Thank you so much you sweet son of a mother, I have been looking for something like this, this will be my first endorsement, this beautiful mod does what ALL other overhaul mods, yes I consider this an overhaul mod, do not do. Such joy, much endorse, so real, wow.
This mod is GREAT and easy to customize for one's own ammo and other things if desired.
Otherwise, with hording certain ammo types, one can easily have 6000 rounds of small energy cells, might as well have a unlimited ammo mod. One has to carry several gun types or learn to get handy with a baseball bat.
Yes, there are some who do not see the point of this mod, purposes better served by an ammo weight mod. This is another way of approaching the problem. An ammo weight mod allows one to have a huge quantity of a certain ammo; this one limits it and allows for all varieties.
Ammo is a type of currency in the game, horde a certain caliber and sell it to the merchants. With this mod that is harder to do.
There is an error in the script which prevents any electronic gattling gun ammo from being picked up
Script is entitled H52AmmoLimit:
If Player.GetItemCount AmmoElectronChargePack > 2550 Player.Drop AmmoElectronChargePack 50 ElseIf Player.GetItemCount AmmoElectronChargePack > 2500 Player.Drop AmmoElectronChargePack 25 ElseIf Player.GetItemCount AmmoElectronChargePack; missing number Player.Drop AmmoElectronChargePack 10 EndIf -------------------------------------------------------- should read If Player.GetItemCount AmmoElectronChargePack > 2550 Player.Drop AmmoElectronChargePack 50 ElseIf Player.GetItemCount AmmoElectronChargePack > 2500 Player.Drop AmmoElectronChargePack 25 ElseIf Player.GetItemCount AmmoElectronChargePack > 2445 ; based on 5mm ammo Player.Drop AmmoElectronChargePack 10 EndIf
--------------------------------
; add the Zeta power module (make sure Zeta is loaded)
This is the whole script if one wants to use the GECK and replace the existing script, also fixes the inability to have 10 missiles in the inventory if there is an over-count (too many would be dropped).I think the same was true for other low item number ammos and is fixed in this script.
I just wanted to say I don't understand why one would want to limit the amount of ammo a player can possess. Seems to me without adequate ammo the game falls apart. Fallout and Runaway. I know people also want to make it have weight; I just don't understand these concepts. Judging from the comments on your MOD, it is very well written and I hope people enjoy using it; I just don't see the point of it in terms of enjoying the gameplay.
It is indeed a minor oversight in my mod. I forgot to put a number in one line of my script. So it drops you EC Packs as soon as you have more the zero in your inventory. If you have the GECK,you can fix it for the time being.
If Player.GetItemCount AmmoElectonChargePacks >2400
This should be in the script. If I recall Correctly that is. I'm actually on vacation right now ">
I use the GetItemCount and the Drop functions. I check how much ammo the player is carrying, and if the ammo exceeds my set limit, then I drop it until it goes under my limit. I do this for all ammo types, and put them into a quest script that runs every frame. To make sure that the player does not get spammed by 1 ammo boxes, which happened during testing ">, I set up multiple limits. According to which limit it exceeds you drop different amounts.
It's been for the most part working like a charm in the five minutes I've used it thus far.
However, I had no Electron Charge Packs in my inventory at the time of activating this mod, nor will this mod allow me to pick ANY up.
I'm sure it was just a minor oversight on your part. This works great, you just need to iron out a few wrinkles. ">
Edit: Oh... nvm... I see it's already been pointed out. I hope it gets fixed soon. (Guess I'm going to have to leave that pile of EC Packs sitting there for a while... at least I don't really use em that much... should probably refrain form picking up any more for now too...)
Btw, if you don't mind briefly explaining something to me... Out of curiosity, what method did you use to accomplish this mod?
32 comments
Otherwise, with hording certain ammo types, one can easily have 6000 rounds of small energy cells, might as well have a unlimited ammo mod. One has to carry several gun types or learn to get handy with a baseball bat.
