About this mod
No more infinite firing from NPCs! NPCs now uses ammunition in their inventory when firing weapons!
- Requirements
- Permissions and credits
- Changelogs
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
- Packaged into All in One FOMOD
- 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
- Added file destination in ModuleConfig.xml for FOMOD installer
- NPC with weapon converted to fire another ammo now spawn with increase ammo as well
- Balanced ammo spawned
- NPCs spawn with backup melee weapon
- Added AWKCR keywords to revolver