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About this mod

Hide your current ammo when there isn't a bow/crossbow equipped.

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This is a very quick implementation to fix one of the most annoying issue in the game for people using 3rd person view :

Quivers that stay equipped despite your bow/crossbow being unequipped. It look ugly, there is no other way to put this. Well, that fix it.



I don't want to bore you about the (hi)story of this mod, so let's keep things simple: Everything have been redone with a completely different approach as of v4.0+
Instead of unequipping ammo, and juggling with a bunch of papyrus check everywhere to work with Ammo equipping, unequipping, and tracking, this mod now simply hide the ammo.

Note that it also now REQUIRE SKSE64


Mod Functionalities

Your ammo won't be actually unequipped, simply hidden.
It will appear again the next time you equip something the game consider a bow / crossbow (see Compatibility section).
And hidden once again whenever you unequip your bow.

Your current ammo will technically stay equipped (you can see it in your inventory), ensuring that you are always using the latest ammo you had equipped without anything weird going on.

Your game will automatically re-equip the lowest level ammo when running out of the current one, independently of the mod. That's admittedly a huge departure from the previous version.

In order to allow preview, your equipped ammo (if any) will be displayed again on your character when you enter racemenu, or when you equip a new ammo on purpose (independently of your equipped weapon).

This is compatible with every ammo and ranged weapon properly implemented, without any additional user input or patches, as it simply show/hide the quiver display whenever a ranged weapon is equipped/unequipped.



Updating from version prior to v4.0


You will need to uninstall the previous version entirely. Process vary depending on the way you usually install mod (manual or mod manager).
Fore sure, you should NOT have a Simple AUA.esp in your load order anymore (and thus, Simple AUA.bsa shouldn't be in your Data folder anymore).

As of v4.0+, the mod is 100% fresh and different, and thus warranted a new name to ensure there isn't weird and pointless leftovers.

The new plugin name is AutoHideAmmo.esp , and you should only have AutoHideAmmo.bsa alongside it.

If this worry you for savegame health, which is a fair concern, you can keep the old mod active and disable it (StopQuest SAUA_MainQuest) until you start a new savegame.



Temporary Disabling


The mod can be turned on or off at will with the following commands, should you need/want it:
To turn it OFF:  StopQuest AutoHideAmmo
To turn it ON: StartQuest AutoHideAmmo


Note that turning the mod off won't restore immediately your quiver. If it's currently hidden, it will stay hidden until you reload the game or turn it on again and equip a ranged weapon. Extra script for this use case felt unnecessary, and ultimately allow you to play with invisible quiver should you wish to.



Compatibility


Everything should be compatible out of the box, safe for some cosmetic mod that use the ammo slot to add a decoration (I know some "elder scrolls on back" mods do it this way), said cosmetic will be hidden every time you equip/unequip weapons.
You can still force its display for screenshot purpose by equipping it and not equipping/unequipping any weapons afterward.
If I'm being honest, if a mod still do that in 2019, you may want to look at an alternative. There is a bunch of usable slots for this purpose.
Meaning, I don't intend to make a special patch for this myself.


Ranged weapons are detected through the WeapTypeBow keyword.
Custom ranged weapons which lack use this keyword will see their ammo hidden.
If this is the case, this mean the original mod either :
 - Is broken (very likely, bunch of ranged perks and other game systems will fail to treat it properly)
 - Have it's own way of re-implementing all aforementioned mechanics, in which case you'll have to default to an other mod to deal with ammos, or temporarily disable this one (see above)


Hiding quiver work by setting the quiver node scale to zero. There is code to handle custom quiver scale forced through RaceMenu's XPMSE (is that even a thing on SE ? ). But not for other mods that would alter it dynamically. I am not aware of such mod at this time, and fail to see a use case. If you do, please report for investigation.


Throwing Weapons by JZBay currently have a small glitch when used alongside Auto Hide Ammo:
When equiping the throwable weapons, if it unequip your current weapon (i.e. you had a weapon in your right hand, but now you have throwable ones instead), these won't show. Even if it was a bow.
This is due to throwable weapons unequipping your weapon through scripts, meaning it happens after the ammo itself is equipped. There is several ways to fix this, hopefully one that don't involve an update from throwable weapons directly. 
If you re-equip your throwable weapon, they'll appear properly. So if they're hotkeyed, just double-tab and they'll show up.
In the meantime, if you only use throwable weapon and never equip regular ammo, you can simply not use this mod, or disable it (see Temporary Disabling).


F.A.Q.


      Is this a port of Auto Unequip Ammo ?

No. It's entirely different in term of implementation, less complex and more responsive, although less featured.
Consider it an alternative. Just use the one you prefer.
The main reason this mod was created in the first place was to ease the installation process of a "Unequip Ammo" type of mod on SSE, since the Oldrim one require you to download it from Oldrim Nexus, and unpack the .bsa, before using it in Special Edition.
No one is gonna blame you if you use one or the other.


      What are the differences with the oldrim AUA ?

 - No support for "sets" like in the original AUA (pairing a ranged weapon with a specific ammo type).
 - Run on SSE right out of the box.
 - No configuration option / menu.
 - Do not show iron arrow (or whatever your lowest-damage arrow is in your inventory) before re-equipping, nor does it do the double equip sound.
 - No followers support (yet ?)


      Console version ?

Nope. SKSE is required here, Sorry. No turning back now, modding is rolling for real on SE.
Simple Auto Unequip Ammo (previous version) had been ported for xbox, though I have no idea if it's still up there.


      LE Backport ?

Given how it's now conceptually different from the original AUA, I'll probably get around it soon.


      ESL ?

Probably should. Forgot about these when packing. Tonight or sometimes during the week.



Credits and Thanks

Bethesda - Skyrim (Special Edition)
mitchalek - Original Auto Unequip Ammo for Skyrim (and a lot of other essential mods <3 ). And that's not just for the idea. This is literally the mod that got me into modding, I was googling for a way to fix this, and discovered the modding community thanks to it.
Nukem - I would definitely not have bothered to open the SE CK without his fixes
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