Fallout 4

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Created by

KelCaLe

Uploaded by

KelCaLe

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About this mod

No more infinite firing from NPCs! NPCs now uses ammunition in their inventory when firing weapons!

Requirements
Permissions and credits
Changelogs
Ever felt that NPCs seem to carry a truckload of ammunition with them into firefights? That's cause they don't actually use any ammunition in their inventory when firing their weapons. I felt that it was rather un-immersive so i sought to correct that through mods but failing to find any mods on Nexus that didn't bring about its bout of issues in regard to turrets or whatnot, I decided to delve into FO4Edit and make my very first mod.

This mod essentially modifies only weapons so that any NPC that uses said weapon would consume ammunition while firing. It doesn't use bForceNPCsUseAmmo=1 which would force turrets to consume ammunition too, which result in rather weak enemy turrets and un-refillable settlement turrets. Currently, playable vanilla weapons had been modified and ammunition which they spawn with increased several fold to allow NPCs a fighting chance in a prolonged firefight.

This is my first mod ever so please give me a heads up if anyone found any bug or if i missed something.


Current Features
  • NPCs consume ammo while firing vanilla weapon
  • NPCs spawn with between 3 to 5 magazines worth of ammo
  • NPCs now spawn with a backup melee weapon
  • Option for companions to consume ammo while firing companion default non-playable weapons
  • Option for robot to consume ammo while firing built in non-playable weapons
  • Option for NPCs to expend grenade in inventory when grenades are thrown. Drastically reduce grenade spams
  • Support for DLC weapons, companions, robots and grenade where appropriate


Planned Features
  • Compatibility with AWKCR and Armorsmith Extended
  • FOMOD options for amount of ammo NPCs spawn with. Require user feedback.
  • FOMOD option for infinite companion ammo (meaning mod not touching companion weapons) 



Compatibility
  • Compatible with any mod that does not touch vanilla weapons.
  • Not compatible with mods which modifies vanilla weapons.
  • Non-conflicting with mods that add new weapons. NPCs using those weapons will have infinite ammo as per vanilla behaviour unless compatibility patches are made.
  • Version compatible with AWKCR now available.


Changelog
v0.9 :
  • Initial release
v0.9.1 :
  • Packaged into All in One FOMOD
v1.0 :
  • Seperated robot weapons to an optional esp 
  • Seperated companion weapons to an optional esp
  • Seperated grenades to an optional esp 
  • Added Nuka-World robot weapons I left out into Nuka-World robot ammo esp 
  • Adjusted amount of ammo NPCs spawn with
  • Fixed a bug regarding robot weapon magazine capacity
  • Packaged esps into FOMOD
v1.0.1 :
  • Added file destination in ModuleConfig.xml for FOMOD installer
v1.1 :
  • NPC with weapon converted to fire another ammo now spawn with increase ammo as well
v1.2 :
  • Balanced ammo spawned
  • NPCs spawn with backup melee weapon
  • Added AWKCR keywords to revolver