I think the issue is how I wrote the keybinds file. There should be a file, Data/MCM/Config/NVAmmoSwitcher/keybinds.json, in that file there should be two lines that look like this: "form": "NVAmmoSwitcher.esp|01000F99", Change these two lines to look like this: "form": "NVAmmoSwitcher.esp|F99",
I think that should fix it until I can release the new version. I have to wait on the new version because the mod is very dependent on F4SE which isn't updated yet, so I can't even launch my CK right now.
Thanks for the mod. Got it working with mod added ammo variants like with EFT.
Question though, when using the add function, I should just add 1 qty of ammo for the database to work? I added a stack thinking it would put it back into my inventory but it ate everything. I was thinking it was somewhat like how GMOTW adds helmets/gas masks to its database.
EDIT: Upon further testing, it seems I'm only able to use those ammo with a native ammo counterpart (Ie., 556 to EFT 556 variants, Shotgun Shell to 12/70 - as EFT has the shotgun shell slug as default for the Mossberg). How do I make the custom weapon archetypes function? Sorry, I've been trying to understand the instructions in the description page but I'm unable to make this work. Also, I'm not much knowledgeable in coding, so I'm just trying to edit/add ammo as how it shows in fo4edit. I want to use the variants for say 7.62x51 (EFT has about 7 variants for this ammo). Also, this is more for a personal use.
Hey, quick question. For the different buckshots I want to add, I want them to have different numbers of projectiles than the vanilla. And even for the slugs & cut shells, I'll need to change it to 1 projectile. The only way I can see to do that is to make the ammos themselves an omod. Is there a way your mod will be able to swap the omod?
I want to have standard barrels able to shoot 4 types of buckshot, (1) slugs, & (1) cut shells. And a rifled barrel only able to shoot slugs & explosive slugs.
So that means I would need to be able to switch omods(ammo) on a omod(rifled barrel vs non-rifled barrel) basis instead of just on a weapon basis. I hope you get what I'm trying to say. In other words, I'd need to be able to add ammo(omods) for the barrel, rather than for the gun.
Yes, and the OMOD switching the new version has is based on keywords. I have separate OMOD slots on weapons for projectile count and effects, and keywords for each. RobCo patcher is used to add the OMOD keywords to weapons, so compatibility is automatic and no patches are necessary.
Ammo effect keywords and projectile count keywords on the other hand, have to be added manually to the ammo.
Besides me wanting to clean up the code a bit and make some Robco files for the supported ammo distribution, it's technically done. But I don't want to release it with Bethesda breaking the game every other week lol
true. I'm in the same boat. Just wanna do a few little cleanups and play test it a bit. But I'm almost ready to go too. I hope they don't release any more updates lol
Love the mod, I'm working on a mod to overhaul the vanilla shotguns and how they work. I wanna add cut shells, slugs, and higher pellet count buckshot. Your mod's gonna be the perfect way to do it. Looking forward to your update. Do you think you could add the fix to the keybinds.json in the meantime? So people don't have any issues when I release my mod with yours as a requirement.
This mod would be perfect for the ballistics overhaul that im working on but when i load a save, i get the messages that its searching for ammo and that it completed but the hotkeys dont work :( do i have to set up something first?
This version of the mod doesn't include special ammo types, and was only intended as a proof of concept. The new version will though.
As it stands, this version will let you swap between a few equivalent ammos across the supported ammo mods, ammo types you add via the quest I have you copy from my mod into yours, or ammos added in-game to vanilla ammos via the hotkey.
the problem was mcm didnt boot up probably loadorder something, now it works but now i have a different problem: ur mod only switches the ammo itself right? if yes then i cant use it cause my ammos get switched by a omod which also adds the effect of the ammo type :/ this is my first mod and i cant script so idk how to do it else...
Ah yes. This is similar to what the new version of my mod will do, but with separate omods.
