21stcenturybreakdown Posted October 27, 2017 Share Posted October 27, 2017 Hi all. I wanted to make all guns have unlimited ammo. I DON'T want to use God ModeI've done it on New Vegas and F3 by changing ammo types to none, but because of Fallout 4's ability to change ammo type (EG; making a pipe rifle use .308 rounds), changing the ammo type changes the damage output.Anyone know of a way around this? Link to comment Share on other sites More sharing options...
Moldy Posted October 28, 2017 Share Posted October 28, 2017 I'd imagine that you can do so with scripts. Now,I personally don't know if it's possible,because I'm not a scripter,but,if you can get the game to detect a firing event from the weapon held by the player,then add one unit of the weapon's current ammo type to your inventroy by calling the additem command,that would work. Assuming that you can have a script detect a firing event to begin with. Link to comment Share on other sites More sharing options...
montky Posted October 28, 2017 Share Posted October 28, 2017 learning from the Junk-Jet, China Lake, and Cryolator etc. you could make a hidden container item,and make the conditional an 'ExactIFF" etc,so you're always forcing it to be 15000 rounds of whatever,when you use the ammo, it will always = 15 000.... etc. that yields a 'infinite ammo', without needing God Mode or Cheat Menu etc. so, it'll dip from 14950 to 15 000.you could do that for all of the given types of weapon round etc,or, you could do it for a sidearm in say .22 or .38 etc. with an exact-iff like that,it is still possible to run out of ammo, if the magazine size equals the quantity of munitions,stuff like that. if you make the 'rebate' rate conditional on a Modulus increment, say mod 40 etc,then, it will wait for a 'whole mag' to do that...you can also limit the number of 'rebates per gameplay hour' - so, like a time-reference,it can only do x,y,z per minute etc.you can then make that 'rebate' conditional to perks etc, so,the higher your level in 'rocket-person', the more 'air-time' you get from your jetpack... I wanted plasma-flamethrowers to work similar to the jetpack in Ironman or JangoFettBountyHunter,so, I found hidden container items etc to be very handy for that.this way, you can have infini-flight-time for your jetpack (and toggleable vectoring/ceiling height thanks to B2-D-B2 insight)or unlimited ammo for your flamethrower/lazer weapons, but not both at the same time heheh. AP for the action somersault/tumble, so you can't just infini-dodge and fly away. it helps though for new lands like the theta-tan realm - nothing hurts the rad-ghosts except rad-weaponry. I also saw a Lazer Overcharge power backpack which functioned a similar way,which lets you hold melee bash attack to activate the 'over-charge unlimited ammo' mode,and that "exact-iff" is how it achieves that.it grants the never-ending conditional for the onEvent "overcharge backpack = on" event...which is actually a 'hidden perk' that you can't put points into hehe. when combined with AnyModAnyFail and the weapon upkeep overhaul,using overcharge mode will 100% burnout your receiver partso, for survival, it still makes sense to properly lug around the bulkier and costlier actual minigun or lazer-minigunif you don't want that burnout rate, then you have to invest points into boththe scrounger perk and the atomic genius tech tree hehe. Link to comment Share on other sites More sharing options...
21stcenturybreakdown Posted October 28, 2017 Author Share Posted October 28, 2017 Bloody hell, I wasn't expecting it to be that complicated XD. I was thinking there might be a setting or something I'd missed. I might have a look at simply making a distribution script; whereby whenever an object is activated, it adds a bunch of ammo to the player inventory. Or perhaps a script where, if the current ammo count reaches below a certain number, it adds some to inventory. I'll have a look. Thanks for helping Link to comment Share on other sites More sharing options...
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