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  1. IDontEvenKnow
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    2021-03-24: Just found a bug that can cause 4.0.0 to fail to initialize properly on fresh installs/new games.

    I've fixed this for 4.0.0a, but the fix isn't retroactive, so if the mod doesn't work, run this console command to fix it:
    cqf _GAC_AmmoRegQuest TryRegister
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    2021-03-23 - Whoops, forgot to write my usual patch comments on time; yesterday I released 4.0.0.

    The biggest change in this version (from a technical standpoint) is an overhauled mod compatibility system. The old script worked, but it was super complicated and made adding support for new mods tricky. The new script is a more universally applicable system where mod support is not hard-coded into the script, instead being entered via script properties, not unlike an SS addon or whatever.
    This also makes it (comparatively) easy for mod authors other than myself to add support for new ammo types to GLAF, without having to touch any Papyrus scripting directly: just make a quest with idek:gac:AmmoRegistrationScript attached, fill in the appropriate script properties, and share your plugin—or, "soft" support could even be built directly into a mod, which will automatically integrate with GLAF if it's installed.

    I have also added support for Rechargeable Fusion Cores, which has been requested a few times. It works a little weirdly for technical reasons, but I think it's good enough.
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    2020-06-16 - I've just released 3.1.1. Turns out that my optimization to the Condense Ammo function didn't really work, it just looked really convincingly like it did work. Even fooled me, for a whole week.

    I just rewrote the function again, it's back to being sort of like the old 2.3.0 version, except multithreaded to hell. If you know Papyrus, have a look at idek:gac:WeaponControlScript.CondenseAmmo()/CondenseAmmoThread(), and idek:gac:Util.CASubThread(), you might learn some interesting techniques from it. I really finessed the script engine to get it running as fast as it does.

    99 reports of bugs on the tracker, 99 reports of bugs
    take one down, patch it around...
    101 reports of bugs on the tracker

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    Older release notes:
    Spoiler:  
    Show

    2020-06-10 - I've just released 3.1.0. I've made a number of improvements for this version
    • When first configuring a weapon, the mod will no longer nag you if you have more than one of that weapon type in your inventory (thanks to spacefiddle for messaging me and pointing out how to do this, the technique is very similar to what's used for Perforation, just with some performance improvements)
    • Those cases where the mod just randomly stops working (ammo items aren't automatically converted) should be much rarer now.
    • The [Condense Ammo] routine is now much faster than before—so much faster, in fact, that it's completely viable to forego using 95% of the features of this mod, and just use ammo condensation exclusively.
    • Added a [Condense Ammo] aid item, similar to the older [Recycle Current Ammo] aid item.
    • Following from the last two points, the mod will now prompt whether you want to use "Full" or, "Lite" mode.
      Full mode is unchanged, but Lite mode offers a different set of advantages/disadvantages:
      • Advantages:
        • More likely to work seamlessly with a wider variety of other mods, as it is much simpler and less invasive
        • Your standard reload button still works like normal
        • Your ammo counter still works like normal, and won't just show [x/001] like in Full mode

      • Disadvantages:
        • Your inventory will still clutter up with partially full cores
        • Lite mode is entirely manual: from time to time, you'll have to use the [Condense Ammo] aid item to declutter your inventory (note that this may be hotkeyed)
        • If you don't have UFO4P, or some similar mod that fixes weapon ammo capacity bugs, you might still be forced to reload mid-way through a core (note that you can still manually apply the capacity fix mod using the [Settings] Gatling Laser Ammo Fix holotape)

        If you want to try Lite mode on an old save, you'll have to unmodify existing weapons first. For each weapon that GLAF previously configured, equip it, open the [Settings] holotape, and select:[Configure Current Weapon...] -> [Clear All Special Mods]If you find that you prefer the standard Full mode, you can always switch back to it by using the [Settings] holotape and selecting:[Default Weapon Configuration...] -> [Toggle: Automatic Setup]
      • Regardless of default mode, you may still manually apply ammo fix/capacity/no spin-up mods to your weapons using the holotape. All Lite mode ultimately does is turn Automatic Setup off.

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    2019-08-02 - I've just released 3.0.0. As of this version, the mod is now a light plugin (ESPFE).

