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millyrainbow

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millyrainbow

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  1. The6thMessenger
    The6thMessenger
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    I didn't change any fundamental stuff in my Next-Gen update. I simply included the creation-club weapons into the roster of modified weapons and added some ammo types -- along with other fixes and tweaks as a given.

     If it works pre-NG, it should work post-NG, for the simple reason of the scripting requiring only the basic vanilla function and none of the F4SE stuff.

    EDIT:

    Your ammo-switcher doesn't work in game, likely because you haven't added the proper enchantment on the relevant base attachment, and/or the proper ma_ keyword for ammo in the base weapon. In this case, you should add the T6M_AmmoApply_Alien ench on the magazines that change the ammo-type. Also make sure they have T6M_ENCH_BaseCorePerks as well.

    EDIT:

    Actually there's ammo for weaponized nukacola quantum, but I honestly never thought it would be used outside of the Zapper. Will add custom ammo soon.
    1. millyrainbow
      millyrainbow
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      Oh goodies :D I'll give it a look through and see if i can fix it then. I was so certain i had gotten everything. I was basing it off the Alien Blaster, though i didnt check to see if the mags had changed xD
      T6M_AmmoApply_Alien would be for the alien cell ammo, or is that just for the alien gun?

      And i'll have to take a look at the thirst zapper, i completely forgot that existed xD

      Edit:
      Figured it all out :D Thanks for pointing it out. I had forgotten to put in the enchantments for each of the mags.

      Not sure about moving the nuka ammo over from the thirst zapper though. I have no idea if that would break the intended functionality of the alien rifles nuka conversion, as it looks to be very different from the other ammo types (tho i again, have no idea what im doing xD)
      Ill probably fiddle with this later and see where it goes P: