About this mod
'Cuz the poor bullit needs attenshun.
- Requirements
- Permissions and credits
- Changelogs
[Update - v0.2]
Added support for ECO Redux! (old ECO no longer works)
RobCo Patcher is now a mandatory requirement!
The patch now also supports Uneducated Reload!
Bugfix: Fixed the broken "BitCh: Ammo Drop" options. (Super sorry for not beliving you, MomoBoss!)
Added support for ECO Redux! (old ECO no longer works)
RobCo Patcher is now a mandatory requirement!
The patch now also supports Uneducated Reload!
Bugfix: Fixed the broken "BitCh: Ammo Drop" options. (Super sorry for not beliving you, MomoBoss!)
<TL;DR>
You'll get a new option under "EE: Gun Options" from ECO Redux that lets you disable (or force enable) the extra ammo chambering feature of Bullet in the Chamber, in-game, on the fly!
<REQUIREMENT>
- RobCo Patcher - HARD REQUIREMENT for v0.2
- Equipment and Crafting Overhaul (ECO) - Redux - Hard requirement
<Optional>
- Bullet in the Chamber - Expanded Weapon Mechanics
- Uneducated Reload
- Use whichever one you use (or both). RobCo Patcher will automatically detect the plugins and do its thing.
- Use whichever one you use (or both). RobCo Patcher will automatically detect the plugins and do its thing.
<WHY USE THIS MOD?>
It totally goes without saying that Bullet in the Chamber (BitCH) is an awesome mod - it replicates the IRL mechanics of leaving ammo in the chamber of the gun, which results in that extra ammo PLUS full ammo count from a fresh new mag.
Of course, not all guns operate like this - Double Barrel Shotguns are a perfect example of this, as it does not use magazines for reserve ammo, so one shotshell per barrel is all it can hold. Luckily the mod comes with an option to enable this chambering mechanic only for weapons that have Tactical Reload also enabled, so this is rarely an inssue.
But WHAT IF you don't use Tactical Reload? Conveniently enough, the mod also comes with a new keyword "BitCh_DisableChamberedReload" that tells BitCH reload to ignore all weapons with this keyword.
But WHAT IF you want to test out the guns before you decide if you want to add the keyword or not? WHAT IF you are too lazy to learn how to use xEdit????
Well, that's where I got you covered. With the help of ECO you can now edit this setting for each weapon so you don't have to create a patch for this sole purpose :)
<USAGE>
Go to any weapons workbench and start modifying your weapon. You'll need to first go to the "EE: Equipment Enhancement" that is added by ECO. Build the "Gun Option". This unlocks 3 new slots named "BitCh: Bullet in the Chamber options" and "BitCh: Ammo Drop options".
BitCh: Bullet in the Chamber options:
- Disable extra ammo chambering: This option adds the "BitCh_DisableChamberedReload" keyword to the weapon so it will no longer have extra ammo chambered on partial reloads.
- Force extra ammo chambering (EXPERIMENTAL): Opposite of the above, this adds "BitCh_ForceBitChReload" to the weapon and forces weapon to always add one extra ammo on partial reloads. USE ONLY IF YOU KNOW WHAT YOU ARE DOING!
- Off: Does nothing and let weapon behave like it always have.
BitCh: Ammo Drop options:
- Disable ammo drop: If you use the "Drop Ammo on Reload" feature for BitCH, this option adds "BitCh_CantDropAmmo" to current weapon to prevent dropping ammo for certain weapons. STRONGLY RECOMMENDED to enable this for weapons like Gatling Lasers as Fusion Cores get pretty glitchy. Wait, I just realized, those are actually called "Gatling Lasers"? Not "Laser Gatlings"? Wow, well that's... smart.
- Off: Revert to original behavior and drop ammo on partial reloads like all the other guns.
Uneducated Reload options (v0.2):
- Enable Uneducated Reload
- Disable Uneducated Reload
<INSTALLATION/UNINSTALLATION/UPDATING>
Just install it like other ESP-based mods. This is an ESL-flagged ESP and will not count towards blah blah blah
When you decide you don't want this mod anymore, it should be safe to uninstall without any consequences at any given point (for safety measures I'd recommend disabling "EE: Gun Options" for any weapons you have before uninstalling).
If in an unlikely case where I decide to update this mod, simply overwrite. Clean saves shouldn't be necessary.
<COMPATIBILITY>
Thanks to RobCo Patcher, conflict is a thing of the past now!! (not that it had that many conflicts in the first place, but I just feel so very happy that I can keep things tidy now)
<FAQ>
Q: Does this mod disable/enable chambering mechanics for all weapons?
A: No, due to the nature of how crafting works, these are strictly per-weapon basis. If you are sure that you want to entirely disable these features for certain weapons, you would need to create a patch using xEdit.
Q: What about Uneducated Reload?
A:
Q: Why use workbench? Why not add something like Tactical Reload - Ingame Switch?
A: stfu noob i dunno how 2 scriptz >:(
<LAST THOUGHTS>
ENJOY!!!!