Fallout 3

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AnT01

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AnT01

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  1. TrickyTrack00
    TrickyTrack00
    • member
    • 55 kudos
    Still working fine even in 2023. Yes, it takes around 3-5 seconds to calculate right weight after you take it from any container or corpse, but it's not a big deal if you want to make your game a little bit harder. 
  2. caralampio
    caralampio
    • member
    • 4 kudos
    To add an opinion that can help someone to decide on using it, it works for me. I also use DAV's weighted ammo which shows the ammo's weight in the name. Weight still appears as -- and you need to do some math to know the effects. For example, 100 bullets that weigh 0.03 represent 100 x 0.03= 3 weight in inventory. Put the old calcified neurons to work, or use a calculator.

    Large transfers of ammo in or out take some time to register as a weight change, and also probably require getting out of the pip-boy. Dropping ammo and then immediately going in to see the effect will probably yield no change. Up to 30 seconds has been reported, for me it's about 5-10 seconds.

    I like this because now as I set out I have to choose well my main weapon, with a reasonable amount of ammo, perhaps a sidearm as close support with a relatively small amount of ammo and one melee weapon for last resort. Go out with a minigun OR an assault rifle OR a 10 mm SMG, not all three with huge ammo for each. A good pistol OR a shotgun OR a flamer, for close combat.

    I didn't take the med and caps mods because meds in general weigh very little, not 0.2 lb. A syringe, a pill, an inhaler, all extremely lightweight, negligible. 100 mentats in a little tin box still wouldn't weigh practically anything. And caps, although it might be reasonable that they weigh, it would be extremely bothersome. Most games have money weightless and for good reasons.
    1. cybermouse2
      cybermouse2
      • member
      • 0 kudos
      This comment.
      Perfect.
      I would say that meds can weight a lot if you're dragging a full kit with you, but i get the point. But you're right, 100 mentats in a little tin box still wouldn't weigh practically anything. And they have magic stimpacks in fallout, so...
      Anyway...
      I recommend the mod, but it makes the game HARDER
  3. TelShadow
    TelShadow
    • premium
    • 343 kudos
    Cool mod thanks alot. 
  4. Crowley101
    Crowley101
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    • 1 kudos
    To anyone checking this mod out: it does work. The issue that I am having is that the weight is not displayed per item, and it takes a second for the game to register the change in carry weight. Otherwise it works as intended.
  5. MrDeathKill
    MrDeathKill
    • account closed
    • 59 kudos
    well, it seems that the mod does not work for everyone..
    i only have Fallout.esm enabled and the mod does not work..bummer..
    guess i'm going to have to make a working weightmod myself again.

    strange thing is, the script seems solid..

    one thing i don't understand though, the script actually adds thousands of
    ammoweightcounters to the players inventory instead of setting the weight of 1 single inventoryobject with SetWeight.
    if one adds thousands of objects to the inventory it's very bad for performance.

    so i will adapt it and make it work for myself.
    Thanks for the initial work though..
    1. africaisstarving
      africaisstarving
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      • 11 kudos
      you can't use setweight ammo does not have a weight property in fo3 its just not there.
  6. heartburn22
    heartburn22
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    • 0 kudos
    I didn't think it was working either, but then i realized that it doesn't update while you're transferring ammo to or from a container. Afterward, it takes some time for the total carried weight to update. So, it does give your ammo weight, it just sometimes takes a minute to register after you've closed a container or turned off your pipboy. I'm not sure if it's just checking the weight periodically, or if it's driven by an event. If it's just checking periodically, it would be sweet if there was a hotkey to force it to update.

    Hope that helps someone else.
    1. africaisstarving
      africaisstarving
      • member
      • 11 kudos
      it must be a script on low priority running in the background. the scripts only run in game mode not in menu mode. is the easy way of doing it. id put it work in menu mode rather than game mode .
  7. Phil5000
    Phil5000
    • member
    • 2 kudos
    I can't get it to work either. I am absolutely sure I've disabled everything else but Fallout.esm and it doesn't work. Unless he just hasn't done 10mm and BB pelets.
  8. pixie20
    pixie20
    • supporter
    • 2 kudos
    To Maniac3020, johnnyfallout101 and anyone else having problems: this mod DOES work. If it's not working for you it is due to a mod conflict in your load order, nothing else. I was having the same problems as you report and initially blamed the ammo mod, but then I disabled one particular custom armor mod and then the ammo weight started working. In the vast majority of cases it is a user mod conflict that causes problems, not a faulty mod that has been uploaded to the site.
  9. Astardes
    Astardes
    • member
    • 0 kudos
    Works great, I used this file http://fallout3.nexusmods.com/mods/4049 to get the weight of the ammo, it is a bit annoying that it is displayed after the ammo's name but it is better than nothing.
    It bugged me to no end that I could carry around limitless ammo so thanks for this great addition.
    Also anyone claiming it does nothing is wrong, it works fine, first time I installed this mod I had a savegame with my character being at 200/200 and after the activation of this mod I was at 200/223.
  10. FSBDavy
    FSBDavy
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    • 12 kudos
    For me, the ammo DOES have weight and works well, but the weight is always reported in the pip boy as 0. Try dropping a pile of ammo, put away then re equip the pip boy and see if your weight has changed.