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Magiobiwan

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Magiobiwan

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24 comments

  1. domino271
    domino271
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    Great mod, desperately needed. Just wanted to let you know I may know a solution for the problem that someone else had about the base mod being incompatible in NMM. I had it too and thought it had to do with load order, but when I looked, there was no .esp for the mod. Installing the mod manually made the .esp pop up in NMM immediately. An odd, but likely easily-solved problem.
    1. Yes it is odd but then again at least the manual way still Works
    2. Magiobiwan
      Magiobiwan
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      Interesting... I probably made the FOMOD package wrong. I did it differently with the latest update I'm uploading now. If it still has issues installing, open a Bug Report in the Bugs section please, and I'll take a look at it.
    3. exat
      exat
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      Changing destination and typename seems to be enough.
  2. fatessword
    fatessword
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    Hello,
    I love your mod,
    However it's horriblely unbalanced.

    After extensive testing with every explosive weapon in the game i have found with the ability to create 20 ammo and store 20 ammo this is by far the most powerful weapon in the entire game.

    On reference remember a merk queen has 1,500 hp.

    An example with all explosive perks,
    no large weapon perks the:

    fat-man hits 1,203 damage
    Missle launcher hits 373 damage.

    For the nuka ammo no handgun perk + all explosive perks however does:

    Nuka-Cola hit's 131 + high radiation damagetotaling in 2,620 damage a clip "not including radiation".
    Nuka-Cherry hit's 393 in a grenades radius totaling in 7,860 damage a clip.
    Nuka_Quantum hit's 918 in a mini nuke radius totaling in 18,360 damage a clip.

    My recommandation is you adjust it to creating 4 ammo per batch and give each the following ammo counts:
    Nuka-Cola 4 ammo a clip,
    Nuka_Cherry 2 ammo a clip,
    Nuka_Quantum 1 ammo a clip.

    That's the only way i can see this being balanced as right now i can kill 9.5 merk queens a clip once you add in resistances making even the nuka nuke seem pathetic in comparison.
  3. untmdsprt
    untmdsprt
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    I'm getting some weird error message when I try to install this. Here's the error message:

    "A different version of Nuka-Cola and Vim Display Racks - Nuka-Cola and Vim Display Racks has been detected. The installed version is 1.4, the new version is 2.0.0. Would you like to upgrade? Selecting No will install the new Mod normally."


    Ok, I do have the Nuka-Cola rack mod installed and it is indeed at v1.4. I've downloaded your mod and now trying to install but getting this message. Is there some kind of conflict going on with either mod? I seem to have the same issue with other Nuka World mods and this one. Removing those now has the conflict message of installing this mod will cause problems with other mods.

    Certainly would be a shame if I couldn't get this one installed.


  4. dstoyer
    dstoyer
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    Jesus Christ your awesome, do you think your ever going to add a craft able MIRV grenade in the future?
  5. Inquizit0r
    Inquizit0r
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    Just exactly what i was looking for.
  6. Kodiak412
    Kodiak412
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    I would like to add a suggestion if it is possible.

    When you upgrade the Thirst Zapper it becomes a nice weapon. However one shot with the reload animation makes it painful. Even though that is not the ammo's fault a nice addition to this mod would be to make the upgrades to the Thirst Zapper shoot maybe 3 shots per reload. This would at least give you a few shots before the long reload animation.

    Thanks for fixing the glaring issues with some of these new weapons ammo requirements!
    1. Magiobiwan
      Magiobiwan
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      I'll take a look and take a look. I haven't gotten to the point where I actually have the Thirst Zapper upgrades quite yet (have been taking a break from Fallout 4 recently), but as soon as I get that I'll work on it. Makes it easier to test these things in-game when you have access to what you're modifying, after all!
    2. Magiobiwan
      Magiobiwan
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      Okay, I finally got around to working on updating the mod. I went and changed it so it holds 20 shots per reload instead of just 1, bringing it in-line with how much I changed the crafting recipes to. I've been busy as heck lately and just now got around to working on this.
  7. User_15297099
    User_15297099
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    Thanks for this, when I got the Quantum Add-on for the Zapper and I crafted some ammo, I was appalled that they only give you 1(one) unit of ammo. Because of the rarity of Nuka Cola Quantum, it' almost makes the Zapper Completely useless to me, but thankfully you came along to save my day.
  8. Oldpumpkineyes
    Oldpumpkineyes
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    Thank you!
  9. justmoddownloading
    justmoddownloading
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    Before I download this, do these items have weight on survival?
  10. Thank you for this i was waiting for someone to put this in here, only thing left for me is for Porter Gage have infinite ammo and is everything need

    Kudos
    1. Magiobiwan
      Magiobiwan
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      He should have infinite ammo for his default weapon, like all companions do. If you give him a DIFFERENT weapon though, even if it takes the same ammo type, he will use ammo for it.
    2. yeah i know but i use a mod to give companions infinite ammo, so then i can give them better weapons and not worrying about the ammo, although it takes the survival out of the window but they rather waste more ammo than me lol
    3. wheelchairwillie
      wheelchairwillie
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      You should be able to add Settler type unlimited ammo functionality manually by targeting Gage in console and type "addkeyword TeammateDontUseAmmoKeyword". Don't know how to remove it but it shouldn't cause any problems really.
    4. Hey thanks i didn't know that trick, that was helpfull

      But now i have something to say about your mod

      So i install it now, (yeah i did take some time) and i got a warning saying the base mod is not compatible with my loaded mods, do you have a sugestion how do i fix this, because even if i install the mod it doesnt work
    5. Magiobiwan
      Magiobiwan
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      Which mods do you have installed? Anything that adds crafting options to the Chemistry Station? Make an entry in the bugs section with your modlist if you would be so kind, and I can take a look.
    6. Falkenot
      Falkenot
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      i think it's an issue with the fomod or nmm, been a couple fomod installed mods the last couple of days that spit an error then fail to install for me, and there isn't any reason for the incompatibility in fo4edit that i can see.
    7. The only mod i have that adds a crafting option to the chemistry station is the More Syringer Ammo witch adds more ammo for the same amount of crafting materials just like your mod here

      I have other mods that change the crafting mechanics,

      craftable armor size, combat helmet ilumination
    8. I found a way to make it work, and i got surprised, it work, although now im going to see if the game runs ok,

      All i needed to do was install the mod manually like not using the nmm, and surprise, surprise the crafting is all there now, but if i try to install via nmm it shows me again the same warning, so the mod is fine but the instalation has to be made manualy or else in my case doesnt or didnt work

      Im so used to using nmm that i dont bother to install any mod now manualy all i did now was to think outside of the box and do it like i used to do lol and it worked

      So gad i did make it work, no need to put something in bugs or so but if you want to fix the problem and make it compatible with nmm its your call for me like this is fine if i find some problem i tell yea but i dont think there's gona be one your mod is solid

      Thanks for the reply and the litle tip on the infinite ammo,

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