Something that I believe should be noted; when starting a new game, keep the mod disabled until you pick up the 10mm Pistol from the Overseer's desk and equip it.
Thanks for the mod, using an old character that used the first few versions of this mod everything works fine even after using the updated ones.
But creating a new character using the updated mod, the widget does not appear. you have to force it to appear by using a scope however the total ammo count remains at zero and if set to fading it will not reappear until I use the scope again.
I noticed this problem ever since the mod was changed to require a core mod.
Edit 2/6/17: Tested by removing the mod and saving then reinstalling the mod corrects the missing widget and incorrect values.
I was wondering if it is caused by not having any weapons when the mod activates on a new character in which that state becomes the reference.
the grenade count seems to be reporting correctly. My guess is it is possible that the grenades widget references the inventory only and the ammo widget references the ui + inventory.
It would be nice if the mod were to activate after leaving vault 111 for a new character then it might correct the other issue I have which the settings holotape does not also spawn on a new character I had to place it via console commands.
Edit 2: Never ending legendary also had a problem for me earlier, where my total ammo is 0, I thought it was normal. After the above reloading of the mod, it corrected the legendary effect for me.
The mod worked correctly in my last game. I started a new game and had two problems. The widget did not appear until I used a scope, but this always happens and is no big deal. The second problem was one I have not seen before: the widget correctly indicated the rounds loaded in all weapons, but showed "0" for rounds in my inventory for all weapons.
I fixed the problem by unckecking the esp file, loading, saving, exiting. When I reloaded the game my rounds in inventory showed correctly for all weapons.
For this playthrough I used Start Me Up - Alternate Start and Dialogue Overhaul, selecting the Vault 111 alternate start option. The only other changes from my last playthrough were armor armor and clothing mods and a player home swap.
Thanks, I have the same issue but couldn't guess the source of problem. I.e. game correctly shows number of ammo in the current magazine but shows weird numbers for total amount. Now I understand what is it (.308 hunting rifle -> .50 receiver, .45 combat rifle -> .308 receiver).
For some reason the ammo is always set to 0 and never changes, and I still have the old ammo count overlapping with the 0s. I also use the survival stats widget not sure if that causes a conflict.
29 comments
weird how that works, right?
it uses 3 types of ammo 5.56 308 and 5mm
im using the 5mm and it displays the 5.56
-IAreBob
But creating a new character using the updated mod, the widget does not appear. you have to force it to appear by using a scope however the total ammo count remains at zero and if set to fading it will not reappear until I use the scope again.
I noticed this problem ever since the mod was changed to require a core mod.
Edit 2/6/17: Tested by removing the mod and saving then reinstalling the mod corrects the missing widget and incorrect values.
I was wondering if it is caused by not having any weapons when the mod activates on a new character in which that state becomes the reference.
the grenade count seems to be reporting correctly. My guess is it is possible that the grenades widget references the inventory only and the ammo widget references the ui + inventory.
It would be nice if the mod were to activate after leaving vault 111 for a new character then it might correct the other issue I have which the settings holotape does not also spawn on a new character I had to place it via console commands.
Edit 2: Never ending legendary also had a problem for me earlier, where my total ammo is 0, I thought it was normal. After the above reloading of the mod, it corrected the legendary effect for me.
I fixed the problem by unckecking the esp file, loading, saving, exiting. When I reloaded the game my rounds in inventory showed correctly for all weapons.
For this playthrough I used Start Me Up - Alternate Start and Dialogue Overhaul, selecting the Vault 111 alternate start option. The only other changes from my last playthrough were armor armor and clothing mods and a player home swap.
so GetEquippedWeapon(0).GetAmmo() is just another Beth's thing which works through the ass