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NPCs reloading forever after enabling "NPCs Use Ammo" on weapon


trashgarbage666

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I'm toying around with the idea of enabling this setting for every weapon in a mod I'm making, and in my initial testing, I enabled it for a few basic weapons seen around Goodsprings: the single shotgun, varmint rifle, and 357 revolver. The first two weapons behaved fine, but just about everyone using a 357 got caught in an infinite reloading animation. I know there are a few mods out there that enable NPCs Use Ammo. Do they all have this problem, or is there a workaround?

 

Any information would be helpful! Thanks!

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Both "The Vault" and the "Nukapedia" wikis report early reloading bugs are common for this pistol. Apparently this same problem applied to any "one bullet at a time" reload animation in the early days but it was more prevalent while moving.

 

AFAIK, the "workaround" is to find an animation replacement you like.

 

-Dubious-

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Well, that's a shame. Thanks for the quick reply, though!

 

EDIT: I wonder if I could just slap an OnFire script onto the weapon that removes a bullet each time the trigger is pulled. I'm gonna go give that a try!

 

EDIT: It worked! Aaah!! This is so cool!

Edited by punchbattle
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I haven't had an opportunity to test each weapon extensively, but I've applied the script to every single-bullet-reload weapon, and things have gone smoothly so far! Of course, NPCs don't have inventories that anticipate actual ammo consumption, so I'm working on that now. It's gonna take some time, but once my mod is done, I think people are going to really like it! At least I hope so, haha.

Edited by punchbattle
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