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Showing results for tags 'ammo'.

  1. I've had the Rangemaster out for about a month now and I just have a couple persisting bugs that I can't seem to fix. The first, and biggest one, is with the .308 ammo conversion. I have the gun set to fire 5.56 by default, and it can be modified to fire .308, 7.62, and any pistol round. I got a report early on that some shots weren't registering on target with anything but 5.56, but I haven't been able to recreate that issue, and from my research it may be a Bethesda Bug rearing its ugly head. However, along with that, and since then, I have had reports, and found in my own game, that equipping specifically the .308 conversion will cause 'misfires' where the projectile seems to hit an invisible object immediately after exiting the barrel. This happens with about 50% of shots. You can see and hear it in this video (it happens throughout, but see about 6:30 and onward for a good sample). Here's what I know. 1. The .308 attachment is identical to all other ammo conversion attachments for the weapon. In fact, it is a modified copy of the 7.62 attachment. 2. The 5.56, which I have had NO reported problems with, uses the same projectile info as the .308 3. The Rangemaster uses the vanilla Combat Rifle suppressor. However, there is no similar issue when using the .308 receiver with the vanilla Combat Rifle. 4. The Rangemaster's default muzzle (it does not support a 'null muzzle' state) has the projectile node pushed out about the same distance as on that vanilla suppressor, and farther than on the Handmade AR that it borrows animations from. I am at a loss as to what would be causing this issue, especially with only one ammo type. I'm working on a decent sized update right now, and I would like to actually fix this, rather than just removing the .308 mod. The other issue is less significant, and is probably just due to my dodgy understanding of how textures work in Fallout 4. For the reflex sights I just opened the vanilla dot and circle variants in nifskope, re-oriented all the various BSTriShapes to fit on the appropriate spot on my gun, and saved them. Somehow, with only that little bit of modification, the main dot in both sights now disappears while looking at the sky, and gets muddled by the shader when looking at water. I'm guessing this is an easy fix, but I don't really know where to start. Thanks for any insight you can provide for either problem.
  2. I've seen alot of old mods to make npcs use ammo, and with how long the geck has been out it seems alot easier to make these mods work. I'm looking for a mod that tags fire arms and explosives as npc uses ammo. Ideally if possible with support for other mods such as weaponsmith extended 2. I know how to make the mod theoretically but I don't know how to make sure it works. In the Geck if you load up weapons you can open each one and tick npc uses ammo for each of the fire arms, ignoring companion weapons, turrets and robots. but you'd then have to change the leveled lists or make new ones(i dont know how) to give npcs more ammo. I considered making this mod myself, but i'm not confident enough to think i could do it without making errors which would break other mods. I feel like this is something that someone would have tried by now so maybe it doesnt work as intended when its been done.
  3. I'm pulling out my hair trying to sort through all my weapons to find what's best for each ammo type, it shouldnt be too hard for someone here to make a mod to sort guns by ammo type, can it? all you need to do is make it so that every gun has the caliber as the first word in its name, like the 10mm pistol! Like for example, Bolt Action Pipe Rifle would be .308 Bolt Action Pipe Rifle or something! please?
  4. I'm at my wits end. Just got back into survival mode now that there are tons of mods that make it playable, for me. ONE of the mods, list below, had an option, in the FOMOD, of having NPC's have limited ammo. I though this would be really cool, and interesting. Of course, I forgot how little ammo NPC's actually have, and I cannot, for the LIFE of me remember which mod had that option. I've gone through and reinstalled each one, and still cannot find the culprit. Does anyone know off the top of their head, which mod has the limited ammo optional feature? Or if I'm crazy, none do, and its a bug, feature I've found? If no one knows which mod it is, is there a workaround for this? I hate when the mobs run out of ammo. Thank you! PS I've tried playing with a mod that spawns NPC's with a lot more ammo, but this seems OP for me, since I can kill most raiders with a single head shot, due to Better Locational Damage.
  5. I haven't seen this question around so I'd thought I would ask: Is there a way to make a gun consume more than one ammo from its magazine per shot? This was used quite well in New Vegas to balance certain unique Energy weapons and I would also like to use this attribute in Fallout 4. I know of a way to make a script to tell a gun to remove extra ammo from the inventory every time it fires, but would very much prefer it to be taken directly from the magazine, which to me is the hardest part to figure out. Or, taking the Fusion Core for example, be able to damage the battery's health in a weapon per shot (again pointing to the magazine is the part that's hard to figure out). If anyone knows how to script this or even seen a mod utilizing this feature, I would like to know and it would be very much appreciated.
  6. I am wondering if someone could create a fallout 4 ammo creation and scraping mod. The crafting should be the same components as the ones used in the contraptions dlc and Manufacturing Extended mod. There can be options for x1, x10, x50, and x100. I am also looking for the scraping to produce the very ingredients that you use to craft that specific ammo. I also want the ammo for the cannonballs, mini nuke, missile, fusion cores, nuka grenades and mines included in the Manufacturing Extended mod. As well as include dlc ammo that will eventually be add to Manufacturing Extended mod. There will be the basic perk requirements such as Gun Nut, Science, Scrapper, and Demolition expert. To create ammo there should be some perk requirement. It does not have to be in the same amounts as the the manufacturing just the same components. You could need more to craft from a workbench as apposed to using a ammunition plant. The crux of this mod it adds no new components to craft ammo. Just the ones already in the game and in the mod. It also should only be on the vanilla workbenches either the chemistry station or weapon workbench. I understand if you are reading this and already have have a lot on your plate to take up my request. If that is so I would like you to spread it around the modding community to see if anyone is interested in making this mod. Thank you for your consideration, Soul362
  7. Okay I've look through all the ammo mods and I didn't find any that did what I want. If I missed one please let me know. I think all the ammo weight mods apply only to Survival mode. I want a mod that gives all ammo, stimpacks, and RadAway some kind of weight in NON-survival games. Even if it's simply the weight they have in survival mode. I like a lot of what survival does. It was great for about 2 full play throughs (and about 3 failed characters because the builds were just BAD for survival) but it takes too damn long to play on every character. I just don't have the time IRL to walk everywhere in game and I don't want to have to side with BoS every time I play just for the sake of quicker travel (plus that recently started to bug become bugged where the Vertibird takes off and lands immediately without me giving any kind of command to land). I'd hoped siding with the Institute would let me get around that with the teleportation but it only lets you IN from anywhere you still have to walk from CIT when you leave. Anyway rant done. If I missed a mod let me know. If someone would be willing to make one I'd be forever grateful. If I knew ANYTHING about modding I'd try to do it (with the absolute lack of knowledge I can only hope it's a simple stat change mod). Anyway Thanks.
  8. I'm just trying to make a simple button which will restock (enable) some ammo on a shelf, and ammo itself are activators. I have this script from the different kinds of ammo: scriptname shelfscript begin OnActivate if Getisid EHAmmo9mmP player.additem Ammo9mmP 12 disable endif ;--------------------------- elseif Getisid EHAmmo556mm player.additem Ammo556mmArmorPiercing 24 disable endif ;--------------------------- elseif Getisid EHAmmo44magnum player.additem Ammo44MagnumHollowPoint 24 disable endif end And then on the restock button i have this script: scriptname infiniteammorestock ref linkammo Begin Onactivate Set linkammo to Getlinkedref if linkammo.GetDisabled linkammo.enable else showmessage alreadystockedXXXX endif end I'm a beginner when it comes to scripting and I've written these from scratch. All is working good except that i have the button linked to the first ammo, so the script ONLY restocks one of the ammos.. I've tried using the linked ref and linked all the ammo togheter. But only the first one get's enabled.. Any tips? Thanks!
  9. I always felt it was unfair that Npc's could shoot infinitely at you and never run out ammo while you have to make your shot's count so you don't run out. It doesn't make realistic or even lore sense. You'd think in a post-apocalyptic setting, ammo would be scarce and not something to just waste like npc's do. I want a mod that fixes that to where they actually use up the ammo in their inventory until they are forced to use melee or switch to a different weapon they have ammo for. So does a mod that does this exist? If so, where can i get it?
