Fallout New Vegas
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Gribbleshnibit8

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Gribbleshnibit8

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About this mod

Ever get annoyed that NPCs don't use any ammo? Well with this they do.

Fully compatible with ALL mods that add weapons

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This mod needs NVSE

This is a feature excerpt from my upcoming Project Nevada additions mod.
Check out my work on that at the Project Nevada - Extra Options page.



DESCRIPTION:
Does it ever bug you that NPCs don't use ammo, or do you just want the wasteland to be a harsher place? With this mod, NPCs will use ammo on all guns, even those added by mods. It also gives NPCs a chance to be carrying special ammo types (and yes, they do use them). Now the wasteland will be much harsher, you and your enemies will both rush to a fallen combatant to get ammo or a new gun.

Unlike any other mod that makes NPCs use ammo, this mod uses a script that looks for NPCs in every cell, and sets the weapon they have equipped to use ammo. This change does not persist in your save, so if you don't like it, you can always remove it.

Features:
  • NPCs use ammo.
  • NPC ammo amount is increased by multiples of the amount of ammo the weapon uses.
  • Gives NPCs a chance to carry and use special ammo types. Adds loot drops for them as well as having NPCs use them against you.
  • Fully compatible with all weapon and ammo adding mods. If an NPC uses it, they'll consume ammo.


Update 1.3:
  • Now works for Super Mutants and other actors that use weapons, such as aliens.
  • A new method of checking for NPCs ensures that all NPCs get ammo for whatever weapon they happen to start using first.
  • Lighter weight system that is more randomized to prevent all NPCs from reequipping at the same time. This should reduce strain at cell changes.
  • Monitors all NPCs until they pull out a weapon.


DETAILS:
NPCs Consume Ammo works by checking each time the player changes cells for all actors in the cell. It then adds a token to those actors that checks them for an equipped weapon. If they have one, it will give them some extra ammo, flag that NPC as having gotten ammo, and then clean itself up (no extra scripts running). If the NPC doesn't have an equipped weapon, the script goes into standby and will wait several seconds before checking again. This covers NPCs who carry weapons but don't equip them until they are attacked or attacking something.

In addition to the above changes, the script will now periodically rescan the cell you are in for new NPCs (such as from random encounters) and give them more ammo too. Player Teammates have been exempted from this system (based on faction), preventing them from getting free ammo, and ensuring that they can use their companion weapons forever.

An exception has also been made for any weapon that uses Micro Breeder ammo. Because NPCs can't regenerate ammo, weapons that use Micro Breeder ammo have been exempted from consuming ammo, so that recharger weapons seem to function as normal.



KNOWN ISSUES:
This system is not without a few bugs:
  • A few seconds after entering a cell, all NPCs will put away and re-equip their weapon. This is a result of a bug in the game that makes NPCs stop using their weapon when an item is added via script. To get around it an additional item was added and removed, which makes them re-evaluate their inventory, but causes the weapon equip bug.
  • NPCs get loads of ammo. I'm not sure why, but sometimes an NPC will get several times what they should. Guess he was just a lucky guy. ¯_(?)_/¯


I probably missed a few of these, so point out anything you notice and let me know in the comments.


OTHER:
There are several globals that control the function of the mod. They can be changed in game via console to affect things such as how much regular and special ammo enemies get.
  • PNxBENUANumExtraRoundsMult - Controls the amount of regular ammo NPCs get. It is a direct multiple of the clip size of the weapon. Default: 3
  • PNxBENUANumSpecialRoundsMult - Controls the amount of special ammo NPCs get. It is a percentage multiple of the clip size of the weapon. Default: 0.4
  • PNxBENUASpecialAmmoChance - The percentage chance for each ammo type other than the primary. Default: 25
  • PNxBENUADebugMode - Debug control, setting this to one will enable console output of weapons found, the ammo amount an NPC gets, and the NPC's name.