Fallout New Vegas
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MichikoUnknownFox

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  1. MichikoUnknownFox
    MichikoUnknownFox
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    Before asking any questions, please check the DESC page for info.

    There is a currently known issue concerning people who can't get the main script of this mod (the part that adds the actual ammo) to work. If the mod is adding the controller and the marker thing to your inventory and you can adjust your settings but it doesn't seem to be adding any ammo, check this out (courtesy of Nassens):

    If you begin your game normally, and then leave Doc Michel's House or Vault 101, there's no problem at all. The problem comes when you are asked if you want to change something from your character and accept to do ANY change. It doesn't matter if it is "treats", "tag skills", "S.P.E.C.I.A.L", or else. Should you do so, the mod will stop working forever in that character. Anyway, doing a clean save fix it: You should load the save WITHOUT the mod checked in the Mod Manager (or the launcher in case you still use it). Acept to load ignoring the prompt about missing mods in the save. Then saving and exiting the game. Then checking back the mod in the mod list. Then loading back the save. Then being happy.


    I might try to work on a hotfix for this. But I'd need to reinstall FNV though so it might take some time.


    (Older Announcements)
    Sorry I haven't been able to modernize this so much yet with a fancy MCM and whatnot. It's so much work to learn and I'm busy with real life work nowadays. I would feel bad about doing a half-assed release that may have bugs that I won't have time to fix due to my busy schedule.

    Future plans include (ETA unknown; might get into it more if there is enough demand, but I'm pretty busy with real life at the moment):
    - MCM.
    - make the controller item a quest item (therefore you can't get rid of it).
    - improve script of < Unlimited Ammo Marker Thing > to make it so you can't accidentally add more than 1 to a companion's inventory.
    - add a "set it and forget it" option so you can remove the items permanently from your inventory if you want (the mod will still work but you'll need to do a console command to get the control item and the marker thing back). Again, just an option for people who want to keep their inventory clean after they're sure they like their settings and don't want to mark any more companions.
    - options for how much ammo the mod gives instead of the current Mode system.
  2. MichikoUnknownFox
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    TECHNICAL INFORMATION (How this mod works):


    This can be useful information for reporting bugs. Most people won't need it though.

    USING ACTOR EFFECTS:
    - This mod uses scripts that run as a result of actor (character) abilities (a.k.a. spells or magic effects). The abilities can be dispelled, although there are no magic dispel abilities by default in FNV.

    - Therefore it will try to run one instance of the script per existing actor that is affected by it per frame (a frame is calculated as 1/60th of a second) for as long as the actor has the ability. Depending on processing speed (of both the game engine and the computer hardware), this could increase the lag per frame. See below.

    MAIN SCRIPT:
    - The script uses a loop with a crawler that reads through the formlist attached to the weapon's ammo.
    - The crawler then goes into another loop and then checks to see if the container (player/NPC) has enough ammo for 1 full reload in Normal or 0 ammo in Hard.
    - If conditions are met, it adds enough ammo for one full reload.
    - The more things it has to do per frame, the more lag will exist, but only during the moment that the script is working (when you reload and need ammo). It will get worse when the script has to add a lot of different kinds of ammo.

    MARKING:
    - The < Unlimited Ammo Marker Thing > uses OnAdd and OnDrop blocks. They'll only do anything if the container is an NPC (not a mailbox or a closet, for example), however I intentionally didn't add a check for if the NPC is actually a companion. This means you can add the marker thing to any NPC and they'll get unlimited ammo too, which could be useful for some modded NPCs.
    - The dialog option for marking should show up and work if you can talk to an NPC and they're currently officially your companion. This will probably not work for NPCs that are following you but not official companions (such as quest NPCs that are supposed to go with you somewhere). In case you want to mark them, give them the < Unlimited Ammo Marker Thing > instead.
  3. lolwoofboi
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    I am having a problem where my guns have infinite bullets in their magazine no matter how i configure it with the collar thingie.
    1. MichikoUnknownFox
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      Are you sure it's caused by this mod? Does it still happen if you disable this mod? Because my mod doesn't add ammo to the magazine at all. It adds the ammo to your inventory, so you need to reload your gun. It sounds like you might be playing with god mode enabled.
  4. INFECTEDTERROR
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    So I tried to make this mod work and it just doesn't want to. I read the desc and followed it as best I can. I did the following on MO2:

    -Already have NVSE installed
    -Downloaded the mod and started the game unmarked, opened and closed the game and marked it afterwards(not a new game).
    -Config the collar and gave it to my comps with one round in their inventory so the weapon is equipped
    -Checked mod configuration and didn't see it there
    -Went into combat to see if they only fired one round and switched to melee (which they did)

    I really like the simple set up of this mod and I really want to use it but I'm not sure if I'm missing anything else. I cannot think of way this isn't working, it's pretty straight forward.
    1. MichikoUnknownFox
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      Are you saying you don't have the < Unlimited Ammo Control > item in your inventory? If you're sure you've checked your Apparel tab and it isn't there, try a clean save to be safe. Technically you can probably just add it to your inventory via console commands, but if it isn't showing up, then maybe something else messed up and it's best to let the mod reset itself.

      To do a clean save:
      1. deactivate this mod
      2. start the game and make a new save, then exit
      3. reactivate this mod
      4. start the game again
  5. death2sora
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    doesn't work, loaded mod through mo2. I can view the book in my inventory but even If i enable every single option (including the toggle in the dialogue with my companion) it doesn't work. 
    1. MichikoUnknownFox
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      Make sure that you have read the instructions on the front/description page. It can't just not work with tens of thousands of people that have used this mod over the past decade. It's very likely that you aren't using NVSE, for example, which will cause the script to not do anything as the core functions, as explained in the description page, are all NVSE functions.
  6. JoeMamaObamaAtTheClub
    JoeMamaObamaAtTheClub
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    can somebody make a fnv inf ammo mod like this that works with custom weapons?
  7. Doomlurker42
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    binoculars are broken
  8. SirCranburry
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    Please fix the stat change bug, Intensive Training breaking this is a huge oversight
  9. SirCranburry
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    Not working with MNK-RHINO Gauss Revolver, so that was a lie
  10. Nodevski
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    Doesn't work with me. I configured the menu, added Unlimited Ammo Marker Thing to companion and gave one bullet. Nothing happened. I switched to GARU which works without a problem.
    1. MacApple777
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      Same issue, same fix. Thank you!
  11. nathanfish1998
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    is there a companion-only variant of this mod? i'm completely fine managing my own ammo, i'd just rather not deal with the fact that npcs have the advantage of unlimited ammo while all my companions would basically begin fistfighting if i to forget to babysit their ammo count
  12. Rae1Vixen
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    This may hae been pointed out before or not but the mod does not add extra ammo for modded guns with more ammo... i dunno if this can be done or not.
    1. MichikoUnknownFox
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      A bit late but yeah it's been pointed out, and I'm not sure how to fix it right now. It seems to be due to a funky way that FNV handles that extra ammo thingy. My guess on how to fix it would be to try to force my mod to re-read the ammo count whenever you reload. But I'm not sure that'll work yet. I may give it a try when I get some time. It's been rough recently though to find free time for modding or even playing games due to the pandemic.

      If somebody is able to fix it though, let me know and I can upload it as an official patch to this mod or something. It shouldn't be too hard for somebody who knows their way around the scripting system and actually has the time to work on it and test it and all that.