Fallout 3
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Sweetdaddylongdong28

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sweetdaddylongdong28

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12 comments

  1. boxQueue
    boxQueue
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    This mod is most likely suitable for those players who use weak weapons,
    vanilla or modeled by someone. For those who like to shoot a lot, it is
    better not to download it. I also noticed a bug, my hunting weapon lost
    sight. The author of the mod edited each weapon, as I understood.
    Perhaps a written script would be more appropriate.
  2. africaisstarving
    africaisstarving
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    hey apparently there is a fallout.ini command to enable ammo use for NPC bForceNPCsUseAmmo=1 add it under [Combat] . I never tried to see wether it actually works or not.

    [Edit] Just tested it out . It works! They shoot me a couple of times and start punching.

    If using FOSE you can use setnumericgamesetting i think or something like that in the game then you need to give npcs more ammo and a melee weapon.
  3. niellwyn
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    There was a mod that did this which I used to use, but it required Ironsights which I no longer use, so I had to drop it from my load order. Anyways, that mod added extra ammunition to certain factions likely to have it, such as the Brotherhood and the Enclave. Doing this would make sense for your mod too, and you can also add ammo to specific NPCs that have quest-related need for it, to help mitigate the problems mentioned in the description. I'm following this mod very closely, and I look forward to seeing it development in the future.
    1. sweetdaddylongdong28
      sweetdaddylongdong28
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      Thanks for the idea, I hadn't thought of something like that
    2. niellwyn
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      No problem at all! This, to me, is the one thing which Fallout 3 lacked for immersion. I'm fine with Raiders having decent weapons, but they should run out of ammo pretty fast and start acting desperate. Super Mutants switch to melee or scavenge for new gear after a protracted fight. And if the Enclave and BoS just kept on shooting, their perceived effectiveness would increase.

      As of the latest, bug-fixed version, I'm going to start testing.
  4. Datefa
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    To make things more convenient...I say that this mod should give a widget to the player,in game.Some sort of activator/dezactivator,that you can use in game to fix problems..without disabling and enabling the mod over and over.Other than that,the mod is pretty useful
    1. sweetdaddylongdong28
      sweetdaddylongdong28
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      Good idea! If I were thinking more about it at the time, I would have added it
  5. kesnit
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    If I want my companions to have infinite ammo, do I need to download both files, or just the one? It's labeled as "partial," so does that mean it only has the files to give companions infinite ammo and the "full" is required to allow other NPCs to run out?
    1. sweetdaddylongdong28
      sweetdaddylongdong28
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      If you want infinite companion ammo, download the partial.
  6. midhras
    midhras
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    I'm sure you'll work out the kinks in this mod, which is one of the more exciting (even if rather simple) and game-changing mods I've seen of late. Good idea and good job. I think I'll hold off for a bit, to see if you can come up with some improvements, but again: well done.
  7. africaisstarving
    africaisstarving
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    Hey is a cool idea and there have been mods attempting to do this however a word of caution it breaks the game. Is hard to explain exactly how. There are various ways it will break the game. The most common being sometimes certain NPCs will expect to kill someone or have to keep shooting at someone and if they run out of ammo (which normally shouldn't happen) then they will hang forever and quests may become unfinishable.
    1. sweetdaddylongdong28
      sweetdaddylongdong28
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      I know what you're saying. I thought that this might happen. I'll add as disclaimer to the description. Maybe I'll tell people to wait until they have finished the main story to use this mod

      I did try to avoid this by making certain NPC exclusive weapons have infinite ammo, but it will probably still happen