted September 20, 2016 Author Share Posted September 20, 2016 So thats a dead end? Link to comment Share on other sites More sharing options...
EveningTide Posted September 20, 2016 Share Posted September 20, 2016 For right now perhaps.. maybe when F4SE exposes the ammo script a little more in the future. Link to comment Share on other sites More sharing options...
shavkacagarikia Posted September 20, 2016 Author Share Posted September 20, 2016 Actually with a tricky scripting you can get ammo count in clip. Like placing container which stores the same amount of items (for example ammo) as needed weapon, then on each weaponfire animation event remove one item from container. Reload animation event will readd items to the container. But sure for this case that wont help. Link to comment Share on other sites More sharing options...
shavkacagarikia Posted September 21, 2016 Author Share Posted September 21, 2016 Any other ideas? Link to comment Share on other sites More sharing options...
ablindm4n Posted September 22, 2016 Share Posted September 22, 2016 Is there any way dynamically attaching weapon mods will add ammo to the gun? I'm not sure if adding a mod to increase ammo count will just increase the capacity, or actually add the bullets to the magazine too though. Another problem with doing that though is that every time an attachment is added or removed the weapon will re-equip in the players hands. Might just have to wait for more F4SE functions. Link to comment Share on other sites More sharing options...
shavkacagarikia Posted September 22, 2016 Author Share Posted September 22, 2016 The problem with dynamically attaching mods is that weapon must be reequipped for mod to be equipped on it. Link to comment Share on other sites More sharing options...
EveningTide Posted September 24, 2016 Share Posted September 24, 2016 (edited) If you know anyone that has experience with C++ and can work with F4SE to make plugins.. there is a small chance it can be found out how beth get this value. You know the Scrounge perk? The last rank has a chance of giving ammo back when firing the last round from the clip. This is not exposed in any way though - just a global variable is set in the PerksQuest, possibly checked by function called under the hood at run-time. Edited September 24, 2016 by EveningTide Link to comment Share on other sites More sharing options...
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