Yes, there are some who do not see the point of this mod, purposes better served by an ammo weight mod. This is another way of approaching the problem. An ammo weight mod allows one to have a huge quantity of a certain ammo; this one limits it and allows for all varieties.
Ammo is a type of currency in the game, horde a certain caliber and sell it to the merchants. With this mod that is harder to do.
There is an error in the script which prevents any electronic gattling gun ammo from being picked up
Script is entitled H52AmmoLimit:
If Player.GetItemCount AmmoElectronChargePack > 2550
Player.Drop AmmoElectronChargePack 50
ElseIf Player.GetItemCount AmmoElectronChargePack > 2500
Player.Drop AmmoElectronChargePack 25
ElseIf Player.GetItemCount AmmoElectronChargePack; missing number
Player.Drop AmmoElectronChargePack 10
EndIf
--------------------------------------------------------
should read
If Player.GetItemCount AmmoElectronChargePack > 2550
Player.Drop AmmoElectronChargePack 50
ElseIf Player.GetItemCount AmmoElectronChargePack > 2500
Player.Drop AmmoElectronChargePack 25
ElseIf Player.GetItemCount AmmoElectronChargePack > 2445 ; based on 5mm ammo
Player.Drop AmmoElectronChargePack 10
EndIf
--------------------------------
; add the Zeta power module (make sure Zeta is loaded)
; DLC05AmmoAlien Alien Power Module
If Player.GetItemCount DLC05AmmoAlien > 150
Player.Drop DLC05AmmoAlien 50
ElseIf Player.GetItemCount DLC05AmmoAlien > 120
Player.Drop DLC05AmmoAlien 25
ElseIf Player.GetItemCount DLC05AmmoAlien > 90
Player.Drop DLC05AmmoAlien 5
ElseIf Player.GetItemCount DLC05AmmoAlien > 70
Player.Drop DLC05AmmoAlien 1
EndIf
-------------------------------------------
----------------
This is the whole script if one wants to use the GECK and replace the existing script, also fixes the inability to have 10 missiles in the inventory if there is an over-count (too many would be dropped).I think the same was true for other low item number ammos and is fixed in this script.
Updated script:
-----------------------
scn H52AmmoLimit
Begin Gamemode
If player.GetItemCount Ammo10mm > 300 && player.getItemCount Ammo10mm <= 330
Player.Drop Ammo10mm 10
ElseIf Player.GetItemCount Ammo10mm > 330 && player.GetItemCount Ammo10mm <= 430
Player.Drop Ammo10mm 50
ElseIf Player.getItemCount Ammo10mm > 430
Player.Drop Ammo10mm 75
EndIf
If player.GetItemCount Ammo308Caliber > 50 && player.GetItemCount Ammo308Caliber <= 100
Player.Drop Ammo308Caliber 10
ElseIf Player.GetItemCount Ammo308Caliber > 100 && player.GetItemCount Ammo308Caliber <= 200
Player.Drop Ammo308Caliber 25
ElseIf Player.GetItemCount Ammo308Caliber > 200
Player.Drop Ammo308Caliber 50
EndIf
; hunting rifle , 32 pistol
If player.GetItemCount Ammo32Caliber > 140 && player.GetItemCount Ammo32Caliber <= 190
Player.Drop Ammo32Caliber 10
ElseIf Player.GetItemCount Ammo32Caliber > 190 && player.GetItemCount Ammo32Caliber <= 290
Player.Drop Ammo32Caliber 25
ElseIf Player.GetItemCount Ammo32Caliber > 290
Player.Drop Ammo32Caliber 50
EndIf
If player.GetItemCount Ammo44Magnum > 60 && player.GetItemCount Ammo44Magnum <= 110
Player.Drop Ammo44Magnum 10
