WARS WIP - Physical Mags System 01

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antistar

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This is an image from a FO4 mod I'm working on called Weapon Addition and Replacement Suite (WARS).

The WIP thread can be found here.


In the last couple of videos I posted you could see the earlier stages of the "Physical Mags" system in WARS (and I'll stress that this is an optional feature), where reloading causes you to drop a physical magazine object into the game world that contains any ammo that was left in the mag when you reloaded. The mags seen in this image were all dropped into the game via this system.

More recently I expanded the system a bit so that you actually need to be carrying spare mags to be able to reload, and that's what you can see in this video:



On reload, you'll automatically switch to a larger mag if you've got one, or a smaller one if necessary, or even go to "no mag" if you're completely out of mags, limiting the weapon's capacity to only one round.

No more applying a magazine "weapon mod" to a weapon and forever more having an unlimited supply of that type of mag. Now part of planning your loadout can include working out what kind of mags to carry, and how many.

This all applies to NPCs too (unless disabled in the MCM menu), and they will also spawn carrying appropriate mags for their weapons.

Dropped mags are cleaned up when you leave the area, to avoid save bloat. These mags - and any associated ammo/casings - can be recovered by building and using an Ammo Recovery Post at a settlement. It does cost caps, though (again, unless you disable that); ostensibly you're paying someone to recover them for you.

There are some janky elements to the system; mainly that the mag switch happens after the reload, for technical reasons - and that there are no dedicated reload animations for being on "no mag". A new unique reload anim for every detachable-mag weapon in WARS would be a ton of work, so that's in the "pie in the sky" part of the wish-list.

2 comments

  1. nexusguy
    nexusguy
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    Awesome work! Yeah, the engine limitations are kind of annoying, specially everytime you change ammo type, the system interprets that you're changing weapons, which, technically, you are, as far as I know at least.
    1. antistar
      antistar
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      • 1,637 kudos
      Thanks.

      The different ammo sub-types, fire modes, recoil handling levels, Condition levels, and of course magazines are all handled by OMODs, and whenever an OMOD is attached/detached, it prompts the weapon (and presumably it's the same with armour) to re-equip. It's very annoying! It seems hard-coded, though.