It shouldn't. v1.1.1 uses a 0 weight object with a script attached to put the ammo in your inventory. The actual in game ammo is unedited, and even if I were to change it, cleaning the mod would undo it.
If there's any other cases of this that come up PM me or reply and I'll look into it further.
[Using Translators(haha sry)] I think it would be good to add a little disadvantage. I want disadvantages when converting to 10mm round. Infinite repetition is not fun!! and Add heavy weapons ammunition and it'll be perfect !!(I need a missile.!!!!!!!!!!!!!!!!!)
Hello, FrostHerd! I'm replying to let you know that bbaronx has been made aware of your request and is considering it. He has been pretty busy on a few other mods, not to mention studying for exams and such, but rest assured you are not being ignored! Criticism and suggestions only make mods better and feedback like yours could very well represent others who feel the same way, both myself, and I'm sure bbar are both appreciative of your feedback and will do our best to satisfy your request in good time. Thank you!
Hi Bbaronx and GallumX! Great mod! I made a version of the mod that converts ammo with a multiplier of 10. It would be great if you can add it to optional downloads. I can upload it wherever you say.
Added to optional files! If you need anything else contact GallumX or myself and we'll be happy to try and help. And thanks for making an optional file, I love it when people think enough of my stuff to want to improve it. Happy Modding!
Hi there Bbaronx, got another mod that hasn't been updated in a while here: https://www.nexusmods.com/fallout4/mods/1018/? When I seen your mod I automatically thought of this reloading bench I use quite frequently. It was made by Xylozi and if it's not being worked on anymore perhaps you could integrate these features into your mod? Would be nice to see the Reloading Bench Mesh/textures ported over from New Vegas. Nothing wrong with doing that since people have already ported guns and such over. Hope to see this mod grow. Keep up the amazing work.
I think I've actually tried that mod (or one like it) and didn't care for it all that much (no disrespect to the author, just wasn't for me). And Bethesda's official stance on porting New Vegas textures over was a pretty firm no. I am still working at a system to craft ammo from components though, I just haven't found a system that I like as much as NV's (This mod is like 1 of 3 that I worked with, and the one I liked the most).
I'm currently playing around with custom menus though, that will most likely transfer over to future mods/updates and make the entire thing a bit nicer, and possibly get more mods I make release ready, as they will function without preforming dark rituals.
There may be a way but the general idea was for that to be a one way conversion (for balancing purposes). If it were to be put in the mod it would probably have to require fully charged fusion cells (but with the fusion reactor added by the wasteland workshop addon you should be able to recharge them quite easily) If enough people ask for this I might can convince Bbar to make an optional file for it but at this time there's no intention of adding that specific recipe.
honestly that would be the only recipe i'd care about. i've been waiting for a way to combine half charged cores for way longer than i ever should have had to. dont understand why its not in the base game.
Were you aware that you can just recharge them? If you have the wasteland workshop dlc it's possible (without mods) to recharge depleted, or half depleted fusion cores by plopping them in the fusion reactor (the blue generator like the ones you get fusion cores from) and they should recharge to full. I haven't done it myself but I don't really use that many fusion cores. It should be possible though
https://www.gamefaqs.com/boards/164592-fallout-4/72808744 (where I'm getting this from)
Pretty sure that guy in the gamefaqs thread is trolling, I don't think FO4 vanilla or any workshop DLC lets you recharge cores. The fusion generator you can build just turns off and on. There is this pretty nifty mod that I've used that let's you build one though https://www.nexusmods.com/fallout4/mods/15840/ And there might be mods that let you use the buildable one, I dunno
Fusion core charge is determined by health. Nothing comes to mind as to how to get that health for crafting right now, and I'm working on finalizing 2 other mods at the moment. I plan on messing with fusion cores in another mod at a later time though (possibly a weapon mod to convert a weapons ammo type to fusion cores), so if anything comes up that solves the problem, I'll try and upload it.
gallum, there isnt any way to recharge a core, vanilla or dlc. all the mods i've seen dont really work the way i described (combining 2 half charged cores to get 1 fully charged core)
as for wasteland workshop dlc, the fusion generator does not have anything to do with cores. it has a core on the model, but thats it, its just a generator. i have the dlc & i have used that generator. interacting with it simply turns it on & off, like every other generator. no recharging menu pops up.
there's even a wiki page detailing everything about generators: http://fallout.wikia.com/wiki/Generator_(Fallout_4) "The fusion generator is a fusion powered electric generator that uses the fusion core to produce electricity. Its appearance and animations are identical to the devices from which fusion cores can occasionally be salvaged throughout the Commonwealth. Despite this, it is not possible to have the generator interact with fusion cores in any way, neither for recharging cores nor slotting them in as additional power source."
as for making a mod to combine partially charged cores, i would happily commission someone to make it & post it here on nexus. i'd pay up to $50 for that s#*!, as long as it gets uploaded here & is free to use.
Uh...you can recharge cores. Just pop it in a generator (like the ones that you find with fusion cores stuck out of them) and press the button on the side.
@storvon yeah like I said I had never done it myself, just trusting information from strangers on the internet LOL. But yeah does not work apparently. Duly noted.
