Trying to use this with Dark Future and I'm not getting great results.
I've tried editing this files lua file to my desired ammo caps, I've also tried turning on and off ammo weight within dark future but I think there's a conflict somewhere.
I love that dark future can make ammo a physical object again, like it used to be, but trying to find a method where it all works together nicely, or even works at all.
If anyone else has this mod combo or has any other input I'll keep toying with it.
What isn't working? I'm running this mod and Dark Future together no problems. Though, I found through comments on HC22 mod page that the values can become offset from 100 in some circumstances. Take my values as an example:
Delete the file r6/tweaks/AmmoUtils.yaml from the mod. Custom max ammo will take its place.
I believe it will break any changes the survival system mod made to ammo such as vendor availability and price changes. YMMV. As far as setting the ammo to account for the 100 that is subtracted, just have your init.lua look like this:
-- The values on the left are the values you want to set as the max ammo. -- Subtracting 100 from all makes it work properly.
While it works in 2.21, inventory (specifically the backpack) and venders don't have the up-to-date ammo count. For example, currently in my game I spent a few shotgun shells and at the moment have 584 rounds. However, my inventory lists my shotgun ammo count at 591, which is what it was when I loaded my game. The count will fix itself after a reload, but only until it changes again. On the main inventory screen and in the crafting menu the ammo count is correct.
If you want lower maximum of magazines. Default is about 80 ammo per craft. So even with your maximum at 48, it will add more i think. Not sure now, i could not craft ammo or it goes over limit.
If I modify TweakDB:SetFlat("Ammo.RecipeHandgunAmmo_inline0.amount", 24)to give 24 handgun ammo when crafting a single box, the game still gives the default 90 bullets when crafting a single box; it doesn’t get modified for some reason.
The only thing that changes is the slider, which displays the correct number of boxes based on the max ammo limit you have set. Still, even here, it gives the default 90 bullets instead of the modified amount.
If anyone could help fix this problem that would be greatly appreciated
Has anyone found out how to adjust the crafting amounts? Been hitting my head to brick wall for a couple of hours trying to figure it out. I suspect it's somehow connected to the ammo loot table minimums (they correllate with the crafting stack values, i.e. 90,90,40,20), but can't get it to work.
Would be greatly appreciated indeed if someone more experienced in CP2077 modding would chime in.
71 comments
/// 2.0
I've tried editing this files lua file to my desired ammo caps, I've also tried turning on and off ammo weight within dark future but I think there's a conflict somewhere.
I love that dark future can make ammo a physical object again, like it used to be, but trying to find a method where it all works together nicely, or even works at all.
If anyone else has this mod combo or has any other input I'll keep toying with it.
Though, I found through comments on HC22 mod page that the values can become offset from 100 in some circumstances. Take my values as an example:
MaxHandgunAmmo = -36
MaxRifleAmmo = -14
MaxShotgunAmmo = -84
MaxSniperRifleAmmo = -92
This gives me:
刪除r6/tweaks/AmmoUtils.yaml這檔案,在Survival System 設定中,"可購買彈藥數量"將會沒有用處。(建議設定0)
而這個mod"init.lua"裡面的數值,將會取代AmmoUtils.yaml(無論在撿拾還是購買上)的作用。
但由於Survival System預設子彈是100,兩者互相影響下,init.lua數值+100=真實持有數
For example:
MaxHandgunAmmo you want 200. Set 100=200)
MaxSniperRifleAmmo you want 100. Set 0=100)
Patch 2.13
Delete the file r6/tweaks/AmmoUtils.yaml from the mod. Custom max ammo will take its place.
I believe it will break any changes the survival system mod made to ammo such as vendor availability and price changes. YMMV. As far as setting the ammo to account for the 100 that is subtracted, just have your init.lua look like this:
-- The values on the left are the values you want to set as the max ammo.
-- Subtracting 100 from all makes it work properly.
MaxHandgunAmmo = 45-100
MaxRifleAmmo = 180-100
MaxShotgunAmmo = 40-100
MaxSniperRifleAmmo = 25-100
That way you don't have to do any math.
謝謝你的補充👍
To keep more of the survival system settings, you only need to edit the following lines from the above .yaml:
#Items.AmmoQuantity:
# $type: gamedataConstantStatModifier_Record
# value: 9999999
# modifierType: Additive
# statType: BaseStats.Quantity
and for each of the Ammo.[weapon type] entries:
# statModifiers:
# - Items.AmmoQuantity
(adding a # at the beginning of the line disables it, you can alternatively delete the above lines entirely)
Max ammo: 1000 (handgun), 1000 (heavy), 200 (shotgun), 175 (sniper)
Ammo per craft: 90 (handgun), 90 (heavy), 40 (shotgun), 20 (sniper)
This does seem to fix problem with ammo crafting.
If I modify
TweakDB:SetFlat("Ammo.RecipeHandgunAmmo_inline0.amount", 24)
to give 24 handgun ammo when crafting a single box, the game still gives the default 90 bullets when crafting a single box; it doesn’t get modified for some reason.The only thing that changes is the slider, which displays the correct number of boxes based on the max ammo limit you have set. Still, even here, it gives the default 90 bullets instead of the modified amount.
If anyone could help fix this problem that would be greatly appreciated
Would be greatly appreciated indeed if someone more experienced in CP2077 modding would chime in.