SpaceOden Posted August 29, 2017 Share Posted August 29, 2017 (edited) Has anyone experimented with the NPCsUseAmmo setting? I love how it reduces NPC grenade and bullet spam. The only problem is no one has enough ammo to use it properly. Most NPCs only spawn with a handful of rounds for their given weapon (because those are your reward for killing them). Once they use up their ammo, they run up to you and try to punch you to death. This makes sense for raiders and super mutants, but not the sane inhabitants of the wasteland. What I would like to do is make a plugin that updates every list used in equipping NPCs to have a sensible amount of ammo and possibly secondary weapons. If anyone has any pointers as to which leveled list I should be looking at, I would greatly appreciate the help. Loadout PlansRaiders - a few extra clips, especially for bosses, and most of them carry a backup melee weaponSuper Mutants - just a few more rounds. these guys aren't bright and don't plan ahead, they just use what the've got and charge in with their fists.Settlers - A few extra clips, and sometimes a secondary weapon. You don't last long in the wasteland if you aren't prepared.Diamond City Guards - Plenty of extra clips.Triggermen - A few extra clips and a secondary weapon.BoS - These guys are professionals. Lots of extra clips, always at least one secondary weapon.Gunners - Lots of extra clips and secondary weapons.Institute - Plenty of ammo, especially coursers. Eventually I might want to adjust combat styles. Most people would flee when they run out of ammo, not bring their fists to the gunfight. Combat Style PlansRaiders - no change, shoot em up, then run in with a machete like a maniacSuper Mutants - no changeSettlers - Run away when out of ammoDiamond City Guards - Run in to DC when out of ammo. Then return with ammo after a minute.Triggermen - Hide when out of ammo, and try to sneak up on the enemy with a switchblade.BoS - Fall back! Ideally call a vertibird extraction.Gunners - Fall back I suppose. Maybe they could restock if they're at one of their compounds.Institute - Prototypes unchanged (just charge like a zombie). Coursers flee? I also might need to look into regularly updating NPCs inventories if persistent NPCs run out of ammo. Or perhaps it might be better to limit the scope of this mod to non-unique enemies. Anyways, for the moment I'm just looking to give everybody more ammo. Edited August 29, 2017 by SpaceOden Link to comment Share on other sites More sharing options...
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