Munitions was designed from the ground up to be easy-to-use for players and mod authors alike. I've included a number of features to make it easy to patch your mods for Munitions.

In the example below, we'll patch the vanilla Combat Rifle to use Munitions' .223 caliber ammunition. You will need FO4Edit to do this.




Step 1: Download the quest resource in the Optional Files section.

  • We'll use this later, so make sure you don't skip this step.



Step 2: Load all necessary plugins in FO4Edit.

  • Make sure to include Munitions - An Ammo Expansion.esl and Munitions Injection Quest Resource.esp alongside the target plugin that will be patched.



Step 3: Copy the target weapon record as an override into a new plugin.

  • Right-click the target weapon record and select the Copy as override into... option.
  • Select a unique name for your new plugin. You can name this whatever you'd like, though it's best to keep it simple and consistent. I use the $ModName - Munitions Patch naming convention, where $ModName is the target mod I'm patching for.





Step 4: Add Munitions as a master to the new plugin.

  • Right click on the newly-created plugin and select the Add Masters... option.
  • Select Munitions - An Ammo Expansion.esl and click OK.







Step 5: Sort masters to ensure the load order is correct.

  • Right click on the newly-created plugin and select the Sort Masters (to match current load order) option. By default, any new masters added to a plugin will appear last in the Master Files list. Since Munitions is an .esl plugin, it will automatically load before standard .esp plugins. It's important to make sure this is reflected correctly in your patches.





Step 6: Change the weapon's Ammo and NPC Add Ammo List properties.

  • Navigate to the target weapon record that we copied into the newly-created plugin and scroll to the DNAM - Data section at the bottom.
  • Double click the Ammo property on the right and change it to the desired Munitions ammo type. All Munitions ammo records have a prefix of Munitions_ for easy identification.
  • Scroll down to the LNAM - NPC Add Ammo List property. Double click it and set the appropriate leveled list for the ammo type. All Munitions leveled list records have a prefix of Munitions_ for easy identification.







Step 7: Copy the corresponding ammo injection quest as a new record into your plugin.

  • Expand the Quest section of Munitions Injection Quest Resource.esp. You'll notice there is a quest for each Munitions ammo type; find the quest corresponding to the Munitions ammo type your patch will use.
  • Right-click on the quest and select the Copy as new record into... option.
  • Make sure to replace the YOURMODNAME with your mod's name and then click OK.

Background information on the injection quests and why they're important: This ammo injection quest runs a tiny, run-once script to check the value of a global variable (typically named Munitions_$AmmoTypeInjected).

If this global value is set to 0, it will kick off the corresponding ammunition's injection quest and then set the global value to 1.
If this global value is set to 1, nothing will happen. This ensures that any mod using Munitions ammo types don't double-inject themselves into leveled lists.

Another benefit of using this quest is that it prevents players from needing to manually inject the desired ammo type using the Munitions Configuration holotape.








Step 8: Save and test!

  • Save your plugin and then open up the game to ensure that everything is working correctly.
  • The best way to test whether or not your patch is working correctly is to use the Munitions Configuration holotape. Load it up and then scroll down to the ammo type you patched your weapon with. You should see ADDED next to the ammo type's entry. If you do not see ADDED next to the target ammo type, you either chose the wrong injection quest in Step 7 or you skipped that step entirely.
  • Additionally, you can add the weapon into your inventory and check the ammo type to ensure it is working correctly.



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codeblackcrash

3 comments

  1. Geministar
    Geministar
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    For multi-caliber weapons (e.g. the FN Five-seveN is default 10mm), you want to add the Object Modification for the ammo conversion into your new plugin, and then change the ammo and level list entries for the ammo type.

    If you like using multiple weapon mods that you want to patch to use the same Munitions ammo (e.g. FN Five-seveN & FN P90 both use the 5.7x28mm ammo by default IRL), load fo4edit with all of the mods you want to change, create a single Munitions patch, call it something like, FN_57mm_Munitions_Patch and then use, "Copy as override into..." for the first mod, and then use, "Copy as override (with overwriting) into ..." for each of the others and copy them into the new Munitions patch. You'll need to make each mod patched a Master, which means you'll lock yourself into always using those mods together (unless you remove the dependencies in fo4edit) if using the Munitions patch, but you'll save yourself some plugins if you're nearing the 255 limit.

    For weapon mods that allow you to craft custom ammo for the weapon (e.g. FN Five-seveN allows you to craft the 5.7mm ammo you use), copy as override the Constructable Object that crafts the ammo and change the ammo type to the Munitions ammo you want to craft instead, otherwise it is pretty much a dead record if you've already changed the weapon mod's ammo to the Munitions type. If you are doing this in the same patch you created for the weapon, just add it to the same new Munitions patch you've made.

    Example (FN Five-seveN & FN P90) Munitions patch would have:
      - Constructable Object (craftable 5.7mm ammo) --> craft the 5.7mm ammo from Munitions
      - Object Modification (ammo conversion for Five-seveN) --> ammo conversion will use the 5.7mm ammo from Munitions
      - Weapon (P90) change DNAM - Data  ammo to 5.7mm from Munitions, change LNAM NPC Add ammo list to LL_5.7mm ammo from Munitions --> P90 will use the 5.7x28mm ammo from Munitions by default

    After that, copy the quest record as directed and in game; the pistol can be converted to fire 5.7x28mm, you'll be able to craft 5.7x28mm ammo, the P90 will come by default using the 5.7x28mm ammo, and you'll find the 5.7x28mm ammo in the world.
  2. Undeadbones1995
    Undeadbones1995
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    I can't find Energy Cells ID or Craft them for the Discharger Gun Mod
  3. HarryLXavier
    HarryLXavier
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    Marvellous! Every detail covered, thanks for the tutorial! and the amazing mods of course