Fallout 4
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FlamingLlama

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FlamingLlama926

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4 comments

  1. althekoolkid
    althekoolkid
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    Just an FYI, this no longer works and will cause a CTD on save load. 
  2. Kryyss
    Kryyss
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    It seems that in the process of removing the Non-Lethal Armory ammo it has also removed all of the non-lethal energy weapon ammo as well. Or it isn't compatible. Could you please update the mod to add non-lethal versions of the plasma, radiation and energy ammo?

    Non-lethal Radiation doesn't really exist so you'd need to have some exotic, lore-friendly type of radiation. Cosmic rays for example.
    Non-lethal Energy would be just an electrical taser effect so that wouldn't be hard to explain.
    Non-lethal plasma would also be electrical in nature ionizing plasma for example.

    Aside from restoring these missing ammo types, have you considered adding non-lethal explosive ammo as well? Nerve gas, electrical bursts, concussive blasts and so forth? Non-lethal ammo for the Syringer would be helpful as well. Especially if its compatible with the SRO mod.

    Thank you for all the hard work you put into this project. Keep up the excellent work!!
    1. FlamingLlama926
      FlamingLlama926
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      Out of curiosity, have you looked into the nonlethal attachments for the laser weapons that come with Non-Lethal Armory? Or at least, that is how I think it works. But yeah, expect an update with undercharged laser cells and whatever I can make make up for the other two. As for the grenades, Non-lethal armory adds flashbangs, and I did want to add some type of gas mine. The problem is that I am not too experienced with modding yet, and I playtest my stuff, so releases take some time. I will be updating this, I just was trying to get the basics of scripting down in the last couple of weeks.
    2. Kryyss
      Kryyss
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      I found a further problem. On all of the non-lethal ammo types, the rubber bullets are always listed twice on the workbench. This typically isn't a problem as both are accepted but the .45 rubber bullets have one type that isn't recognized as a valid ammo type while the other is. There may be other ammo types which have a similar problem.

      I'm also finding that rubber is proving to be very scarce compared to how many rubber bullets I'm using so it would be nice to have it tweaked to use a single unit of rubber rather than 2 if you are going to release new update.