But this version right now, should still be fine since the ammo swap is not done via omod, and so changing the omodon a bench should work as normal even with a different ammo, it will just switch to the ammo in your omod
changing the ammo via omod on bench was the original plan but when i saw how sophisticated the other mods did ammo switching i raised my standards ;D but if ur mod can change omod in the future? I've got to hand it to you General, that's the best news I've heard in a while, because that gives me hope!
Interesting! This would be very nice in combination with (if there was) an 'ammunition-only' version of the 'Load of Ammo' mod, with ammo crafting receipts.
Reason I haven't used Munitions or CC is due to FO4's weapon limitations of a weapon item having only 1 usable ammo type that's predefined in the weapons config or only changeable through in game weapon modding.
With your mod, if I understand correctly, a 5.56 weapon now can have access to 5.56 FMJ, AP, HP, etc ammunition if that is added to FO4 through some mod?
That is exactly correct. If a mod adds the ammo, you can assign it to be an alternative to any vanilla ammo, or an alternative to any ammo from Munitions, Caliber Complex, or New Calibers that isn't already an alternative to a vanilla ammo.
You would just have to equip the weapon, and hit the assigned hotkey which will open a regular container menu to add the new ammos to that ammo's list(you get all your ammo back, it's just for visual purposes)
Ok I have to test it out, so all it needs is the new ammo formid's to be in game?
Question though. One thing is a bit unclear to me, how does the following work? What about ammo types that are not currently usable by a weapon? Say a (non modified) vanilla Combat Rifle, default it uses vanilla Ammo556. Can you then still change the Combat Rifle's ammo type to Ammo308Caliber without it having the receiver modification that changes it's ammo to 308?
Edit: does it work on the basis of a weapons 'Object Modification', on a receiver or magazine, to change ammo type that determines what ammo can be added to a weapon?
If it works like that could it be automated (script) that run through all weapon id's in game and adds the corresponding ammo's to each weapon? ..snip...
It's different to how you're thinking. You would have to change the barrel at a workbench via the receiver to completely swap calibers. The way this mod works is to let you swap just the ammo itself via an array I have populate when you equip the weapon.
It determines which array to use when you equip the weapon, and adding or removing ammos from the hotkey container lets you alter that array. So assuming you use Munitions for example, ALL weapons that use Ammo556 have the alternative Munitions_Ammo223Caliber and adding to that array will change the list for all weapons that use 223 or 5.56 ammo.
No object modifications necessary. In future I might add that as another option though, assuming anyone wants to swap calibers entirely while away from a workbench.
Okay, I hope that I'm getting the right picture how your mod works.
So sorry if I parrot what you just mentioned, to get my picture how it works clear in my head ;) Each vanilla FO4 ammo type has it's (through F4SE) own array db. The Ammo556 array is pre-included with the ammo types from mods like Munitions, when Munitions is installed and is detected (through a quest script?). Then all weapons currently configured to Ammo556, gain access to the extra ammo types like Munitions_Ammo223Caliber as it's predefined in the Ammo556 array? Then visa verse, when you install a Munition weapon that uses 223Caliber, it gains access to all compatible predefined ammo for the Ammo556 array?
About Munitions, not using it though. It relies on the weapon mod being designed with Munitions in mind, like a Munitions rifle mod that comes in 223. Yet it does and cannot not add multiple 223 ammo types (AP or MFJ), to the same single weapon, like Loads of Ammo does. That correct?
Now Loads of Ammo sets it ammo types through Object Modifications, by which it adds effects like penetration or explosion damage. Then it adds the corresponding ammo MODCOL to each vanilla weapon 'Object Template' 'Combination'.
What I'm wondering about that is. How would one go about adding these ammo types from Load of Ammo through NVAS, when LoA adds it's ammo the way it does? This does not seem compatible with how NVAS is designed. That right?
About Munitions, not using it though. It relies on the weapon mod being designed with Munitions in mind, like a Munitions rifle mod that comes in 223. Yet it does and cannot not add multiple 223 ammo types (AP or MFJ), to the same single weapon, like Loads of Ammo does. That correct?