ElseIf Player.GetItemCount Ammo44Magnum > 110 && player.GetItemCount Ammo44Magnum <= 210
Player.Drop Ammo44Magnum 25
ElseIf Player.GetItemCount Ammo44Magnum > 210
Player.Drop Ammo44Magnum 50
EndIf
If player.GetItemCount Ammo556mm > 240 && player.GetItemCount Ammo556mm <= 290
Player.Drop Ammo556mm 10
ElseIf Player.GetItemCount Ammo556mm > 290 && player.GetItemCount Ammo556mm <= 390
Player.Drop Ammo556mm 25
ElseIf Player.GetItemCount Ammo556mm > 390
Player.Drop Ammo556mm 50
EndIf
If Player.GetItemCount AmmoMesmetronPowerCell > 30 && player.GetItemCount AmmoMesmetronPowerCell <= 40
Player.drop AmmoMesmetronPowerCell 1
ElseIf Player.GetItemCount AmmoMesmetronPowerCell > 40 && Player.GetItemCount AmmoMesmetronPowerCell <= 60
Player.drop AmmoMesmetronPowerCell 10
ElseIf Player.GetItemCount AmmoMesmetronPowerCell > 60 && Player.GetItemCount AmmoMesmetronPowerCell <= 160
Player.drop AmmoMesmetronPowerCell 25
ElseIf Player.GetItemCount AmmoMesmetronPowerCell > 160
Player.Drop AmmoMesmetronPowerCell 50
EndIf
If player.GetItemCount AmmoFatman > 10 ; Seriously, who really uses the Experimental MIRV?
Player.Drop AmmoFatman 1
EndIf
If Player.GetItemCount AmmoFlamerFuel > 600 && player.GetItemCount AmmoFlamerFuel <= 650
Player.Drop AmmoFlamerFuel 10
ElseIf Player.GetItemCount AmmoFlamerFuel > 650 && player.GetItemCount AmmoFlamerFuel <= 750
Player.Drop AmmoFlamerFuel 25
ElseIf Player.GetItemCount AmmoFlamerFuel > 750
Player.Drop AmmoFlamerFuel 50
EndIf
If Player.GetItemCount Ammo5mm > 2400 && player.GetItemCount Ammo5mm <= 2450
Player.Drop Ammo5mm 10
ElseIf Player.GetItemCount Ammo5mm > 2450 && Player.GetItemCount Ammo5mm <= 2550
Player.Drop Ammo5mm 25
ElseIf Player.GetItemCount Ammo5mm > 2550
Player.Drop Ammo5mm 50
EndIf
If Player.GetItemCount AmmoDart > 10 && player.GetItemCount AmmoDart <= 20
Player.Drop AmmoDart 1
ElseIf Player.GetItemCount AmmoDart > 20 && Player.GetItemCount AmmoDart <= 60
Player.Drop AmmoDart 10
ElseIf Player.GetItemCount AmmoDart > 60 && Player.GetItemCount AmmoDart <= 160
Player.Drop AmmoDart 50
ElseIf Player.GetItemCount AmmoDart > 160
Player.Drop AmmoDart 100
EndIf
If Player.GetItemCount AmmoSmallEnergyCell > 450
Player.Drop AmmoSmallEnergyCell 50
ElseIf player.GetItemCount AmmoSmallEnergyCell > 350
Player.Drop AmmoSmallEnergyCell 25
ElseIf player.GetItemCount AmmoSmallEnergyCell > 300
Player.Drop AmmoSmallEnergyCell 10
EndIf
If Player.GetItemCount AmmoShotgunShell > 230
Player.Drop AmmoShotgunShell 50
ElseIf Player.GetItemCount AmmoShotGunShell > 130
Player.Drop AmmoShotgunShell 25
ElseIf Player.GetItemCount AmmoShotgunShell > 80
Player.Drop AmmoShotgunShell 10
EndIf
If Player.GetItemCount AmmoRailwaySpikes > 230
Player.Drop AmmoRailwaySpikes 50
ElseIf Player.GetItemCount AmmoRailwaySpikes > 130
Player.Drop AmmoRailwaySpikes 25
ElseIf Player.GetItemCount AmmoRailwaySpikes > 80
Player.Drop AmmoRailwaySpikes 10
EndIf
If Player.GetItemCount AmmoMissile > 160
Player.Drop AmmoMissile 50
ElseIf Player.GetItemCount AmmoMissile > 110
Player.Drop AmmoMissile 25
ElseIf Player.GetItemCount AmmoMissile > 50
Player.Drop AmmoMissile 10