  10. These three main ideas id like to propose could alter the combat mechanics of the game quite a lot, putting it into a more tactical/realistic manner. 1) Removal of the Hunting rifle and Pipe Revolver .50 cal Receiver and add a AT-rifle with higher Damage, weight and range instead. I mean cmon. Its a .50 cal. It should hurt far more than it does in the vanilla game(perk-less, at least) . We had one in new vegas already so theres not much we can do wrong anyways. 2) Machine guns. Light machine guns, Medium Machine guns and such, give them to heavy units and add a temporary suppression effect to any automatic Gun with the caliber 5.56 and higher. No semi-auto receiver for these, maybe add a cooldown effect to some barrels just for the fun too? would also be cool to add a bipod mechanic that allows for better recoil control when crouching near a low blockade such as sandbags. This part includes the change in combat mechanics i mentioned in the beginning, as heavies will be better armored and act different than normal units would. 2.a) Gun Mounts for auto weapons as a additional way to reinforce settlements. Could add a .50 cal M2-style Heavy machine gun to that too, next to assault rifle and minigun mounts. 3) Ammo. Replace .38 with 9mm Para or just add it alongside and with similar drop rate, also add a 20mm and 40mm Grenade. It kind of surprised me to see the 9mm miss completely from the game, i must admit. While the .38 is technically 9mm too, the ingame version has a longer casing (see pipe gun magazines) and completely ignores the adaption of the caliber in the U.S. army, which should be included despite the usa being stuck in the 50´s , imo. The 20 mm would be added as a Power armor/super mutant rifle or single-shot human recoil cannon while the 40mm should just be added with the M79 Thumper. Bonus: An actual smg ? For 10mm round, as an example. And of course more diversity between the guns themselves. Id love to see more guns using the same caliber in the game.
  11. Example, if you have a 30 round magazine, use up 10 bullets, instead of adding 10 to the magazine and removing 10 from your total ammunition count, the whole magazine is replaced. So 30 rounds gets spent from your total ammo count. Every reload. If possible. !? Sorry if my description was rubbish.
  12. Basically, the thought would be that on certain eneemies (raiders and gunners, maybe synths) there would be a chance for them to have a lootable Requisition Form or something similar, that could be taken to a certain vendor, and traded in for some randomly given supplies, like ammo, meds, crafting components, or weapons. Maybe have ones from synths be rare, and give Institute items. Possibly be able to buy Supply Drop Beacons, which act like grenades and when thrown, after a few seconds a crate with some supplies lands.
  13. Hi guys, I assume this is a small problem with the Blacksmith mod (that allows ammo, weapon and armor creation via a special mod bench) as it is the only mod I have currently that does anything with ammo. Never had an issue before but recently I've noticed that without me doing anything, my .45-.70 ammo will randomly increase in size. I'll go from a few hundred rounds to several thousand. No crafting, changes or anything, but I have a .45-.70 weapon in a favorite slot. Randomly clicking onto it will display increased ammo counts. I've taken to emptying a lot of the ammo into a box just in case a super high count without my knowledge might cause a crash. Using the mods on console, just fyi. Not a big issue aside from possible crashing and random free 40-75 ammo but it sure is weird.
  14. I am having an issue where GECK/Fallout New Vegas seems to be overwriting the AmmoList of one mod if the other mod is loaded after. Two mods were created (e.g. A and B), each of these added a new 20Ga round and added the new rounds to the 20Ga ammo list. However if B is loaded after A only B's round is added to the ammo list while if A is loaded first A's round is present. When viewed in the GECK the ammo list will not show the first loaded round in the ammo list. How can one add an ammo type to an ammo list without the ammo list then breaking the ammo list for all subsequent mods?
  15. Reloading in Fallout 4 is simple and easy. Just pull the mag out and quickly replace the ammunition in to your next mag like that, right? Nah, I dispise of this and want something more "realistic" and honest feeling. Maybe something, say like Rainbow Six Sieges reload tactical system or a system that is similar to Escape From Tarkov. Basically, ammunition in Fallout 4 survival mode and especially Horizon is very scarce and requires much attention to finding ammo. But wisely using that ammo in survival is easy though but with what I imagine this mod request to be would make it even harder to ration ammo. Honestly, I prefer this over easy ammo reloading mainly because I want a realistic feel of survival in my playthrough and this simply would just make it even more better. Please consider this to becoming a real mod as I would enjoy and love to use it.
  16. G'day, Recently i came to realise that fallout 4 while missing many little features from its predecessors had one that took me way to long to notice than it should have and that is the mini-gun doesnt have the large ammo pack like it did in new vegas for example see picture. Just thought it would be nice to see added in from vegas if possible. Or maybe even as just as a backpack that can be worn all the time weather in power armour or not. Thanks for you're time.
