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  1. IDontEvenKnow
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    2021-03-24: Just found a bug that can cause 4.0.0 to fail to initialize properly on fresh installs/new games.

    I've fixed this for 4.0.0a, but the fix isn't retroactive, so if the mod doesn't work, run this console command to fix it:
    cqf _GAC_AmmoRegQuest TryRegister
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    2021-03-23 - Whoops, forgot to write my usual patch comments on time; yesterday I released 4.0.0.

    The biggest change in this version (from a technical standpoint) is an overhauled mod compatibility system. The old script worked, but it was super complicated and made adding support for new mods tricky. The new script is a more universally applicable system where mod support is not hard-coded into the script, instead being entered via script properties, not unlike an SS addon or whatever.
    This also makes it (comparatively) easy for mod authors other than myself to add support for new ammo types to GLAF, without having to touch any Papyrus scripting directly: just make a quest with idek:gac:AmmoRegistrationScript attached, fill in the appropriate script properties, and share your plugin—or, "soft" support could even be built directly into a mod, which will automatically integrate with GLAF if it's installed.

    I have also added support for Rechargeable Fusion Cores, which has been requested a few times. It works a little weirdly for technical reasons, but I think it's good enough.
    ---------
    2020-06-16 - I've just released 3.1.1. Turns out that my optimization to the Condense Ammo function didn't really work, it just looked really convincingly like it did work. Even fooled me, for a whole week.

    I just rewrote the function again, it's back to being sort of like the old 2.3.0 version, except multithreaded to hell. If you know Papyrus, have a look at idek:gac:WeaponControlScript.CondenseAmmo()/CondenseAmmoThread(), and idek:gac:Util.CASubThread(), you might learn some interesting techniques from it. I really finessed the script engine to get it running as fast as it does.

    99 reports of bugs on the tracker, 99 reports of bugs
    take one down, patch it around...
    101 reports of bugs on the tracker

    ---------
    Older release notes:
    Spoiler:  
    Show

    2020-06-10 - I've just released 3.1.0. I've made a number of improvements for this version
    • When first configuring a weapon, the mod will no longer nag you if you have more than one of that weapon type in your inventory (thanks to spacefiddle for messaging me and pointing out how to do this, the technique is very similar to what's used for Perforation, just with some performance improvements)
    • Those cases where the mod just randomly stops working (ammo items aren't automatically converted) should be much rarer now.
    • The [Condense Ammo] routine is now much faster than before—so much faster, in fact, that it's completely viable to forego using 95% of the features of this mod, and just use ammo condensation exclusively.
    • Added a [Condense Ammo] aid item, similar to the older [Recycle Current Ammo] aid item.
    • Following from the last two points, the mod will now prompt whether you want to use "Full" or, "Lite" mode.
      Full mode is unchanged, but Lite mode offers a different set of advantages/disadvantages:
      • Advantages:
        • More likely to work seamlessly with a wider variety of other mods, as it is much simpler and less invasive
        • Your standard reload button still works like normal
        • Your ammo counter still works like normal, and won't just show [x/001] like in Full mode

      • Disadvantages:
        • Your inventory will still clutter up with partially full cores
        • Lite mode is entirely manual: from time to time, you'll have to use the [Condense Ammo] aid item to declutter your inventory (note that this may be hotkeyed)
        • If you don't have UFO4P, or some similar mod that fixes weapon ammo capacity bugs, you might still be forced to reload mid-way through a core (note that you can still manually apply the capacity fix mod using the [Settings] Gatling Laser Ammo Fix holotape)

        If you want to try Lite mode on an old save, you'll have to unmodify existing weapons first. For each weapon that GLAF previously configured, equip it, open the [Settings] holotape, and select:[Configure Current Weapon...] -> [Clear All Special Mods]If you find that you prefer the standard Full mode, you can always switch back to it by using the [Settings] holotape and selecting:[Default Weapon Configuration...] -> [Toggle: Automatic Setup]
      • Regardless of default mode, you may still manually apply ammo fix/capacity/no spin-up mods to your weapons using the holotape. All Lite mode ultimately does is turn Automatic Setup off.

