Fallout New Vegas
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Orkel1215

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orkel1215

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About this mod

Do you compulsively reload? Do you want a more immersive experience? Then this mod is for you! With this mod, partially used magazines can be dropped or kept in the courier's inventory.

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Description:
This mod aims to make reloading more immersive. This is done by simulating magazines. When you reload with a magazine that is partially full that magazine is kept in your inventory or dropped on the ground during battle (Configurable). The ammo in that magazine is no longer available to reload with, however, you can reload with the partially used magazine. Consolidating ammo needs to be done in a safe area and takes time (Configurable).

Features:
  • After reloading with ammo in the magazine, a partial magazine is placed in your inventory for later use or dropped on the ground (Togglable).
  • Changing Ammo types will generate a partial magazine if there is ammo left in the magazine.
  • Partial Magazines are weapon-specific (Can’t fit a magazine designed for one weapon into another).
  • While in combat the player will drop magazines instead of them going into their inventory(Togglable)
  • Consolidating ammo removes all partial magazines and returns the ammunition inside.
  • Consolidating ammo takes in-game time (Togglable)
  • You can not consolidate ammo while in combat or enemies are nearby.
  • Dropped Magazines will despawn after a configurable amount of in-game time.
  • Default Configs (in the “File” Section) are already configured for vanilla weapons.

Note
: Unloading ("L") is currently broken. The JIP function SetCurrentAmmoRounds requires you to fire one round before the changes to the ammo are made permanent, which you obviously can't do if there is no ammo in the magazine. I'm waiting to hear back if this is intentional behavior or not.

Compatibility:
  This mod does not edit any assets.

Compatible with:
  • Mods that cause a Jam mid-fire.
  • B42 Inspect
  • Modded weapons
  • Weapons with mods

Incompatible with:
  • Mods that drop ammo after reloading. (Soft conflict, they will both work but not together.)
  • Nothing. If you find an Incompatible mod please report it.

How to Configure:
  All Configs are stored in Data\Config\Immersive Reload\. They will persist through save games.

  Hotkeys:

       All HotKeys are configurable in the MCM menu.
  • Partial Reload -> Y
        Reload with a partial magazine that was previously generated by the weapon that is equipped.
  • Consolidate Ammo -> U
        Take all of the ammo from the partial magazines and return them as regular rounds to be used in full magazines.
  • Reload Hotkey (Whatever you use to reload) -> R
        Used to detect when the player reloads.
  • Change Ammo Type (Whatever you use to change Ammo Types) -> 2
        Used to detect when the player Changes Ammo Types.
  • Unload Weapon -> L
        Unloads the currently equipped weapon. Generates a partial magazine if the magazine is not full.




  Weapon Exclusion Settings:
    These determine what weapons will NOT generate partial magazines.

  Weapon types that are automatically excluded:
  • Hand to Hand Weapons
  • One\Two Handed Melee Weapons
  • Grenades\Mines
  • Thrown Weapons

    These options are ordered in priority, higher priority overrides lower priority settings.
    All options are relative to the currently equipped weapon.

  • Weapon Whitelisted ->   Forces the weapon held to generate partial magazines.
  • Animation Exemption ->   Excludes the animation group of the weapon. Sometimes animation groups are unintuitive (example: BB gun & Minigun).
  • Weapon Exemption ->   Excludes the Current Weapon from generating partial magazines.




    Saved in Data\Config\Immersive Reload\. These are load order-independent (You can use the same configs over multiple load orders).
    Weapons that are no longer available will still remain on the list and won't cause errors.

  Examples:
      Excluding a specific weapon:

    The mini-gun and the BB gun both use weapon animation group 3. If "Animation Exemption" is set to "Affected" but don't want the BB gun to generate partial magazines then while having the BB gun equipped set "Weapon Exemption" to "Not Affected". Now only the BB gun will not generate partial magazines.

      Including a specific weapon:

    You have a weapon that you want to generate partial magazines but the other weapons the animation group should not then you set the "Animation Exemption" to "Not Affected" and while the weapon you want to be affected is equipped set "Weapon Whitelisted" to "Affected"

    Droppable Magazines:
      Drop Magazines -> Determines if partial magazines will be dropped.
        When in combat magazines are dropped if:
          1. The player Reloads.
          2. The player Changes Ammo types (even with a full magazine)

      Always Drop Magazines -> Drop magazines even when out of combat
        Magazines are Always dropped unless switching ammo with a full magazine

      Dropped Magazine Lifespan -> The time in in-game days a magazine can be spawned for.
        To prevent save-bloat magazines have a time limit on how long they can be spawned for.

      Dropped Magazine Placement:
        Determines where the dropped magazine is placed relative to the player.

        Distance -> How far from the player.
        Height   -> The height from the player's feet.
        Angle    -> Where around the player
          Note: 0 is in front of the player, 90 is on the right side of the player.



  Consolidate Ammo Settings:
    You can not Consolidate Ammo while in combat or while there are enemies nearby.

    Consolidate Ammo Takes Time -> If consolidating ammo takes in-game time.
    Consolidate Ammo Time Per Mag -> The in-game time that it takes to consolidate a single mag (in hours).

  Miscellaneous Settings:
    Notifications -> If the player gets notifications
        1. When the Player receives a partial magazine.
        2. When Player dropped a magazine.
        3. When Player Consolidates Ammo.
    Debug -> Print debug info to the console.

Install & Update:
  Load Order:
    This mod can be placed anywhere in your load order, as this mod does not edit any assets.

  Install with Mod Manager:
    1. Download both files (Main & Default Configs) from the "Files" section.
    2. Install the main file.
    3. Install the Default Config files. You can Merge if you want.

  Install Manually:
    1. Download both files (Main & Default Configs) from the "Files" section.
    2. Extract both archives into the Fallout New Vegas "Data" Folder.

  Update with Mod Manager:
    1. Download the Main File from the "Files" Section
    2. Install, merge when asked prompted. (If you have the configs stored in another mod you can overwrite)
    3. In-game open the MCM menu and click defaults on the bottom right.
    4. Reconfigure as needed.

  Update Manually:
    1. Download Main File.
    2. Extract the archive into the Fallout New Vegas "Data" Folder
    3. In-game open the MCM menu and click defaults on the bottom right.
    4. Reconfigure as needed.

Reporting Bugs:
  To expedite the bug fixing process, when you post a bug please include the following:
    1. A description of the problem.
    2. The steps to reproduce the problem.
    3. An image of the console with debugging turned on so I can see the debugging information.
    4. A video demonstrating the problem is most helpful but not necessary.
  You can contact me on my discord to report bugs as well. Orkel1215#9405

Credits:
  WarMachineDD7 -> For creating "Realistic Reloading" that inspired this mod as well as help in making this mod.
  xNVSE Discord - > For being a helpful community.
  GeckWiki.com -> For being an amazing up-to-date resource on FNV Modding.
  Shooting Range Mod by ZuTheSkunk -> For making testing this mod a breeze.
  Hot Reload(NVSE) by Korri123 -> Sanity.