Hey, awesome mod! I love it. I have a problem however, when I first tried the RT ammo, it worked perfect, it performed an explosion on my target, but after that, no explosions, just tons of damage. Any ideas how to fix this? I really liked the first explosion I saw
the Red Tab ammo parts are slightly inaccurate. it would probably take a brick of C4 per30 or so bullets, & some flamer fuel to ignite the C4 upon impact. just a reality check.
While I wouldn't say that's UTTERLY IMPOSSIBLE, I'd be surprised it it was the case, not least because if it WERE running every frame, I'd expect there to be some visual sign (such as, for example, the last NPC you shot constantly exploding/flying backwards). I'm in the middle of reinstalling NV, so I can't check right now, but if you open it up in the GECK you should be able to find the script and spot if there's anything like that happening. It's basically a modified version of the knockdown-on-crit script from the Victory Rifle, applied to the ammo, with the explosion added in. This is why they don't explode unless you hit an NPC.
All righty, got around to getting the gun, tested out the Depleted Uranium and High-Velocity ammo with no problems and work as intended (Shield icon using normal or hollowpoint 5.56 ammo, no shield using DU, all against Sentry Bots and Mister Gutsy robots in the Helios One and Vault 11).
When I finally find a reloading bench when I have some C4 and missiles handy, I craft some red tab ammo.
All is well and good as I excitedly cycle to Red-Tab ammo, but it locks for a few seconds while loading the Red Tab and then I have a TON of lag whenever I use the .223 with Red Tab ammo even in my inventory.
Could the Red Tab ammo's script for the added explosion be being performed per-frame even though the explosion only happens on-hit?
It's pretty simple, really. Look in the object window, scroll down the treeview 'til you find the "recipes" item. Select that, and the recipes already in the game should appear on the right. Double click on one to open it. Once you've done that, change the Editor ID and click "OK"; it'll ask you if you want to create a new FormID; say Yes. Once you've done that, you can edit the new copy you just created.
Oh man, this is gonna be awesome. I love the gun, but always wanted something to make it a bit more viable. Thanks
By the way, can you give me a little guide on how you added the recipe to the crafting library? I tried googling around but came up dry. Really curious how you did this, I've got a few ideas I'd like to try.
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Thanks in advance.
just a reality check.
I'm in the middle of reinstalling NV, so I can't check right now, but if you open it up in the GECK you should be able to find the script and spot if there's anything like that happening.
It's basically a modified version of the knockdown-on-crit script from the Victory Rifle, applied to the ammo, with the explosion added in.
This is why they don't explode unless you hit an NPC.
When I finally find a reloading bench when I have some C4 and missiles handy, I craft some red tab ammo.
All is well and good as I excitedly cycle to Red-Tab ammo, but it locks for a few seconds while loading the Red Tab and then I have a TON of lag whenever I use the .223 with Red Tab ammo even in my inventory.
Could the Red Tab ammo's script for the added explosion be being performed per-frame even though the explosion only happens on-hit?
Look in the object window, scroll down the treeview 'til you find the "recipes" item. Select that, and the recipes already in the game should appear on the right.
Double click on one to open it.
Once you've done that, change the Editor ID and click "OK"; it'll ask you if you want to create a new FormID; say Yes.
Once you've done that, you can edit the new copy you just created.
By the way, can you give me a little guide on how you added the recipe to the crafting library? I tried googling around but came up dry. Really curious how you did this, I've got a few ideas I'd like to try.