I mean yes, mods that use Munitions cannot do that, but with this mod(if munitions HAD AP and HP ammo) you could use them. If someone added AP, FMJ, or etc for Munitions ammos you can easily add them to the arrays in this mod via the container and all weapons that use 223 or 5.56 would have access.
Now Loads of Ammo sets it ammo types through Object Modifications, by which it adds effects like penetration or explosion damage. Then it adds the corresponding ammo MODCOL to each vanilla weapon 'Object Template' 'Combination'.
What I'm wondering about that is. How would one go about adding these ammo types from Load of Ammo through NVAS, when LoA adds it's ammo the way it does? This does not seem compatible with how NVAS is designed. That right?
Looking at Loads of Ammo, that's correct, you could use the ammo via this mod but it wouldn't have the extra effects expected of the ammo types. I'll try to think of a way to make a universal method of doing those effects.
Looking at Loads of Ammo, that's correct, you could use the ammo via this mod but it wouldn't have the extra effects expected of the ammo types. I'll try to think of a way to make a universal method of doing those effects.
If I may think along.
Coding is out of my skill set, but I had been looking into RobCo Patcher few months ago. How to add 2 keywords, from Skibadaa's Rifle Rebirdth (RR) ammo switch function (via 'Object Modification') to a other weapon mods without me needing to manually patch each weapon mod I wanted to use it on. it works by adding weapon 'Object Modification' (mod_ChangeAmmoType_AP/etc) that adds damage modifiers (penetration/damage/range/effects) to simulate having AP/HP/etc ammo on Rifle Rebirdth weapons. It does not convert the receiver to or add different ammo types.
So was thinking in theory what Skibadaa's has come up with in RR, could be expanded on by adding: Add new sub ammo types, based of vanilla ammo's, for example for Ammo556 you'd get a 556: AP, FMJ , HP etc. version Add those to each corresponding RR ammo switch 'Object Modification' as ammo type conversion. Don't know if this need separate keywords?? To be able to differentiate between ammo classes (pistol rounds and rifle rounds). As an incendiary or depleted uranium type round for a .38 weapon is not really that immersive hehe.
If that can be accessed, to be switchable types, through F4SE code? Then you'd have on-demand ammo type switching, via Object Modification that is injected through Keywords to every weapon by RobCo Patcher based on how apply it's filter. I reckon changing receiver ammo type at a Workbench (556>308) would work?
I'm pretty sure that would work, I would just have to filter by none to edit all weapons and add a keyword to be used by my own custom OMODs. The real issue comes in with the need for new ammo types. The mods I used for this don't have AP, FMJ, Tracer, Incendiary versions and etc, so I'd have to make them myself and distribute them via leveled lists. I'd probably distribute them using Robco Patcher as well, but I'll have to make a different version for each mod combo.
Did you use the secondary esp from that mod, that adds the variant ammos?
If so, did you add them as alternatives for your weapons? My mod cannot automatically detect other people's ammos, but you can very easily add them to a weapon using the hotkey and placing one of the ammo in the container that pops up. Of course, you have to HAVE the ammo on your character to do that.
Would you please create a video on how to add the keywords to other weapons such as the China lake mod. I cant seem to swap the ammo ingame and cant manage to work it on xedit.
Ok it seems the ammo swapping works on other weapons but not on the china lake. :(
This is pretty dope, it can switch ammo on the fly just like FNV where you simply reload the weapon, right? I'm asking because I want to see a video of this - If there was a video more people would be able to see how it works and be more interested!
So long as you have compatible ammo, that's right, it will cycle through the ammos you have on you, on the fly. You can also add or remove ammos on an "archetype", where it opens a container showing what ammos you can swap to from the current weapon's ammo. So I recommend installing any combination(or all) of Munitions, Caliber Complex, and New Calibers as I've added support for those automatically.
If anyone makes a video I would be glad to put it on the page :)
Nice! I'm glad to see this works pretty flawlessly Previous methods of switching ammo make the gun disappear in your hands for about a second, which is rather unimmersive.
I have and use Munitions myself so this shouldn't be an issue!
