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MichikoUnknownFox

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MichikoUnknownFox

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About this mod

Want "unlimited" ammo, but still want to use reload animations? Maybe you want your companions to have unlimited ammo for any gun? Don't like the other cheat effects that "TGM" or ToggleGodMode gives? If so, this mod is for you!

Requirements
Permissions and credits
HT's "Unlimited" Ammunition Mod
for Player and Companions!

by Michiko
(Requires FOSE!)


CURRENT VERSION
v4.0


DESCRIPTION

This mod allows you and/or your companions to have "unlimited" ammo, adding ammunition to each character as they need it. All of this is done by scripts without changing the weapons at all, so therefore it's compatible with any and every weapon from vanilla, DLCs, or mods. Also compatible with any and every companion, even modded ones!

Since companions are notoriously inefficient with ammo, the unlimited companion ammo aspect will likely be more interesting than unlimited ammo for the player. You can turn off the player's unlimited ammo if you like. Or enable it only for certain weapons. Or whatever! The whole thing is fully configurable via an in-game menu!


FEATURE LIST

* Works with all weapons that use ammunition, even grenades and mines! Including all those strange and wonderful guns you might find with unique custom ammo from any mod!
* Works with all companions! But of course, some companions will not be able to benefit from this, especially those who don't use ammunition like Dogmeat.
* "Mark" only certain NPCs! You can either talk to them or optionally add the < Unlimited Ammunition Book > to their inventory!
* Doesn't touch the weapons or NPCs themselves, and will therefore not conflict with any mod!
* No mod dependencies (other than FOSE). Load order freedom!
* Enable or disable the feature for the player or companion! You can have this work only for companions if you want!
* Enable unlimited ammo only for certain weapon types, with separate settings for player and companions!
* Fully configurable via an in-game menu item!
* Two different modes of play for the player!
- The default "Mode 1" adds ammo as you consume it, so you will always be able to reload a full magazine! You can even watch the ammunition getting added to your inventory in the HUD!
- The more difficult "Mode 2" makes it so that it will only give you enough ammunition for a reload when your ammo count for that gun reaches 0! Think of it as an emergency reload!
* New feature! Now also includes an optional unlimited weapon condition (weapon health) option for both player and companions (player is disabled by default, companion is enabled by default)


INSTRUCTIONS

This mod requires FOSE! There will never be a non-FOSE version of this mod, because the major functions are FOSE commands.

1. Unpack the downloaded archive into the Fallout 3 Data folder using 7-zip or a similar utility.
2. Enable the mod in the Game Launcher (but don't run the game via the Game Launcher!), or your favorite mod manager.
3. Run the game via the fose_loader.
4. When you start a new game or load an existing game, the mod should begin immediately. You can find the configuration item in your inventory under Apparel.
5. If you want companions to start using unlimited ammunition, you need to "mark" them via a new dialogue option when you talk to them. Companions are not marked by default. Unmarked companions will never get unlimited ammunition until marked.

* By default, all unlimited ammo options for the player except for pistols are disabled. You can enable the other weapon types (rifles, two-handed "handle" weapons, launchers, grenades and mines) via the config menu.
* By default, all unlimited ammo options for companions are enabled, except for grenades. Companions tend to spam grenades with no regard for teammate safety, or their own. Turn this option on at your own risk.
* The < Unlimited Ammo Book > does not work for the player, and will only appear if the Unlimited Companion Marking option is enabled. Adding this item to an NPC's inventory will make it disappear, but they will be considered as "marked" by the mod. The player will always have a copy this book in inventory even after giving it to an NPC, until Unlimited companion Marking is turned off.
* By default, unlimited weapon condition is enabled for companions but disabled for the player.


KNOWN ISSUES

* A vanilla issue causes NPCs to re-equip everything in their inventory whenever an item is added to their inventory. This was intended [by the game developers] to allow the NPCs to pick the best item in their inventory whenever you give them something new, however it can be detrimental to effects like what this mod does. To counter this, I add four full magazines worth of ammunition to NPCs. You can barely notice when it happens.

* It seems that this mod doesn't work with Charon. I'm not sure why. I plan to fix this eventually. Sorry about that!

* Weapons that have no maximum ammo size, such as the Rock-It Launcher, will not be affected by this mod. I don't plan to fix this soon, but I may come up with an algorithm for this if there is a demand.

* As far as I know the script will not work properly with weapons that use a formlist. I had to rewrite the script for the FNV version due to how it doesn't work. Luckily there aren't many weapons that use FormLists as ammo in FO3. It shouldn't cause any fatal errors but it simply might not work.


CHANGE LOG

V4.0
- Added unlimited weapon condition function.
- Moved the Player and Companion Options pages from the front page into their own menu under Advanced Options.

V3.02b
- Added an alternate way of "marking" NPCs for unlimited ammo. (< Unlimited Ammunition Book >)
- Minor changes concerning the unlimited ammo ability (for compatibility with another mod I was working on).