  17. I'm new to CK, so I hope this isn't a dumb question. Most items have a weight value that can be edited in CK, but ammo does not. I'm wanting to create a "Weighted Arrows and Bolts" mod. How should I go about this without being able to edit the weight value in CK?
  18. Is there anyone who can bring the mini nuke variety from new vegas to F4 .... i so miss the tiny tots and would love to see them again!!!!
  19. This is a request for an addition to Fallout 4 of the "World's Most Powerful Handgun", the Austrian Pfeifer-Zeliska Revolver along with .600 Nitro Express ammo...
  20. It would be great for a mod that decreases the weight of fusion cores, mini nukes, missiles, the fat man and the missile launcher. On survival mode I never use these items (besides the fusion cores) due to there high weight amount. Weight Changes Fat Man: 30.7 - 15.3 Mini Nukes: 12 - 6 Fusion Core: 4 - 2 Missile Launcher: 21 - 10.5 Missiles: 7 - 3.5 Thanks
  21. Does anyone know how to make miscellaneous items into ammo? I know there is the "Junk Jet" however i was thinking of making a pistol that shoots pencils. I want to know if there is a way to make all pencils in the game able to be fired from a gun while still being able to be scrapped if wanted? Alternatively is there a way to turn all pencils into ammo and still have them dotted about the game world as there are currently? P.S. Apologies in advance, but this is my first time in the forums so I'm not sure if there is a thread for is post.
  22. Greetings fellow mod-makers. I'm currently working on a mod that will add a new type of custom ammo to the game. While crafting and form lists are done with, I've hit a bump with leveled lists and can't progress forward. My goal is to add new ammo to leveled lists (so they would appear for sale and as loot) using a quest script for maximum compatibility (an in-development version of the script is presented below): When I check a leveled list with dumplevlist it indicates that my ammo was added to the list and appears alongside standard ammo in the same quantities in the dump. The ammo is for sale from 2 separate vendors, but the problem is, when I try to buy some of my custom ammo from a vendor, the game puts less ammo in my inventory than it should. Example - I'm buying 25 custom rounds, all 25 rounds are gone from merchant's inventory, but only 8 spawned in my inventory. I guess I'm not seeing the whole picture here as I'm not very experienced and could not find any info on this. I would be very grateful if someone could chime in with a suggestion as to what may be my oversight in this case.
  23. What I am looking for is a mod that would allow me to have the Ammunition Plant craft Ammo types found in the DLC. I am surprised that this is not already a thing in the main unmodded game. So Ammo needed to be crafted is the 45.70 and the 7.62 rounds. I think this is their way of saying "hey go play the dlc and get the ammo" but sometimes I dont want to trek all the way to Far harbor when im in Nuka world just for some lever action ammo. I hope this is a simple mod and hope that someone please fulfills my request. I thank you for reading this.
  24. Hey y'all I'm working on a converting a standard firearms that uses bullets into one that uses energy. I've had no issues modding the gun, ammo, projectile, and sounds thereof, but I can't seem to figure out how to turn off the animation or the sound of the spent casing -- an empty shell casing flying out of the open slide and then hitting the floor...making that hollow brass clanggy noise. How would I go about taking the empty case ejection, spent casing animation out of this weapon, as well as the sounds related to it? It just doesn't seem legitimate or any type of realistic for an energy weapon to spit out spent rounds as a standard chemically propelled, lead projectile firearm does. Thanks.
  25. In the game when your reload your laser gun (rifle/pistol) or your plasma gun, in the animation you put in one singular energy cell or plasma cartridge, but it takes up 30 rounds of your ammo, and you pick up singular cells and cartridges as well. I think that in the game when you reload your laser or plasma weapons, it should only use up one unit of ammo, similar to how a fusion core works with a gatling laser. To balance this the energy cells and plasma cartridges should become rarer than they are in the game by default. This mod will make the game feel more immersive as well, since its actually taking up a more realistic ammo count. I don't know if this can be done but if it can it could make a pretty good mod. It wouldn't bother me if a mod isn't made for it, but it would be a pretty cool mod though. This is my first ever mod request so please tell me if I've done anything wrong or whatever.
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