    ---------
    2019-08-02 - I've just released 3.0.0. As of this version, the mod is now a light plugin (ESPFE).

    Notes from the changelog:
    Form IDs have changed, so you may lose some items added by this mod on existing saves:
    • Any weapons you have that GLAF has previously configured may lose all of their weapon mods after updating. Unfortunately, I don't just mean GLAF mods either: you may find that some of your weapons have lost literally every single mod, including barrels and receivers etc. This seems to be an engine bug. To prevent this, before updating, equip each weapon that you have been using GLAF with, and one by one, open the holotape and select [Configure Current Weapon...] -> [Clear All Special Mods]. Then, save and load the new update.
    • Any Partially Depleted Fusion Cores you have should survive the update
    • All other added items/mods/etc that you have, i.e. partial charges (the misc item), or any partial ammo types other than the standard Partially Depleted Fusion Core will probably disappear after updating.
    • You will probably also need a new holotape; these can be manually crafted at a chemistry station under Utility.
    I originally converted this to a light plugin a long time ago, roughly November of last year, but I forgot to release it...or maybe I just didn't want to have to document the side-effects and/or update procedure for this version at the time (who knows, I barely remember).
    If you are on an existing save and aren't using the Alien Assault Rifle mod, feel free to continue using the older 2.3.1. There aren't any substantial changes other than support for that, and ESPFE conversion.

    ---------
    2017/11/18 - I've just released 2.3.0. The primary feature of this update is that I've added a method to manually reload your current weapon, rather than first having to wait for its charge to run out fully.

    How this works is that a [Recycle Current Ammo] aid item will be added to your inventory at the same time you get the config holotape (or, manually craft it at a chem station). When this item is used, and your currently loaded ammo item has, say, 85.3% charge left, this ammo will be converted into 853 Recycled Fusion Core Charges. Whenever you reach 1000 of these, they will automatically be converted back into a fresh, full ammo item as necessary.

    In case you want to discourage your own Chronic Reload Syndrome, or desire a more "realistic" difficulty, an additional configuration to this system is available in the holotape that will decrease the percentage of charge that can be recovered from recycled cores down to as low as 50%, in 5% intervals.

    This update also adds an additional utility to the holotape, accessible under [Ammo Recycling...] -> [Condense All Ammo]. This option will condense all compatible ammo in your inventory into fully charged units, returning any leftover as recycled charges. This utility is mostly intended for new installs of GLAF, to clean up the 125 fusion cores of slightly differing charge levels that are probably cluttering your inventory up in case you ever used a Gatling Laser without GLAF installed.

    As usual, I also made sure supported mod compatibility was up to date. (I did not, however, add compatibility for the newly added "FCaB - AmmoTweaks_Full - Standalone Patch" mod, because it looked like a lot of work and only had a dozen downloads - if anyone reading this actually wants compatibility for this, I'll add it upon request)

    ---------

    2017/08/08 - I've just released 2.2.0. Not much to say here other than that I've updated support for Fusion Cells are Batteries, and added support for Cryolator Weapon Rework - Mav's Marvelous Mods.

    ---------

    2017/06/14 - I've just released 2.1.0; the most notable changes here are support for FCaB + LOADS, and Jack's Fallout Overhaul.

    I've just released 2.0.1; I forgot to check whether the player's currently equipped weapon is actually supported by GLAF in the mod's auto-weapon-configuration script, so it was applying the capacity fix mod (which sets your ammo capacity to 10,000) to all weapons, and not just GLAF-supported ones. Oops.

    For any weapons that this happened to, open the holotape, go to the "manual weapon configuration" option, and select "clear all mods" to remove this effect.

    ---------

    I've just released 2.0. As per usual, there are no special update instructions beyond installing over the old version.

    2.0 is very heavily rewritten from 1.x, and in all honesty I haven't tested this version super thoroughly, so there's a good chance there might be a bug I missed somewhere. Everything seems to be working as intended, at least for me, so if you find something not working quite right, let me know.

    So, instead of being hardcoded to only work with fusion cores as with 1.x, 2.0 now uses a system with an ammo type registry, and getting new ammo types to work with Gatling Laser Ammo Fix's (henceforth, GLAF) system is much easier now.

