I am currently working on a "combat" variant/addition to this mod, but am trying to figure out a way to attach omods to weapons without any interaction needed/automatically. RobCo cannot do this and I am only so good at scripting, so I am having trouble getting it right. Any ideas would be appreciated.
I basically need to add an omod to all muskets, but reeeeeeally want to not hard edit, obviously, to avoid conflicts. This omod could do amazing things, I just need to figure it out.
Added a new script in the newest update that runs each time you boot the game up. If you have ammo for the musket, nothing happens.
If you DON'T have ammo for the musket when the script runs each time you boot the game, it gives you 2 ammo.
This is just a precaution and potential fix in the future, also a proof of concept for myself. I have released the non source version (.pex) in my other "mod" which also teaches you how to use them in your own mods. You now have no possible way to run out of ammo forever, unless you willingly player.removeitem the ammo every time you boot the game up or if all of your inventory gets stripped. If that happens then just save, close out of the game, then boot it back up.
Seems like I have to wait for RobCo Patcher - NG to get stable before I can try this mod since I'm not in the mood to downgrade... CTD right after first loadingscreen
I second this. Heavily modded playthrough, so you can never rule out some strange incompatibility, but everything was golden until I downloaded this. Then, CTD seconds after reaching the main menu. Mod looks sick though, I'll have to remember to come back when NG RobCo is stable.
unfortunately yes, until the NG version comes out for RobCo, not much I can do I have also stepped away from Fallout 4 again for the moment and back to FNV so.
So happy someone finally made an updated version of the infinite charge laser musket, I honestly wonder why Bethesda didn't make it that way in the first place, hats off to you correcting their mistake in such a seamless way :)
Wasn't a mistake. If the musket was only a 1-3 crank basic early game weapon? Yeah, I'd consider it a mistake. A 6 crank musket is one of the most powerful weapons in the game once it's upgraded. Ammo is really the only balancing mechanism left at that point.
One of my favourite "Obviously intended" mods finally gets updated. Any chance for a patch to make this work with the Assaultron Head? It runs on a similar mechanic.
I could look into it, just need to use it and see it ingame to test and such. If it's similar then sure, this script might even work if I just set it up right.
Finally a stable implementation of something that should be in the base game, only problem i'm having is that the version 1.2 is asking for your damage overhaul mod as a master.
Aight I'm stumped. The perk shows up after adding it with a console command, but reloading doesn't spawn another ammo. I've switched up the order of Robco Patcher and the mod itself, tried different versions of the patcher and used the newer one. Am I missing something, like I need to download the original and use the newer file like a patch? I'm using MO2 and a fresh install
I'm not quite understanding what you are talking about exactly. If you are getting the perk though then RobCo is working. The perk is distributed via RobCo. Does the musket say that it doesn't have ammo? There shouldn't be an ammo count for it on your screen, like instead of 1/54, 54 being your max ammo, and rather than 0/0 as in you have no ammo, it should just be blank.
EDIT:I tried forcefully removing the ammo via console and it doesn't automatically give me more upon booting the game up, so that is a bug and I am going to work on that, even if it is unrelated to your problem. Perhaps a way to be granted ammo by inspecting the weapon as well could be beneficial? Ideas ideas.
I'm not getting the perk through RobCo, I had to add it with a console command. When I spawn the musket in, it has a few shots, but after reloading and shooting them all, it doesn't spawn in additional cells, and the ammo counter is still there. I may have just installed RobCo the wrong way so I'll keep looking into it
Works with post-apocalyptic homemade laser musket replacer and the attachment pack. Only issue is that one of the attachments from the latter doesn't actually reduce the ammo count available (I'm not complaining and I expected as much having not patched anything at all) but the fact that it all works fine together is amazing. This'll stay in my load order and maybe make me actually use the musket later into the game. Thank you!
Thanks, it might conflict with things that replace the musket itself in its entirety. The script checks for the weapon being equipped. Unsure why it would conflict but perhaps it replaces the musket.
It's a simple mesh replacement but that wasn't the conflict, it was an attachment from Degeneratedak's attachment pack that lost it's "lowered capacity" because this doesn't use normal ammo. I am very pleased with this mod and this conflict is nothing more than a tiny unbalance that can be ignored . I love seeing old mods get revived like this that can change the game in a fun way and thank you for doing this
Thanks, this "type" of mod is mandatory for me to even play the game. The musket in Concord is my go-to weapon and it is just ridiculous that it needs ammo to work so. Ah I see yeah, interesting interaction then. You're welcome.
33 comments
I basically need to add an omod to all muskets, but reeeeeeally want to not hard edit, obviously, to avoid conflicts. This omod could do amazing things, I just need to figure it out.
If you DON'T have ammo for the musket when the script runs each time you boot the game, it gives you 2 ammo.
This is just a precaution and potential fix in the future, also a proof of concept for myself. I have released the non source version (.pex) in my other "mod" which also teaches you how to use them in your own mods. You now have no possible way to run out of ammo forever, unless you willingly player.removeitem the ammo every time you boot the game up or if all of your inventory gets stripped. If that happens then just save, close out of the game, then boot it back up.
Just downgrade back, its much better.
If the musket was only a 1-3 crank basic early game weapon? Yeah, I'd consider it a mistake.
A 6 crank musket is one of the most powerful weapons in the game once it's upgraded.
Ammo is really the only balancing mechanism left at that point.
Any chance for a patch to make this work with the Assaultron Head?
It runs on a similar mechanic.
EDIT:Fixed. v1.3
EDIT:I tried forcefully removing the ammo via console and it doesn't automatically give me more upon booting the game up, so that is a bug and I am going to work on that, even if it is unrelated to your problem. Perhaps a way to be granted ammo by inspecting the weapon as well could be beneficial? Ideas ideas.
EDIT: Fixed, appreciated.