Fallout New Vegas

File information

Last updated

Original upload

Created by

Yukichigai

Uploaded by

Yukichigai

Virus scan

Safe to use

Tags for this mod

10 comments

  1. rinabean
    rinabean
    • member
    • 9 kudos
    I tried to add the script to the MF Hyperbreeder Alpha (GRA) which isn't included in this mod, but I can't get it to work. Is there an additional step I'm missing apart from adding RechargerWeaponMFCellAddSCRIPT?

    The script itself is working fine - when I gave Arcade the normal recharger pistol he could use it
  2. Yukichigai
    Yukichigai
    • supporter
    • 751 kudos
    @THJT9: Because the Recharger Rifle sucks compared to her default weapon.

    Seriously, its damage and DPS are atrocious.
  3. THJT9
    THJT9
    • member
    • 44 kudos
    Hey, for some reason Veronica is still choosing her default 10mm over a fully repaired recharger rifle. Any idea why this is happening?
  4. kurvakristakokot
    kurvakristakokot
    • BANNED
    • 4 kudos
    i thought so, i left a comment at Azhtek's mod so hopefully he'll contact you

    thanks for your time
  5. Yukichigai
    Yukichigai
    • supporter
    • 751 kudos
    @kurvakristakoko: That's because the script which fixes this issue is SPECIFICALLY attached to each weapon. Mod weapons which use recharger ammo won't benefit from this mod.

    What you may want to do is contact the creator of the mod and let him (or her) know about the issue. They're more than welcome to use my code and just put it into their mod, so long as I'm credited.
  6. kurvakristakokot
    kurvakristakokot
    • BANNED
    • 4 kudos
    hello i;ve been looking for a fix for this for long time, but i use recharger pulse sniper rifle from http://www.newvegasnexus.com/downloads/file.php?id=37342 and companions still don;t use it
  7. SealJuice
    SealJuice
    • supporter
    • 4 kudos
    Thank you.

    I had tried before to equip my RTS villagers with rechargers.
  8. Yukichigai
    Yukichigai
    • supporter
    • 751 kudos
    @RJ the Shadow: my bugfixes are ALL marked as ''you can use this file in other projects so long as you credit me''. I really don't mind who uses it for what, so long as they keep track of who did the fix.

    @da2pacalypse: I haven't tested this in full, but for NPCs the weapons currently will function as if they were infinite ammo. However, there is a clip size specified, so I don't know if the game will pause for them to ''reload'' or not.

    Truthfully, if the Recharger weapons didn't suck so much (comparatively) I'd be more concerned. As it is I really doubt that having no ''cooldown'' time on these weapons will matter much.

    Anyway, to the best of my knowledge what kept these weapons from recharging was the fact that they weren't equipped. So long as NPCs and companions equip the weapon they should get the regen effect. Whether or not their AI will cause them to unequip once they are ''out of ammo'' is unclear. Ideally they'll just wait, but if not I can add something to the script so that on their last shot they're given another round.
  9. da2pacalypse
    da2pacalypse
    • member
    • 11 kudos
    I haven't tried it yet but I will. I'm just wondering if you were able to re-create the regenerate ammo effect for npcs. Will they have to wait for the ammo to regenerate or will you see npcs firing unlimited ammo. I'm just curious cause I know the recharger weapons function differently and npc would never even equip them.
  10. RJ the Shadow
    RJ the Shadow
    • premium
    • 43 kudos
    Okay, thats actually pretty brilliant.
    Especially when I just started out my new saves, I wasnt all to happy that my last companion didnt equip the Recharger rifle and instead chose for the cr*p default gun they got.

    Ill download right now, and I think you should consider letting Project Nevade or nVamp implement this in their overhaul.