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NPC with limited ammo
About This Mod
Important announcement:
I've been thinking about it for a long time. As far as I can tell after extinguishing the fire after the fire, this mod creates more problems in the game than it is worth. I've decided to give it up for now. Each new DLC comes with new challenges, and it becomes exhausting to extinguish the fires caused by an add-on.
However, as long as I give up this fashion, I leave it for download, and if someone else wants to take over the development, I can give it what I've worked with, and it can take over the fashion if it wants to. I ask only that whoever wants to take it over, write to me, and be aware of all the problems, so that the fashion is in safe hands.
Installation:
Installation is now simple and easy, no more .ini customization required. However, if you are unable to get the NPC to use the bullets correctly, make the following changes to ini:
Select one of the two main .esp to install.
Open the Documents/My Games/Fallout folder 4/Fallout4.ini.
Add the following line if it is not already there.
[Combat]
bForceNPCsUseAmmo=1
Description:
This mod helps rebalance the game to work with ini settings that force all NPCs (even companions, turrets and enemies) to use cartridges in their inventory when they shoot you. Unfortunately, the game is simply not tuned for such changes, so this mod helps to balance the loss of ammunition in the NPC and change the use of cartridges by turrets so that they are not completely deprived. The NPC needs a little bit more ammunition to make it really a problem, so choose either Balanced (the best balance for your game) or Realistic (my recommended option), where the NPC will have a decent number of ammo. This mod will be recommended for any gameplay with Hardcore-style settings to take realism to the next level.
This mod changes the following things:
Automatically sets the bForceNPCsUseAmmo ini parameter to true, so that NPCs will now use the cartridges in their inventory (including companions, turrets, etc.).
The rate at which the rounds are dropped by all NPCs. Changing the speed of the fall is necessary as the NPC will expend cartridges by shooting at you!
Type of ammunition used by all turrets. If your turret was installed before the mod was installed, simply select it in the console and type "recycleactor", or lift and put the turret back. Do not use the recycleactor command on your companions.
Increases the number of non-playable NPC rounds on all your companions. These cartridges are marked as non-playable, so you can't use them, just your companion.
Modifies creature weapons, such as the flycatcher's larva weapon, to produce a creature with ammo that can be used by default.
This should not affect much the cartridges found in the cartridge boxes, etc. However, changing the frequency of spawning weapons can increase the number of rounds found in these weapons.
Planned features:
Turret Patch. Now the turrets are spending their ammunition too fast. This patch will add new non-playable ammo that can use turrets.
Patch for companion weapons. Since companions are now spending even non-playable rounds, it is probably best to replace all companion weapons with playable versions.
Find all entities that may be adversely affected by the INI setup and correct their ammunition lists.
An optional patch that adds a small melee weapon to most NPCs so they have more to fight when they run out of ammunition.
Patch Notes:
Version 1.3.1
Reorganized the level lists to make my work a little easier when creating different versions.
Fixed CTD with vertibird, at least as far as I had time to test.
Version 1.3
All hippopotamus records have been removed, and the hippopotamus boulders have been placed on another list. This should increase compatibility with other mods.
Fixed turrets Shotgun, Rocket and Laser, which equip the wrong cartridges. You may need to recycle or pick up the turrets that were wrong.
Added many more bullets for enemies with a minigan.
More cartridges for Glory have also been added to support the mission she is on.
Added support for additional cartridge types for companions that may be needed in other patches.
Version 1.2
Fixed cartridges for companions, even for companions you met before the fashion installation. Now each companion's cartridge has 16777215 shots (as in a fusion core), so they're never going to run out of ammunition.
Fixed cartridges for the following creatures: Bloatfly, Bloodbug, Mirelurk Hunter, Mirelurk King, Mirelurk Queen, Super Mutant Behemoth, Protectrons, Mr. Handies, Assaultrons, Sentry Bots, and the giant robot destiny that you all need to know.
Fixed cartridges for turrets, which became the same as cartridges for companions. However, you will still have to reinstall the old turrets.
Codsworth's flamer had to be rewritten to work with the new system, which could cause compatibility issues with other mods that rewrite his weapons.
Version 1.1
INI customization is automatically enabled thanks to tranquility511 and its NPCs Use Ammo patch. Now both modes are integrated.
Records of looted cartridges in containers have been modified to compensate for the modified base drop of cartridges. Now you don't have to see the extra cartridges in the containers.
All turrets now use non-playable cartridges. Now the turrets will not run out of ammunition in the near future, and there will be as many rounds of ammunition in lute as in vanilla.
The companions you haven't yet met will now have 65,535 non-playable rounds so they don't have to run out quickly anymore. Companions you've already met aren't affected yet.
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