Cool idea and I think it's worthwhile to have. I tested this in-game and it works for guns but a lot of melee/unarmed weapons (excluding plain fists) are disabled. I think this is because their weapon forms have ammo use fields set as 1, so they still get caught by the GetPlayerCurrentAmmoRounds < AmmoUse condition. You can confirm this by trying the Rebar Club (ammo use 0) and the Nail Bat (ammo use 1) for example.
Also, S I C K screenshots dude, give us a link to dat ENB.
Dang, maybe I can check to see if any ammo is selected for it then? I'll do some testing soon. I didn't expect melee weapons to have any ammo use, and I admittedly did only test with fists.
I'll either check the equip type of the weapon, or see if it has any ammo listed. EDIT: So long as no weapons are flagged as foods or whatever, it should now work for everything.
You know, I've been thinking to create a mod that uses ammunition clips instead of live rounds just sitting in your inventory. Have you ever gave that a try?
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Also, S I C K screenshots dude, give us a link to dat ENB.
I didn't expect melee weapons to have any ammo use, and I admittedly did only test with fists.
I'll either check the equip type of the weapon, or see if it has any ammo listed.
EDIT: So long as no weapons are flagged as foods or whatever, it should now work for everything.
(dat ENB though?)