Fallout New Vegas
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kabyidon

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kabyidon

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About this mod

Change the ammo of any weapon in the game with an .ini file (e.g. make the 9mm SMG use .45). Uses scripts to avoid any conflicts/patches.

Requirements
Permissions and credits
UPDATE FOR MOD AUTHORS: while this mod may be better for some niche circumstances, I recommend using JIP LN's Script Runner instead.

This mod's script allows the player to change the ammo of any weapon in the game using an .ini file.


It does not use an esp file or modify any records, and uses modern scripting methods which prevent the conflicts that other similar mods cause.

This mod was originally created to replace CaliberX patches, although it can effectively change the ammo of any weapon in the game. Any number of .ini files can be processed as long as they are placed in the folder:
config/weapon-ammo-changer

An .ini file for this task is included in the downloads. Look at this for an example of the .ini file format.
The .ini file uses the editor ID of the weapon as a key and the editor ID of the new ammo as the value.
The editorID of the new ammo must be either an Ammo object or a FormList.

NOTE: By itself the mod does nothing! You must add an .ini file for it to change any ammo.

NOTE: The Pip-Boy is a little buggy and won't reflect ammo changes in the UI sometimes even after you restart the game, though the weapon's ammo has changed correctly. You can fix this by dropping and picking up the weapon again, which forces the game to refresh the Pip-Boy. I think this may be a problem with NVSE.

Installation
  • Install using MO2
  • Open the mod's contents and add an .ini file in to config/weapon-ammo-changer. (e.g. real-weapon-ammos.ini)
  • The script will process every section from every .ini file in the weapon-ammo-changer folder. Every .ini file must have at least one section. 
  • Verify that it works in game through the console/testing.

Features
  • No .esp changes, no conflicts/patches needed to modify records
  • Easily configured using .ini files
  • Any number of .ini files can be used, as long as they are placed in the correct folder
  • No need to use xEdit (except to find out editor IDs)