Is that normal that all humanoid enemies, as soon as i am like 5mt to 10mt close to them, they're coming like Boxers and starting punching me? Looks like they're out of ammo in 5secs?
The vanilla game enemies don't carry more than one or two reloads worth of ammunition. I use this mod to remedy that. https://www.nexusmods.com/starfield/mods/1344
Thank you, it was stupid to have a ship land and everyone runs out swinging fists like wtf is this a british pub Thank you for the link f*#@ this mod s#*! broke npcs over three fresh installs
I have few questions about this that could do with answering
this seems to use base game cod and seems like the develops planned for it to be in game but stopped. For some rean
The questions are 1 does it cause lag 2 Do NPC reset the inventory like vendors do they get ammo back after 2 days. Cause if they don't then it is game breaking
Player's Turrets are also an Npc Made mine obsolete after one attack on my outpost... They ran out of ammo, I have 14 Outposts with 6 Turrets. Had to make a bat file to refill them. Plus you can make a fortune selling just ammo in the game... but, yeah it's great when Npc's can, Mostly only attack you with fists vs. your guns.
If they used all their ammo before they are killed, the ammo in their inventory would be gone. With my mod installed, they use ammo the same way the player would.
No, it only makes them use the ammo in their inventory. Search "Config ammo rarity", another user pointed out that mod to increase ammo spawned, looks promising. Should couple nicely with my mod.
Just to be clear, an NPC that fires off all their carried ammo with your mod, when killed, will still yield up as much lootable ammo as they would if they hadn't just used it all?
I'd be careful recommending that mod since it uses an esp. Those are pretty dangerous for your save file; the creation kit isn't out yet and the xedit people said using old tools is unreliable.
@ajane No, the ammo in their inventory would be gone. With my mod installed, they use ammo the same way the player would. @seatron Understood, I appreciate the concern. But, I've been playing with "Config ammo rarity" installed all day today without issue. So, it seems to be okay. But, I do still recommend having backup saves from before installing those types of mods.
Normally, from previous Bethesda games, companions only have infinite ammo for their default weapon. So, my mod should only effect their starter gun. Any guns and ammo you give them use ammo the same as yours would. In other words, yes, but it isn't much different that before installing my mod. The main difference would be noticed with NPCs and crew members armed with firearms. They can now run out of ammo, and will either actively look for more ammo or another gun on bodies or containers. If they can't find one, they'll either try to hide or charge you and engage in CQC (melee).
This isn't the case in Starfield - you can give a companion a new gun, tell them to equip it, and give them a single round of ammunition and it works forever.
what's the average amount of ammo on npcs ? Because if they only have 1 clip in their pocket, fights are gonna be quickly a joke, especially with automatic weapons. How does it feels in the heat of combat ?
@Wildust Yep, that's why the good ammo usage mods also increase ammo spawning on NPCs. "But the economy". Either change the sell value, add weight, or just know that a quick precise kill is a profitable venture
If you remove the ammo for their default gun from their inventory and place a melee weapon inside they seem to prefer the melee weapon to their default weapon and will try to find a new ranged weapon when they run out of ammo instead of falling back to default.
Thanks for the mod, but as of right now the enemies simply don't carry enough ammo to be realistic and it makes the game too easy. It's not like this is Fallout where ammo is scarce and npc's barely have enough ammo on em to fill up a single clip.
Might be an interesting concept once we're able to edit the loot tables and npc inventories.
Have you tested to see if this causes the same issues as FO4? The setting is known to affect things like turrets which should have unlimited ammunition
if a version is released where turrets keep infinite ammo I hope there is a version that doesn't because I've always found it kind of silly that turrets have infinite ammo in them without someone reloading them or being connected to an autoloader that must be maintained by someone.
I haven't encountered any turrets since creating my mod, but I expect it to be the same as Fallout 4. Search "Config ammo rarity", another user pointed out that mod to increase ammo spawned, looks promising. Should couple nicely with my mod.
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Looks like they're out of ammo in 5secs?
Thank you for the link
f*#@ this mod s#*! broke npcs over three fresh installs
this seems to use base game cod and seems like the develops planned for it to be in game but stopped. For some rean
The questions are
1 does it cause lag
2 Do NPC reset the inventory like vendors do they get ammo back after 2 days. Cause if they don't then it is game breaking
2. Vendors and respawned NPCs reset inventory as usual.
@seatron Understood, I appreciate the concern. But, I've been playing with "Config ammo rarity" installed all day today without issue. So, it seems to be okay. But, I do still recommend having backup saves from before installing those types of mods.
Because if they only have 1 clip in their pocket, fights are gonna be quickly a joke, especially with automatic weapons. How does it feels in the heat of combat ?
Yep, that's why the good ammo usage mods also increase ammo spawning on NPCs. "But the economy". Either change the sell value, add weight, or just know that a quick precise kill is a profitable venture
It's not like this is Fallout where ammo is scarce and npc's barely have enough ammo on em to fill up a single clip.
Might be an interesting concept once we're able to edit the loot tables and npc inventories.
The setting is known to affect things like turrets which should have unlimited ammunition