Fallout New Vegas
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CovenantTurtle - korri123 - Yvileapsis

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CovenantTurtle

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89 comments

  1. rienguen
    rienguen
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    Mod work perfectly!
    Yes lStewieAl's Tweaks has this feature as well, but some how it doesn't work! And I found this mod work perfectly fine instead! How funny it is. 

    I RECOMMEND THIS MOD INSTEAD OF THE ONE IN lStewieAl's Tweaks
    1. CovenantTurtle
      CovenantTurtle
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      Stewie's version has more features, is more efficient, and has less bugs than this old mod of mine. If you're having a problem with Stewie's version, I highly recommend that you post a detailed bug report on the Tweaks Nexus page.
  2. Sn4rk
    Sn4rk
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    Does this work with Armed to the Teeth?
    1. CovenantTurtle
      CovenantTurtle
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      Please go read the giant orange text at the top of the mod description.
    2. Sn4rk
      Sn4rk
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      I did, but I don't want the tweaks, just this mod, that's why I'm asking. It's okay if you don't know or can't tell, I'm gonna test it then myself. I just thought it would be better to ask first.
    3. CovenantTurtle
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      This mod doesn't work with One Man Army NVSE, so I assume it won't work with Armed to the Teeth either, but I've never tested it.

      Btw, you know you can just enable only the ammo count & ammo type tweaks, right? Stewie's DLL implementation has less bugs than mine, and drains less performance than my scripted method (granted it's negligible either way, but DLLs are almost always lighter than scripts).
    4. Sn4rk
      Sn4rk
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      So far it seems to work with Armed to the Teeth.

      I know, his tweaks for NV are definitely a cool addition, but they kinda urge me to make my game easier, I know it probably sounds weird since they're not cheats, but some of them can make your game easier and when I have access to them right in the game menu... sometimes it's hard to resist for me.
      I just prefer to have what I want as single addons rather than have easy to change tweaks in the game menu. I don't know how to explain better.
  3. Smb063
    Smb063
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    When saving-loading, the clip becomes full.
    1. CovenantTurtle
      CovenantTurtle
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      Please go read the giant orange text at the top of the mod description.
  4. Smb063
    Smb063
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    При сохранении-загрузке клип становится полным.
  5. Cerbero66
    Cerbero66
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    The newest version of lStewieAl's Tweaks makes this mod redundant. Is it safe to uninstall this mid-game?
     
    1. CovenantTurtle
      CovenantTurtle
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      Should be, yep. I've actually been helping Stewie with that tweak, too.
  6. Martindn
    Martindn
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    Amazing job man this has been something i have wanted for absolutely ages, i have tried different mods over the years to varying levels of success but never this well, you can even drop the weapon, pick it up and it will remember the count too its just perfect.
    1. CovenantTurtle
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      Thanks man, I appreciate it. The mod isn't 100% perfect, there are a few fringe and/or harmless interactions you can see in the Bugs tab, but they're nothing to worry about it.
  7. Norstein
    Norstein
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    Not working, out of ammo, swithcing to grenade and back, ammo full
    1. SuperQuail
      SuperQuail
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      I just tested and this doesn't happen for me. I tried equipping a grenade from the PipBoy, equipping it from a hotkey and equipping it using Weapon Hweel. In all instances my weapons remembered ammo count. Does it happen for you with all weapons?
    2. Norstein
      Norstein
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      Well i know 2 ways of reload wepon without reloading. Start reloading weapon switch to grenade and back, and second switch ammo type for handload weapons quick, none of that have been fixed.
    3. SuperQuail
      SuperQuail
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      Your first example doesn't occur for me, as for the second this was only recently fixed with HeroinZero's Reload Animation Fix (https://www.nexusmods.com/newvegas/mods/62994). This is why I specifically asked if it was occuring with all weapons or just a particular type.
    4. Norstein
      Norstein
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      Well, sorry man i using Solidproject Hwheel and its not having an issue of autoreloading when i just switch weapons by default, so i didnt get it. Thx for link btw.
  8. SuperQuail
    SuperQuail
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    Great stuff, essential behaviour in my view.

    Because of the way 'Weapon Hweel' works it only remembers the ammo count, but resets the ammo type when changing weapons using the wheel. Using hotkeys works perfectly and remembers the count and type.

    I saw this mentioned in another comment but would you mind clarifying whether this can ever be rectified and if so which mod should/could be the one to do it?

    Many thanks for this great mod that I'll probably use forever.
    1. CovenantTurtle
      CovenantTurtle
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      I could quite easily make the mod remember ammo type as well as count, but with the current implementation that'd mean doubling the amount of auxvars stored in the player's save, which can contribute to save bloat depending on how many weapons the player has used. I can't imagine this would cause problems for New Vegas alone, but it might be non-negligible for players running TTW. Still, I can't in good conscience release an update like this without figuring out an efficient way of cleaning unused auxvars (i.e. to forget ammo count of weapons no longer in the player's inventory).

      Regarding Just Weapon Hweel, the vanilla game doesn't track ammo type unless using hotkeys, so if Yvile found a way to mimic that method of equipping then the problem could be avoided entirely. No promises, but I'll ask him and see what the prospects are.
    2. SuperQuail
      SuperQuail
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      Thanks for the response. With regards to the auxvars, is the problem that we don't know how to clear them at all or is it that we don't know how to script cleaning out unused ones? If it's the latter, could one make an MCM option to purge all of them? Forgive my uneducated questions, this stuff is way over my head but I find it fascinating.
    3. CovenantTurtle
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      It's not that "we" don't know how to do anything, it's that I personally don't know enough to implement something like this without it seemingly being clunky and inefficient. Here's what I'm thinking of:

      1. If the player loads a save, their inventory is scanned for weapons.
      2. For each weapon found, grab their FormID
      3. For each FormID, see if there exists an associated auxvar for ammo count/type, and somehow indicate that it's to be kept.
      4. Delete all remaining auxvars for ammo count/type.

      There are a lot of moving parts here, and quite frankly I don't have enough experience to do it elegantly and (more importantly) efficiently. You might be tempted to think "if it's only running when a save is loaded then it doesn't need to be super efficient!", but the game already does a large amount of work behind the scenes whenever a save is loaded; the last thing I want to do is make the game do more work at a time where it's already more likely to crash.
  9. HeroinZero
    HeroinZero
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    Let's be fair, this mod is essential.
    1. CovenantTurtle
      CovenantTurtle
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      So are your weapon fixes.
  10. et00000et
    et00000et
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    Thank you to making this mod.