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Created by
vTemporalZEROv with thanks to Hackfield and Pokepunch for their previous ideasUploaded by
vTemporalZEROvVirus scan
About this mod
My version of the classic "Crank-To-Generate-Ammo" mods for the Laser Musket. This mod is essentially infinite ammo for the Laser Musket, but without the bugs. Needs F4SE.
- Requirements
- Permissions and credits
- Changelogs
Also, big shoutout to Pokepunch and Hackfield for their previous works. Unfortunately Pokepunch's mod is outclassed by Hackfield's, and Hackfield's has bugs in it or it just doesn't work, at this time, at least.
It is now March of 2025, it is time for another rendition of the retrofit that should have been a feature, but hey, I just work here.
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This mod is VERY simple. It should "just work". The steps I took to achieve it, so people may brainstorm in the future when this mod goes dark as well, are:
RobCo: Give all actors a perk -> perk gives ability -> ability gives magic effect that is a script.
The script checks if the actor has the effect active as well as a musket equipped, if it does, then it checks the ammo count.
If the actor has less than 2 ammo, it gives 1. This is also backed by RobCo, which makes sure actors have 2 ammo on bootup.
It then begins doing its shit you expect. If you or anyone else is using the musket, with the magic effect active, and they begin the reloading animation for it, and has less than 2 ammo, it gives 1 ammo.
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TLDR: You pick up a musket and it gives you ammo if you don't have it. If you reload it (crank it, boy, crank that thang), then it gives you ammo too. NPCs as well.
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This mod works out of the box and as long as you installed it correctly and have RobCo installed correctly, you shouldn't have problems. It works very similarly to Hackfield's mod, but with a different approach. This mod also is retroactive with your pickups and works with all modded tomfoolery that people have done to the musket, so attachments and weapon edits or whatever else won't be affected.
Warnings/Things to Note/Incompatibilies:
---The only incompatibility I could think of possibly happening is if a mod or the player directly edits the ammo that the musket uses. I use RobCo to change it. If another mod does the same thing, I'd think you could just load my mod after theirs, but if a mod ingame, like a receiver, changes the ammo type used by the musket, I am unsure what the effects will be.
---RobCo runs at runtime, so as the game is booting, if it is altered after RobCo does its thing, then for that session you might just be fucked, idk, have yet to see it happen, but it could.. technically.
---Will obviously conflict with anything that removes or replaces the Laser Musket, such as if you have some sort of new weapon or something that takes the place of the Laser Musket, it just won't work with this mod. This mod's script checks for if the Laser Musket itself is equipped. RobCo also edits the weapon. You need the actual weapon.
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I might seem like I have my shit all figured out, but trust me, darling, I'm an idiot. I have no doubts that someone will have problems or find some crazy bug with this mod. Chances are it might not even work, BUT, I did test it and it does work flawlessly for me so.. dunno what to say, let me know if it don't work.
Peace out, girlscout.