    I've added support for Fusion Cores are Batteries. This support is built into the main download, and does not require any hard dependencies or external patches. Everything should be supported except for the LOADS patch (I'll try to include support for that in the next update), and unfortunately the "Somewhat Drained Batteries" module for technical reasons.

    Weapons with proper AWKCR keywords are now supported by default - as with above, this does not require hard dependencies or external patches. If a weapon has e.g. the _WeaponCaliber_Core keyword and does not have dn_HasReceiver_Converted, or if it has e.g. dn_HasReceiver_Converted_Core, my mod will trust that those keywords are accurate and will use that ammo type instead of just blindly using the base ammo type. This support extends to FCaB ammo types as well.

    In the config holotape, you can now manually configure a weapon's ammo type as well, in case automatic detection of ammo type does not work. You can also manually attach or remove any of the other mods that GLAF includes in this interface.

    As mentioned before, this is a huge rewrite, and I don't have any beta testers or anything, so if you find any issues with this version, report them to me and I'll see what I can do about them.
  2. sylwestreczek
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    It would be nice if after firing this magazine of ammo an empty fusion core was returned, because otherwise now the cores run out...

    the thing is that I have a charging station for empty cores, so he could charge them... Incremental Fusion Core Charging Stations - Recharger
  3. Edward1379
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    applied the never ending effect to a laser weapon and it kinda worked, the ammo countier disappeared but whenever I shoot it the game lags a little.
  4. TheBloom46
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    this mod fixes the Aeternus, thanks!
  5. chamath1993
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    Does this work with the next-gen update?
    I used this in my previous playthroughs before the next-gen update, and it worked fine. But I'm not sure if it works with the update.

    Update: I installed the mod. With the "full-mode," the mod seems to be working so far
  6. VoidStuff
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    Quick question: Does this mod work with Rank IV of Scrounger?
    1. IDontEvenKnow
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      Probably? I've never tested.
    2. handshakes1
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      So does it work? 
  7. Cavelizard
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    I'm working on a project to integrate some modded energy guns with FCaB and this mod. I'm having issues with some guns that can rechamber between fusion cores, fusion cells, and plasma cartridges. in base FCaB i can get the rechambers to work without issue, however when i use this mod it doesn't seem to recognize the rechambers. instead it shows a popup window to choose an ammo type for the gun. however, this change is permanent, and doesn't allow the "Partially drained" versions of anything other than the base ammo type. Is there a way to get this mod to properly recognize the rechamber. I've been digging around this mod in xedit to try and find anything, but I'm not getting anywhere. Any help would be appreciated. Thankyou for the excellent mod.
    1. Cavelizard
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      turns out part of my problem was caused by bad implementation of FCaB features that "gatling laser ammo fix" was fixing for me. so they properly use the partials now. It would be real cool if I could get the ammo to be able to be switched back and forth.
  8. Salensis
    Salensis
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    I'm wondering what it'd take to make GLAF recognize Small Energy Cells from Munitions the way it does Fusion Cells when used with Fusion Cells are Batteries. I've made the requisite changes to FCaB (I think) but don't know enough about scripting to make GLAF replace the Cell with a Partially Depleted Cell and lock the ammo type. 
    Any chance anyone has any advice?
    1. Cavelizard
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      can't answer the scripting business, but a mod for munitions integration with Fusion cells as batteries has existed since January. It however also did not solve the scripting issue.
  9. Strix2206
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    Settings holotape... No MCM? ... No tnx... sorry
    1. TheDreamlessVale
      TheDreamlessVale
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      k?
    2. PlasmaEnergy
      PlasmaEnergy
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      lazy f*#@
  10. 1347terminator
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    To install this mod I'm placing the BA2 and ESP files in the Fallout 4 data folder. Am I doing something wrong or missing a step? It's not working for me currently and I'm unsure if it's a side effect of the recent update or user error.

    Any help would be greatly appreciated.
    1. PlasmaEnergy
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      use vortex
  11. mushroombat
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    It would appear that the next gen patch has caused some negative effects, the nuclear physicist perk and ammo counter is now capped.