Hey I really like this mod but I think I've run into some sort of bug. After using it for a while I noticed that I have somehow accumulated 128 items named "5mm Round (10)" under the misc tab in my inventory. Screenshot via steam: http://steamcommunity.com/sharedfiles/filedetails/?id=1151010288
After a bit of messing around it seems like every time I convert .44 ammo into 5mm ammo I get an item named "5mm Rounds (10)" instead of ten actual units of ammo. I do have plenty of mods installed so it could be a conflict of some kind, but I also figured it could be a simple oversight in the mod.
Also a couple suggestions: I don't know if you can do it but disabling XP gain for these recipes would probably make sense. When I first installed it and started converting my ammo collection I gained a level and a half just from the crafting XP. More importantly, though, is that I can continue converting ammo in a lossless cycle that allows infinite XP gain. Not a huge deal because there are plenty of other cheesy ways to gain XP, but it feels kinda weird to be getting XP at all when converting ammo.
Second suggestion: There may be some reason this is a bad idea, but I was thinking instead of converting from one ammo type to another you could have recipes to convert ammo into "Ammo Components" (a misc item probably) and then other recipes to convert "Ammo Components" back into real ammo. It would work around the issue of remembering the order of the conversions; just convert any unwanted ammo into generic components and then back into the type you want. And probably you'd have separate "Ballistic Ammo Components" and "Energy Ammo Components" or whatever. Current solution is really elegant though and I can understand not wanting to add anything other than recipes.
Anyway, still a good mod even if you don't change anything. I'll just avoid turning my .44 into 5mm for now.
(edit: Converting .50cal into 5mm works correctly.)
alright, I may have forgotten to attach a script to the 5mm round (10) item. And I'll see if I can do something about the XP gain (I should be able to). I've been working on 2 ways to just "craft ammo" actually, 1 mod that basically adds modified versions of the Contraptions ammo crafting thing to the chem lab, and one that uses the "ammo parts" that you mentioned that was going to be balanced around this mod. They were/are going to be separate releases from this mod due to the amount of ESPs that would be required to combine what are basically 3 different mods.
And thanks for the bug report, I should have that fixed within the hour.
Fixed. I have plans of looking at the XP gain later, but I'm going to need to do some testing.
35 comments
If there's any other cases of this that come up PM me or reply and I'll look into it further.
Edit: no, there isn't. Nvm, i've done a little mod myself at this point.
If you need anything else contact GallumX or myself and we'll be happy to try and help.
And thanks for making an optional file, I love it when people think enough of my stuff to want to improve it. Happy Modding!
I'm currently playing around with custom menus though, that will most likely transfer over to future mods/updates and make the entire thing a bit nicer, and possibly get more mods I make release ready, as they will function without preforming dark rituals.
could be done in an entirely separate mod.
https://www.gamefaqs.com/boards/164592-fallout-4/72808744 (where I'm getting this from)
And there might be mods that let you use the buildable one, I dunno
as for wasteland workshop dlc, the fusion generator does not have anything to do with cores. it has a core on the model, but thats it, its just a generator. i have the dlc & i have used that generator. interacting with it simply turns it on & off, like every other generator. no recharging menu pops up.
there's even a wiki page detailing everything about generators: http://fallout.wikia.com/wiki/Generator_(Fallout_4)
"The fusion generator is a fusion powered electric generator that uses the fusion core to produce electricity. Its appearance and animations are identical to the devices from which fusion cores can occasionally be salvaged throughout the Commonwealth. Despite this, it is not possible to have the generator interact with fusion cores in any way, neither for recharging cores nor slotting them in as additional power source."
as for making a mod to combine partially charged cores, i would happily commission someone to make it & post it here on nexus. i'd pay up to $50 for that s#*!, as long as it gets uploaded here & is free to use.
@zidders yeah true lmao. Got em
After a bit of messing around it seems like every time I convert .44 ammo into 5mm ammo I get an item named "5mm Rounds (10)" instead of ten actual units of ammo. I do have plenty of mods installed so it could be a conflict of some kind, but I also figured it could be a simple oversight in the mod.
Also a couple suggestions: I don't know if you can do it but disabling XP gain for these recipes would probably make sense. When I first installed it and started converting my ammo collection I gained a level and a half just from the crafting XP. More importantly, though, is that I can continue converting ammo in a lossless cycle that allows infinite XP gain. Not a huge deal because there are plenty of other cheesy ways to gain XP, but it feels kinda weird to be getting XP at all when converting ammo.
Second suggestion: There may be some reason this is a bad idea, but I was thinking instead of converting from one ammo type to another you could have recipes to convert ammo into "Ammo Components" (a misc item probably) and then other recipes to convert "Ammo Components" back into real ammo. It would work around the issue of remembering the order of the conversions; just convert any unwanted ammo into generic components and then back into the type you want. And probably you'd have separate "Ballistic Ammo Components" and "Energy Ammo Components" or whatever. Current solution is really elegant though and I can understand not wanting to add anything other than recipes.
Anyway, still a good mod even if you don't change anything. I'll just avoid turning my .44 into 5mm for now.
(edit: Converting .50cal into 5mm works correctly.)
I've been working on 2 ways to just "craft ammo" actually, 1 mod that basically adds modified versions of the Contraptions ammo crafting thing to the chem lab, and one that uses the "ammo parts" that you mentioned that was going to be balanced around this mod. They were/are going to be separate releases from this mod due to the amount of ESPs that would be required to combine what are basically 3 different mods.
And thanks for the bug report,
I should have that fixed within the hour.Fixed.
I have plans of looking at the XP gain later, but I'm going to need to do some testing.