    Notes from the changelog:
    Form IDs have changed, so you may lose some items added by this mod on existing saves:
    • Any weapons you have that GLAF has previously configured may lose all of their weapon mods after updating. Unfortunately, I don't just mean GLAF mods either: you may find that some of your weapons have lost literally every single mod, including barrels and receivers etc. This seems to be an engine bug. To prevent this, before updating, equip each weapon that you have been using GLAF with, and one by one, open the holotape and select [Configure Current Weapon...] -> [Clear All Special Mods]. Then, save and load the new update.
    • Any Partially Depleted Fusion Cores you have should survive the update
    • All other added items/mods/etc that you have, i.e. partial charges (the misc item), or any partial ammo types other than the standard Partially Depleted Fusion Core will probably disappear after updating.
    • You will probably also need a new holotape; these can be manually crafted at a chemistry station under Utility.
    I originally converted this to a light plugin a long time ago, roughly November of last year, but I forgot to release it...or maybe I just didn't want to have to document the side-effects and/or update procedure for this version at the time (who knows, I barely remember).
    If you are on an existing save and aren't using the Alien Assault Rifle mod, feel free to continue using the older 2.3.1. There aren't any substantial changes other than support for that, and ESPFE conversion.

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    2017/11/18 - I've just released 2.3.0. The primary feature of this update is that I've added a method to manually reload your current weapon, rather than first having to wait for its charge to run out fully.

    How this works is that a [Recycle Current Ammo] aid item will be added to your inventory at the same time you get the config holotape (or, manually craft it at a chem station). When this item is used, and your currently loaded ammo item has, say, 85.3% charge left, this ammo will be converted into 853 Recycled Fusion Core Charges. Whenever you reach 1000 of these, they will automatically be converted back into a fresh, full ammo item as necessary.

    In case you want to discourage your own Chronic Reload Syndrome, or desire a more "realistic" difficulty, an additional configuration to this system is available in the holotape that will decrease the percentage of charge that can be recovered from recycled cores down to as low as 50%, in 5% intervals.

    This update also adds an additional utility to the holotape, accessible under [Ammo Recycling...] -> [Condense All Ammo]. This option will condense all compatible ammo in your inventory into fully charged units, returning any leftover as recycled charges. This utility is mostly intended for new installs of GLAF, to clean up the 125 fusion cores of slightly differing charge levels that are probably cluttering your inventory up in case you ever used a Gatling Laser without GLAF installed.

    As usual, I also made sure supported mod compatibility was up to date. (I did not, however, add compatibility for the newly added "FCaB - AmmoTweaks_Full - Standalone Patch" mod, because it looked like a lot of work and only had a dozen downloads - if anyone reading this actually wants compatibility for this, I'll add it upon request)

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    2017/08/08 - I've just released 2.2.0. Not much to say here other than that I've updated support for Fusion Cells are Batteries, and added support for Cryolator Weapon Rework - Mav's Marvelous Mods.

    ---------

    2017/06/14 - I've just released 2.1.0; the most notable changes here are support for FCaB + LOADS, and Jack's Fallout Overhaul.

    I've just released 2.0.1; I forgot to check whether the player's currently equipped weapon is actually supported by GLAF in the mod's auto-weapon-configuration script, so it was applying the capacity fix mod (which sets your ammo capacity to 10,000) to all weapons, and not just GLAF-supported ones. Oops.

    For any weapons that this happened to, open the holotape, go to the "manual weapon configuration" option, and select "clear all mods" to remove this effect.

    ---------

    I've just released 2.0. As per usual, there are no special update instructions beyond installing over the old version.

    2.0 is very heavily rewritten from 1.x, and in all honesty I haven't tested this version super thoroughly, so there's a good chance there might be a bug I missed somewhere. Everything seems to be working as intended, at least for me, so if you find something not working quite right, let me know.

    So, instead of being hardcoded to only work with fusion cores as with 1.x, 2.0 now uses a system with an ammo type registry, and getting new ammo types to work with Gatling Laser Ammo Fix's (henceforth, GLAF) system is much easier now.

    I've added support for Fusion Cores are Batteries. This support is built into the main download, and does not require any hard dependencies or external patches. Everything should be supported except for the LOADS patch (I'll try to include support for that in the next update), and unfortunately the "Somewhat Drained Batteries" module for technical reasons.

