Note that random ammo counts only work for ambient NPCs. NPCs in a scenario (example: train guards, campfire) and most of the mission NPCs have an infinite ammo logic set up, which unfortunately, is proving hard to be removed for the moment.
Whenever reporting a bug, use the template below: Bug Title:[Game crashes on inventory screen] Location and Time: [In-game, upon pressing 'I' to open inventory] Description: [The game crashes immediately to the desktop when I try to open the inventory screen.] Frequency: [Every time (100%)] Other Mods: [List of LML mods or attach debug log]
No. This mod is a scripthook (asi) mod, not a meta/ymt mod. It does not touch any files directly, injects code through scripthook before mods are loaded and streamed by mod manager.
It's been a while since I've rdr2'd so this is on my eventually play list, but in terms of ammo and dropping guns - will they ever pick up guns which aren't empty and is there the ability to add a chance that they don't drop em and grab/use ammo from dead dudes instead? No idea if that's possible or happens already.
I think the only mechanic for this, that already exists in the game, is to have the no-ammo-having peds Loot dead-dude peds, like gang members do when the player has gang companions with them. Of course, this doesn't guarantee no-ammo-having peds actually get ammo...
As it is, with this mod and Auto-Looting, ammo gets dropped (in the form of the guns they had) and all I have to do is run over the dropped guns to "pick up" the ammo. Ammo doesn't get Auto-Looted. No animation plays in this instance, but it would be cool to see peds frantically looting for ammo during a gun battle.
I've endorsed this mod, and kudos for collaborating authors.
It's actually the opposite. While missions sometimes override default loadouts, this function ensures that any changes made in loadouts.meta will be applied.
I tried the default ones with no success and then changed it to X and L, it also did not work. Is that function compatible with scenario on command and smoking complete?
Just wondering bro does this affect the police NPCs? Because it doesn't seem to be affecting mine, might be a conflicting with another mod such as the ones that change their loadout?
40 comments
Note that random ammo counts only work for ambient NPCs. NPCs in a scenario (example: train guards, campfire) and most of the mission NPCs have an infinite ammo logic set up, which unfortunately, is proving hard to be removed for the moment.Bug Title:[Game crashes on inventory screen]
Location and Time:
[In-game, upon pressing 'I' to open inventory]
Description:
[The game crashes immediately to the desktop when I try to open the inventory screen.]
Frequency:
[Every time (100%)]
Other Mods:
[List of LML mods or attach debug log]
with the Wheyems / EEE / GFC merge?
As it is, with this mod and Auto-Looting, ammo gets dropped (in the form of the guns they had) and all I have to do is run over the dropped guns to "pick up" the ammo. Ammo doesn't get Auto-Looted. No animation plays in this instance, but it would be cool to see peds frantically looting for ammo during a gun battle.
I've endorsed this mod, and kudos for collaborating authors.
Tracking. Endorsed.
It should be compatible, I don't see why not.