As for this FO3 version, it's likely to be the final version. I had a few plans of fixing it up a bit more but I got too lazy to actually reinstall FO3 for it. Been busy with real life and all that, and I have other games that I play that serve as a good distraction when I want to relax from work.
Version 4.0 (the latest) seems very stable and has not seen any legit bug reports in years, so I assume there's nothing critical to fix at this point. Since Nexus got the new endorsement-friendly system last year, this mod has gotten (at the time of this writing) almost 400 new endorsements, and most of those have not reported any bugs (the few that did were either resolved quickly or were not really related to my mod).
All that said I'm going to stop checking this mod for a while. It's probably safe to say that support is closed. I actually checked it once a week or so all this time, just in case somebody could find a bug I need to actually fix. But since that doesn't seem to be necessary, we'll leave it like this.
I don't plan to disappear so feel free to private message me if you need help or just want to chat or something.
I actually didn't test him before and it didn't come up for years. I guess it was uncommon for people to have him as a companion + use this mod. I ended up sorta putting this mod behind me and didn't even really check comments for a while because I assumed all major issues were fixed already.
I'll look into fixing it at some point. I assume Charon has some kind of special thing going on where it removes effects on him at some points, or maybe because he uses weapon animations differently since that's how this mod checks what a "weapon" is.
Unfortunately I'm a bit busy these days and don't know when I can fix it.
Hey, love the idea, but for some reason I'm struggling to get my companion to have unlimited ammo. I've messed around with it in game; gave the follower the book, marked them, and made sure companion options were all enabled (except explosives), but I still can't figure out what I'm doing wrong. I'm using the Amata Follower Ultimate mod, if that makes any difference. Is there a readme that I missed where it lists all the steps needed for it to activate? Also, the text gets cut off screen on a lot of the menus. It cuts off the headers and initial text and sometimes even the bottom buttons when it has a lot of text to display. It doesn't break anything for me, so no game breaking emergency, I just suck at trouble shooting these things.
Are you using FOSE? Also have you given them at least one ammo? They need to be able to equip the weapon for the script to work on them. In FO3 NPCs will never equip an item if they have no ammo for it.
You might be misunderstanding what this mod does. This doesn't add guns, so I'm not sure what you mean by guns. This works with guns you already have and then gives you the needed ammo for it.
1. Deactivate/uninstall the mod in your mod manager. 2. Run the game and make a save, then quit. 3. Reactivate/reinstall the mod in your mod manager. 4. Restart the game with the mod now active and check.
it started working after a few in game days when i saw the unlimited ammo book in my inventory which i than used on both amata and bittercup and the mod works perfectly now not sure why nothing would show up before
Sorry for the late reply. You're the first person since this mod was released in 2012 to ever report such a bug, so it's likely something wrong on your end rather than a problem with this mod. Are you using FOSE? Are you using a strange weapon that doesn't use normal ammo? Are you sure it's caused by your companion reloading and not something else?
I'm not too sure on how I use this mod in-game. I went to the apparel menu and played around the different options for quite a while, but no matter what I tried I was still losing ammo... Any idea on what I should do or am I just being stupid?
Also, it's possible that the mod is working exactly as intended. The mod doesn't stop your ammo from depleting. It just prevents it from going to 0. So if you have 12 bullets for a 6-shot revolver, for example, when you use them all and reload you'll have 6 bullets left. But you will always have enough bullets for one full reload for that gun. So when you shoot all the remaining 6 bullets you'll suddenly have 6 bullets more.
The purpose of that is to make sure you still have the reloading game mechanic, but just don't have to fiddle with managing your ammo.
This kind of issue has never been reported before, so there's a chance it's specific to your setup. So let's go through a list of possibilities:
1. Are you sure TGM isn't on? 2. Does it happen even after restarting the game? 3. Does it happen even if you equip something else then re-equip the combat shotgun?
If after testing all those things, you're still getting the same problem, try clean reinstalling (disable the mod, start the game and save, close then reactivate mod).
157 comments
As for this FO3 version, it's likely to be the final version. I had a few plans of fixing it up a bit more but I got too lazy to actually reinstall FO3 for it. Been busy with real life and all that, and I have other games that I play that serve as a good distraction when I want to relax from work.
Version 4.0 (the latest) seems very stable and has not seen any legit bug reports in years, so I assume there's nothing critical to fix at this point. Since Nexus got the new endorsement-friendly system last year, this mod has gotten (at the time of this writing) almost 400 new endorsements, and most of those have not reported any bugs (the few that did were either resolved quickly or were not really related to my mod).
All that said I'm going to stop checking this mod for a while. It's probably safe to say that support is closed. I actually checked it once a week or so all this time, just in case somebody could find a bug I need to actually fix. But since that doesn't seem to be necessary, we'll leave it like this.
I don't plan to disappear so feel free to private message me if you need help or just want to chat or something.
I actually didn't test him before and it didn't come up for years. I guess it was uncommon for people to have him as a companion + use this mod. I ended up sorta putting this mod behind me and didn't even really check comments for a while because I assumed all major issues were fixed already.
I'll look into fixing it at some point. I assume Charon has some kind of special thing going on where it removes effects on him at some points, or maybe because he uses weapon animations differently since that's how this mod checks what a "weapon" is.
Unfortunately I'm a bit busy these days and don't know when I can fix it.
1. Deactivate/uninstall the mod in your mod manager.
2. Run the game and make a save, then quit.
3. Reactivate/reinstall the mod in your mod manager.
4. Restart the game with the mod now active and check.
Also, it's possible that the mod is working exactly as intended. The mod doesn't stop your ammo from depleting. It just prevents it from going to 0. So if you have 12 bullets for a 6-shot revolver, for example, when you use them all and reload you'll have 6 bullets left. But you will always have enough bullets for one full reload for that gun. So when you shoot all the remaining 6 bullets you'll suddenly have 6 bullets more.
The purpose of that is to make sure you still have the reloading game mechanic, but just don't have to fiddle with managing your ammo.
1. Are you sure TGM isn't on?
2. Does it happen even after restarting the game?
3. Does it happen even if you equip something else then re-equip the combat shotgun?
If after testing all those things, you're still getting the same problem, try clean reinstalling (disable the mod, start the game and save, close then reactivate mod).
Let me know if anything works.