I have followed all install instructions. I have all the required files and they are all in their proper load order. I'm using the file nv + dlc + yup. I noticed the NPCs were not in fact using ammo. So after 2 hours of checking load orders, file integrity, and re-downloading things it still doesn't work. The only thing I could think is that I need the nv+dlc file also but wasn't sure if that would just cause more problems.
I just downloaded other mod that actually works. I load the other mod before this one and now NPCs use ammo. I don't know why this mod doesn't work. I still use this mod because the other mod doesn't give NPCs melee weapons.
"Error in script 3F0028DC (AAAFyTyNUARunOnNPC) in mod FyTy - NPCs Use Ammo New.esp Invalid array access - the array was not initialized. 0 Operator [ failed to evaluate to a valid result Script line approximation: ar_Size ##FactionsToMelee[0]## (error wrapped in ##'s) Where FactionsToMelee=uninitialized array File: FyTy - NPCs Use Ammo New.esp Offset: 0x03B5 Command: ar_Size Error in script 3F0028DC (AAAFyTyNUARunOnNPC) in mod FyTy - NPCs Use Ammo New.esp Invalid array access - the array was not initialized. 0 Operator [ failed to evaluate to a valid result"
It repeats about a dozen times.
Edit: is it safe to uninstall mid playthrough? Thank you!
Yes, I installed it mid play through. It's been active for a good while. I'm not noticing any issues in game, but my NVSE log is showing a bunch of errors. It's not just your mod. I'm seeing errors in multiple mods with scripts. But everything works and I'm not crashing. Asking more out of curiosity so I can unstand this. Thank you!
For some reason, an xNVSE array doesn't persist properly when installed mid-save. I noted this in the description:
Note: For the melee weapon giving script to run properly, you may need to start a new game. The data didn't save properly in an existing game that I had removed mods from, when going in/out of Megaton (all other cells were fine for some reason). You can tell if it's not working properly by the console log being spammed. Doesn't cause any runtime issues though It might be because I'm using a function from JIP. Since you also experienced this, I'll contact the dev, see if there's anything up.
Yep, I know that. But I don't know anything about scripting. So this error could be from me installing this mod mid playthrough? Something to do with JIP? I'll start a new playthrough and see if the error persists. Thank you for your help!
Edit: I started a fresh save and ZERO errors. So I guess my issues were because I installed some mods mid playthrough. Thank you for your help!
Yes it can. Use the xEdit script to patch this mod for them. Though those 2 mods are from 2011, you really shouldn't be using mods that old, they'll be all sorts of wonky.
Edit: Ah they also add weapons, so you'd need to add the flag for those as well.
I like this idea, it will make it more challenging with limited salvageable ammo being not so readily available on every killed NPC...
Only thing I am not sure on is with weapon mods I have and added guns here and there that spawn, will these bandits etc. get the new guns still and with there appropriate ammo included ?
Yep, there's nothing hardcoded. It's actually a pretty simple script. It works like this: When NPC spawns, loop through weapons and check if NPC has useable ammo already. If it does, give more of that ammo. If it doesn't, get the useable ammo types from the weapon, and give more of the 1st ammo type found.
Pretty cool. The only thing that depends on form checks is the weapon giving code, but has a fallback if no faction:weapon pairs are found for that NPC.
Don't get me wrong, your effort is appreciated and this is a good idea, but my point being that without a major rewrite of the AI this idea simply will not work. But please, prove me wrong.
As far as I know New Vegas bots are really, really stupid, and no mod has fixed that (yet).
If you got TTW, it feels good with my damage overhaul. But it's a drastic change to vanilla, and pretty niche. You'll want something that rebalances the game.
There's also Dynamic Combat Styles, Sweet Detection System, and NPC Accuracy Fix. They help a lot.
Immediate download when I saw you uploaded it. Question though, is it intentional for the NUA token NPCs wear to be a welding helmet? Looks weird on Goodsprings settlers lol
48 comments
"Error in script 3F0028DC (AAAFyTyNUARunOnNPC) in mod FyTy - NPCs Use Ammo New.esp
Invalid array access - the array was not initialized. 0
Operator [ failed to evaluate to a valid result
Script line approximation: ar_Size ##FactionsToMelee[0]## (error wrapped in ##'s)
Where FactionsToMelee=uninitialized array
File: FyTy - NPCs Use Ammo New.esp Offset: 0x03B5 Command: ar_Size
Error in script 3F0028DC (AAAFyTyNUARunOnNPC) in mod FyTy - NPCs Use Ammo New.esp
Invalid array access - the array was not initialized. 0
Operator [ failed to evaluate to a valid result"
It repeats about a dozen times.
Edit: is it safe to uninstall mid playthrough? Thank you!
Thank you!
Note: For the melee weapon giving script to run properly, you may need to start a new game. The data didn't save properly in an existing game
that I had removed mods from, when going in/out of Megaton (all other
cells were fine for some reason). You can tell if it's not working
properly by the console log being spammed. Doesn't cause any runtime
issues though
It might be because I'm using a function from JIP. Since you also experienced this, I'll contact the dev, see if there's anything up.
Now that you mention it. Most of the mods I'm seeing errors with all require JIP. Maybe JIP is my problem?
Thank you for your help!
Edit: I started a fresh save and ZERO errors. So I guess my issues were because I installed some mods mid playthrough. Thank you for your help!
Edit: Ah they also add weapons, so you'd need to add the flag for those as well.
Only thing I am not sure on is with weapon mods I have and added guns here and there that spawn, will these bandits etc. get the new guns still and with there appropriate ammo included ?
Pretty cool. The only thing that depends on form checks is the weapon giving code, but has a fallback if no faction:weapon pairs are found for that NPC.
Bc the player has a brain, the game bots do not.
As far as I know New Vegas bots are really, really stupid, and no mod has fixed that (yet).
There's also Dynamic Combat Styles, Sweet Detection System, and NPC Accuracy Fix. They help a lot.
i've been looking for a fix for this since yesterday
good thing i had my game recorded and was able to tell which mods i had activated at the time my game acting up