V3.01b
- Cleaned the mod of unnecessary refs that were used in debugging.
- Removed the meaningless text in the config menu about a feature that was never implemented.

V3.0b
- Fixed the bug regarding ammo being given to all "marked" companions when traveling with more than one companion.
- Fixed the bug that would sometimes prevent companions from getting unlimited grenades.
- Rewrote the scripts to be much more compact and hopefully more lightweight, to prevent processing lag.
- Changed the unlimited ammunition effect for the Player to be an ability, like the NPCs.
- Changed the initialization script to auto-correct if the ability somehow gets dispelled.
- Changed the way Mode 1 works, by allowing you to see the ammo being added to your inventory.
- Changed unlimited companion grenades being on by default.
- Changed unlimited player grenade and mine count from 3 to 2.
- Removed unlimited player grenade add lag. Works flawlessly now with grenade hotkey mods.

V2.01b
- Fixed the bug that gave companions duplicate weapons whenever they switched to a grenade but didn't throw.
- Added an option in the config menu that allows you to choose between Mode 1, the easy mode similar to what we had in v1.0 to 1.3, where the mod will give you enough ammunition for another reload before your ammo hits zero, and the hardcore Mode 2, which will let your ammunition drop to 0 before giving you some new ammunition. You can find this new option under Player Options page 2.

V2.0b
- Added a configuration menu.
- Refined the script for handling grenades and mines.
- Some bug fixes and catches for bugs that make NPCs just stand there without their weapon if you add items to them via script.
- Added a timer to adding grenades, for compatibility with grenade hotkey mods.

V1.2
- Fixed a bug where modded and special weapons that use 0 ammo (such as "The Groovatron" or "The Traponator 4000") will cause the script to stop working.

V1.3 (Unreleased.)
- Added support for grenades and mines.
- Added support for companions.

V1.1
- Fixed a bug where the script would stop working if you switched to a grenade, hand to hand or melee weapon and back to your gun.

V1.0
- Initial release. Had a few nasty bugs, but was functional for the most part.


GAMEPLAY TIPS

In the menu:
* Pistols involve all one-handed weapons, even if they are fully automatic or energy weapons.
* Rifles include all two-handed weapons that you shoulder to fire, including sniper rifles, energy weapons and some big guns like the M249 SAW.
* Handles include all two-handed weapons that are generally too big to shoulder, such as the Flamer and Minigun.
* Launchers include all the large weapons that you mount on the shoulder to fire, such as rocket launchers.
* Grenades include all grenades and thrown weapons from mods, like rocks and throwing knives.
* Mines include all mine-like weapons, including the Bottlecap Mine.

It may be a good idea to disable this mod's effects if you're going to play the simulation in the Operation Anchorage DLC, because part of the fun of that DLC is being efficient with ammo.

Although I designed this mod to prevent cheating by giving you too much ammo that you can easily sell, if you really want to cheat in this manner, you can drop the ammo that gets put into your inventory to receive more.

For companions to get unlimited ammunition for certain weapons, you must give them at least one bullet for their gun, or else they will never equip the gun and therefore never receive unlimited ammunition, since the script checks what weapon is currently equipped.

While the Minigun is a cool weapon to give to companions, in vanilla settings, it is a very inaccurate weapon, and companions tend to reload before spending all of the ammunition, wasting a lot of time on the reload animation. You may get more damage per second by equipping them with an assault rifle type weapon.

It may be a good idea to leave unlimited grenades for companions off, because they tend to throw 2 or 3 grenades at a time, then run towards their opponent, often getting caught in the blast of their own grenade. They also don't care if any other teammates or the player is standing within the blast radius for the grenades, and they may kill each other or the player in this way.


PERSONAL NOTES AND ACKNOWLEDGEMENTS

I got a name change, in case you're wondering. The new name is Michiko (MichikoUnknownFox on the Nexus). I will keep the mod's name as HT Unlimited Ammo for those that have already grown familiar with the mod.

Thanks so much for all the endorsements, bug reports and encouragement over the years.

Like many modders, I started this mod as a small personal project because I was using a bunch of unique gun mods, and most of the guns used unique ammo that no other guns could use, such as mini self-propelled rockets or ball bearings. This made it very hard for me to find ammo, since they shared leveled lists with all the other existing guns and ammo. Even worse was that I liked to give these unique guns to my NPC companions, but they kept wasting ammo.

Most people would've solved this by making a unique new weapon that used no ammo, but I wanted to be able to turn it on and off on the fly (such as only turning it on in desperation). Also, editing weapons straight up could lead to compatibility issues, and I didn't want to have to make compatibility patches for every weapon mod that came out. Also, I wanted to keep reloading animations, because that's part of the fun of playing any kind of shooting game IMO: knowing when to time your reload.

I figured scripting it was the only way to go.

When I started I didn't really know how to go about it. Through a lot of trial and error as well as reading stuff on GECK modding wikis and forums I learned how to do the main script. And the rest is history.

Here's to the modding community!