    Weapons with proper AWKCR keywords are now supported by default - as with above, this does not require hard dependencies or external patches. If a weapon has e.g. the _WeaponCaliber_Core keyword and does not have dn_HasReceiver_Converted, or if it has e.g. dn_HasReceiver_Converted_Core, my mod will trust that those keywords are accurate and will use that ammo type instead of just blindly using the base ammo type. This support extends to FCaB ammo types as well.

    In the config holotape, you can now manually configure a weapon's ammo type as well, in case automatic detection of ammo type does not work. You can also manually attach or remove any of the other mods that GLAF includes in this interface.

    As mentioned before, this is a huge rewrite, and I don't have any beta testers or anything, so if you find any issues with this version, report them to me and I'll see what I can do about them.
  2. Strix2206
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    Settings holotape... No MCM? ... No tnx... sorry
  3. DarkWindD
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    this mod only made the weapon confusing to use....
    1. surg23
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  4. surg23
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    Would you ever consider making a mod that simply converts cores to ammo? Seems that would be far less problematic. 

    I'm not sure how that would work on a technical level. But if Gattling lasers were set to use individual cells that would make them mechanically identical to any other gun. You could simply craft the cells out of cores at the chem station. 

    I like the idea behidn the mod but the drawback for me is about as irritating as the original problem. 
  5. Darthmufin
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    I used to use this mod all the time but now every single version i try nothing happens and no holotape is added in newer versions either. Oh well. 

    Edit: after searching around i figured out that vortex was not adding the mod name into appdata, or fallout 4 was wiping it. Either way after manually adding it to the list and making it read only, the mod shows up, so nevermind. Never had to do this before but whatever, explains a lot actually. 
    1. Tigertank0506
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      just follow the midnight ride modding guild , use mod organizer 2
  6. whiskeyechomike
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    my mod doesnt seem to be working and the gatling laser and the ammo type just shows up as "gatling fusion core" and i don't know which mod is making that the set ammo type and its not changing it back to fusion cores
  7. Codstar
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    hey EyeDeck i was just wondering if you could please port this mod to the ps4 as i loved using it on xbox but im dreading that i cant on ps4 thanks
  8. kvenclak
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    So I had a problem with my companions using Aeternus. If I gave it to them before the magic of this mod (ie. equiping it myself for the first time), they used the whole FC for a few shots. If I gave it to them after the magic, they didn't have any ammo for it and couldn't use it.

    The solution was to use Fo4Edit to find a FormID of the magic ammo for Gatling Laser in this mod (it differs depending on the load order, EditorID is "_GAC_AmmoFusionCore_Unlimited" under this mod and "Ammunition") and generate it in the companion's inventory (set companion in a console, type "additem FormID 65535", 65535 of it because that's the number of it I had according to inventory system). Then give the Aeternus to a companion with this ammo after the magic. Now everything is ok.

    Thanks for the mod.
  9. Ausarq23
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    question does this "fix" aeternus having actually infinite ammo as long as you hold down the fire button just costing a portion of your fusion core
  10. jimmyshiggle
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    I just downloaded this mod and i think its working properly except for when i use a Never Ending Laser Gatling, i can reload it, but when i'm using Final Judgment, It wont let me reload a new Core. (Capacity Fix is Disabled)

    Is this intended?

    Thanks in advance!
  11. Errant6
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    Trying to figure out why the constructible objects don't have a name in the chem station.

    Comparing GAF with the naming in a mod that does create properly named items (e.g. Amazing Follower Tweaks Recipes) shows the GAF constructible objects are called
    _GAC_Recycler "[Recycle Current Ammo]" [ALCH:FE0468AA]; 
    _GAC_ConfigHolotape "[Settings] Gatling Laser Ammo Fix" [NOTE:FE046832]; and
    _GAC_Condenser "[Condense Ammo]" [ALCH:FE0468B7].

    A sample AFT Recipe constructible object is named
    TweakHotKey4 "AFT: All Follow" [ALCH:F40017BE]
    with a keyword noted separately as "UTILITY".

    Looks like the [ ]'s for the recycler and condenser need to be dropped, but for some reason I can't rename them when I try to create an override patch to test.
    (edit: fixed typo's)