Safe to update from v1, but you will lose your ammo e.t.c.
Not backwards-compatible - if you need Loads.esm, download Loads of Ammo v1 or wait for mods that use it to update.
I don't use a huge number of mods. If you're wondering about compatibility with another mod, please explain why you think there might be an incompatibility when you ask, so I can understand.
Yep! You'll lose your stock of ammo because the ESM name has changed to Loads_v2.esm, but otherwise it should be fine.
The name change was basically because the backend has been completely reworked so any mod that added new options to the framework would need to be adjusted to that, so if you have any mods that depend on Loads.esm you'll hit a problem. But on reflection I think most mods that depend on it don't do that, they just add the slots, so I might try and make a small compatibility Loads.esm I can include in the v2.
So I'm missing Loads.esm and im not finding it within the download. could someone explain to me where to find it because all ive done is download this mod.
Sort of. If you load this last, and use the ADD version of See-Through Scopes, then you'll have access to both the vanilla scopes using this mod's zoom behaviour, and the See-Through Scopes versions without this mod's zoom behaviour.
A full compatibility patch with to let you change the zoom on See-Through Scopes would require a bunch of extra scripting. I might give it a quick look but low chance I'll have the time to actually write it.
In that case, whichever one you load last will win - Loads won't do anything to scopes that don't have the keywords it adds. I've just added a check for the v2.0.1 patch so that if you use the context commands on a weapon that Loads v2 can't switch zoom/scope type on, it'll just switch ammo instead.
I'd not included that as I wanted people to get the "This isn't a valid scope!" message but given how many people might not have valid scopes for valid reasons...
Has any mod been able to add a reload animation to this kind of ammo swap function? This is great, but the switch lacks the satisfying feel of change your ammo midfight with a reload to a different magazine.
Annoyingly, when you apply a 'mod' (the ammo effects) to an equipped weapon it force-plays the equip animation.To my knowledge, it's not possible to get around that, which is why I didn't want to also add a reload animation on top of that.
Actually, I kind of solved it somewhat in my Ammo-Switcher in WOS.
Spoiler:
Show
The pull animation is inevitable, given that it's non F4SE. But the reload-function was vital in my implementation because the instant switch is abusable due to it instantly reloading. So what happens is that the player is forced to reload, and the mod-switch happens when the reload is completed.
Huh, neat! Maybe adding a perk that increases equip & reload speed so that the combined equip+reload stays about the same would work...
I didn't really plan around people using ammo switch to cheese reloading, as I didn't think people would realistically do it. Generally you'd just want to pick the ammo you need for the target. Once you'd fired most of a clip of that, switching to a suboptimal ammo to reload slightly faster than an actual reload, emptying most of the clip, then switching back to the optimal ammo seemed like enough of a performance penalty and cognitive burden it'd more or less cancel out.
I may have missed a step, but now a bunch of other mods are looking for loads.esm. How do I fix this seeing as the new version has a new name for the esm file?
In general, you only get incompatibility when two mods try to change the same thing. It just sounds like two mods are adding similar things there - that mod's attachments won't use this mod's functionality, but you wouldn't expect that anyway.
Huh, Nexus wouldn't let me upload a `.fomod`, so I uploaded an `.omod`. But it turns out a `.zip` file with the fomod data in gets read as a fomod so I've done that. Try now?
Also, it does support the NG version, I've added the tag for it.
Hmm... No change on my end. I'm still getting an installation error. Sez I need game version 1.10 or higher. Obviously, that's not possible for VR as we're still stuck on 1.2.72.... But I can still unpack as-is just fine, so I can always just edit the staging folder to what I need.
Sorry, just to check - you can download the FOMOD .zip file and open it in Vortex (whereas you couldn't open the .omod file in Vortex), but it says the VR version is unsupported? I wasn't aware the VR version lagged the non-VR one. Is it still based on Next-Gen FO4? I thought it was. I don't think the mod uses any functionality that would differ between NG and OG anyway, so it should be fine. Let me know if it works out and I'll update the "Required FO4 Version" to bump it down to 1.2.72.
Actually, I didn't even notice it was an omod file before. Vortex tried to install it the same way both times. It failed both time with the message I mentioned before. Vortex has an option on right click to unpack as-is instead of fomod install, so that's what did when it failed. Yeah, VR hasn't been updated practically since release. So, we don't get a lot of the engine level features like ESL and newer F4SE plugins. But most mods will work with some tweaks and other supporting VR mods. I do a lot of my own patching, plugin and archive merging, and mesh edits. Currently 646 mods in my current playthrough while I'm working on a bigger load order for next playthrough.. :) Your previous version worked just fine. As soon as I get a chance, I'll test this one out on my bare bones profile.
where can i get an ammunition switcher because that doesn't exist on my game but it says it right on your description and i downloaded it directly from this page. i search in console and keywords. this mod no longer works correctly.
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- Major performance improvement.
- New functionality like primary modes and scope nightvision toggling.
- RobCo Patcher, ECO Redux, Standalone Workbenches, MCM hotkey support.
- Tested on the Next-Gen version.
- Safe to update from v1, but you will lose your ammo e.t.c.
Not backwards-compatible - if you need Loads.esm, download Loads of Ammo v1 or wait for mods that use it to update.I don't use a huge number of mods.
If you're wondering about compatibility with another mod, please explain why you think there might be an incompatibility when you ask, so I can understand.
The name change was basically because the backend has been completely reworked so any mod that added new options to the framework would need to be adjusted to that, so if you have any mods that depend on Loads.esm you'll hit a problem. But on reflection I think most mods that depend on it don't do that, they just add the slots, so I might try and make a small compatibility Loads.esm I can include in the v2.
If so, would you load this before or after it?
A full compatibility patch with to let you change the zoom on See-Through Scopes would require a bunch of extra scripting. I might give it a quick look but low chance I'll have the time to actually write it.
I'd not included that as I wanted people to get the "This isn't a valid scope!" message but given how many people might not have valid scopes for valid reasons...
The pull animation is inevitable, given that it's non F4SE. But the reload-function was vital in my implementation because the instant switch is abusable due to it instantly reloading. So what happens is that the player is forced to reload, and the mod-switch happens when the reload is completed.
I didn't really plan around people using ammo switch to cheese reloading, as I didn't think people would realistically do it. Generally you'd just want to pick the ammo you need for the target. Once you'd fired most of a clip of that, switching to a suboptimal ammo to reload slightly faster than an actual reload, emptying most of the clip, then switching back to the optimal ammo seemed like enough of a performance penalty and cognitive burden it'd more or less cancel out.
Also, after watching your V2 video, I see that you've added some attachments. Will this conflict with Dak's Attachment Pack?
Also, it does support the NG version, I've added the tag for it.
I wasn't aware the VR version lagged the non-VR one. Is it still based on Next-Gen FO4? I thought it was. I don't think the mod uses any functionality that would differ between NG and OG anyway, so it should be fine. Let me know if it works out and I'll update the "Required FO4 Version" to bump it down to 1.2.72.
Yeah, VR hasn't been updated practically since release. So, we don't get a lot of the engine level features like ESL and newer F4SE plugins. But most mods will work with some tweaks and other supporting VR mods. I do a lot of my own patching, plugin and archive merging, and mesh edits. Currently 646 mods in my current playthrough while I'm working on a bigger load order for next playthrough.. :) Your previous version worked just fine. As soon as I get a chance, I'll test this one out on my bare bones profile.