ElseIf Player.GetItemCount AmmoMissile > 20
Player.Drop AmmoMissile 5
ElseIf Player.GetItemCount AmmoMissile > 10
Player.Drop AmmoMissile 1
EndIf
If Player.GetItemCount AmmoAlienPowerCell > 250
Player.Drop AmmoAlienPowerCell 50
ElseIf Player.GetItemCount AmmoAlienPowerCell > 200
Player.Drop AmmoAlienPowerCell 25
ElseIf Player.GetItemCount AmmoAlienPowerCell > 125
Player.Drop AmmoAlienPowerCell 5
ElseIf Player.GetItemCount AmmoAlienPowerCell > 100
Player.Drop AmmoAlienPowerCell 1
EndIf
If Player.GetItemCount AmmoBB > 1000
Player.Drop AmmoBB 1
EndIf
If Player.GetItemCount AmmoElectronChargePack > 2550
Player.Drop AmmoElectronChargePack 50
ElseIf Player.GetItemCount AmmoElectronChargePack > 2500
Player.Drop AmmoElectronChargePack 25
ElseIf Player.GetItemCount AmmoElectronChargePack > 2400
Player.Drop AmmoElectronChargePack 10
EndIf
If Player.GetItemCount AmmoMicroFusionCell > 450
Player.Drop AmmoMicroFusionCell 50
ElseIf player.GetItemCount AmmoMicroFusionCell > 350
Player.Drop AmmoMicroFusionCell 25
ElseIf player.GetItemCount AmmoMicroFusionCell > 300
Player.Drop AmmoMicroFusionCell 10
EndIf
; DLC05AmmoAlien Alien Power Module
If Player.GetItemCount DLC05AmmoAlien > 150
Player.Drop DLC05AmmoAlien 50
ElseIf Player.GetItemCount DLC05AmmoAlien > 120
Player.Drop DLC05AmmoAlien 25
ElseIf Player.GetItemCount DLC05AmmoAlien > 90
Player.Drop DLC05AmmoAlien 5
ElseIf Player.GetItemCount DLC05AmmoAlien > 70
Player.Drop DLC05AmmoAlien 1
EndIf
End
Judging from the comments on your MOD, it is very well written and I hope people enjoy using it; I just don't see the point of it in terms of enjoying the gameplay.
cuz this is too low.
for the Zombie Apocalypse example make 250 +/- XXX
It is indeed a minor oversight in my mod. I forgot to put a number in one line of my script. So it drops you EC Packs as soon as you have more the zero in your inventory. If you have the GECK,you can fix it for the time being.
If Player.GetItemCount AmmoElectonChargePacks >2400
This should be in the script. If I recall Correctly that is. I'm actually on vacation right now
I use the GetItemCount and the Drop functions. I check how much ammo the player is carrying, and if the ammo exceeds my set limit, then I drop it until it goes under my limit. I do this for all ammo types, and put them into a quest script that runs every frame. To make sure that the player does not get spammed by 1 ammo boxes, which happened during testing
I hope that this was atleast a bit clear
So stay tuned!
Harmy52
However, I had no Electron Charge Packs in my inventory at the time of activating this mod, nor will this mod allow me to pick ANY up.
I'm sure it was just a minor oversight on your part.
This works great, you just need to iron out a few wrinkles.
Edit:
Oh... nvm... I see it's already been pointed out.
I hope it gets fixed soon.
(Guess I'm going to have to leave that pile of EC Packs sitting there for a while... at least I don't really use em that much... should probably refrain form picking up any more for now too...)
Btw, if you don't mind briefly explaining something to me... Out of curiosity, what method did you use to accomplish this mod?