When I get the chance I'll boot up Fo4 again and can do a video myself!
37 comments
how can i fix it?
"form": "NVAmmoSwitcher.esp|01000F99",
Change these two lines to look like this:
"form": "NVAmmoSwitcher.esp|F99",
I think that should fix it until I can release the new version. I have to wait on the new version because the mod is very dependent on F4SE which isn't updated yet, so I can't even launch my CK right now.
Yes it worked. Thank you.
Question though, when using the add function, I should just add 1 qty of ammo for the database to work? I added a stack thinking it would put it back into my inventory but it ate everything. I was thinking it was somewhat like how GMOTW adds helmets/gas masks to its database.
EDIT: Upon further testing, it seems I'm only able to use those ammo with a native ammo counterpart (Ie., 556 to EFT 556 variants, Shotgun Shell to 12/70 - as EFT has the shotgun shell slug as default for the Mossberg). How do I make the custom weapon archetypes function? Sorry, I've been trying to understand the instructions in the description page but I'm unable to make this work. Also, I'm not much knowledgeable in coding, so I'm just trying to edit/add ammo as how it shows in fo4edit. I want to use the variants for say 7.62x51 (EFT has about 7 variants for this ammo). Also, this is more for a personal use.Anyway, thanks again.
I want to have standard barrels able to shoot 4 types of buckshot, (1) slugs, & (1) cut shells.
And a rifled barrel only able to shoot slugs & explosive slugs.
So that means I would need to be able to switch omods(ammo) on a omod(rifled barrel vs non-rifled barrel) basis instead of just on a weapon basis. I hope you get what I'm trying to say. In other words, I'd need to be able to add ammo(omods) for the barrel, rather than for the gun.
RobCo patcher is used to add the OMOD keywords to weapons, so compatibility is automatic and no patches are necessary.
Ammo effect keywords and projectile count keywords on the other hand, have to be added manually to the ammo.
But I don't want to release it with Bethesda breaking the game every other week lol
The new version will though.
As it stands, this version will let you swap between a few equivalent ammos across the supported ammo mods, ammo types you add via the quest I have you copy from my mod into yours, or ammos added in-game to vanilla ammos via the hotkey.
When you use the swap key(Num 2) it does nothing?
But this version right now, should still be fine since the ammo swap is not done via omod, and so changing the omodon a bench should work as normal even with a different ammo, it will just switch to the ammo in your omod
Reason I haven't used Munitions or CC is due to FO4's weapon limitations of a weapon item having only 1 usable ammo type that's predefined in the weapons config or only changeable through in game weapon modding.
With your mod, if I understand correctly, a 5.56 weapon now can have access to 5.56 FMJ, AP, HP, etc ammunition if that is added to FO4 through some mod?
You would just have to equip the weapon, and hit the assigned hotkey which will open a regular container menu to add the new ammos to that ammo's list(you get all your ammo back, it's just for visual purposes)
Question though. One thing is a bit unclear to me, how does the following work?
What about ammo types that are not currently usable by a weapon? Say a (non modified) vanilla Combat Rifle, default it uses vanilla Ammo556. Can you then still change the Combat Rifle's ammo type to Ammo308Caliber without it having the receiver modification that changes it's ammo to 308?
Edit: does it work on the basis of a weapons 'Object Modification', on a receiver or magazine, to change ammo type that determines what ammo can be added to a weapon?
If it works like that could it be automated (script) that run through all weapon id's in game and adds the corresponding ammo's to each weapon?
..snip...
You would have to change the barrel at a workbench via the receiver to completely swap calibers.
The way this mod works is to let you swap just the ammo itself via an array I have populate when you equip the weapon.
It determines which array to use when you equip the weapon, and adding or removing ammos from the hotkey container lets you alter that array. So assuming you use Munitions for example, ALL weapons that use Ammo556 have the alternative Munitions_Ammo223Caliber and adding to that array will change the list for all weapons that use 223 or 5.56 ammo.
No object modifications necessary.
In future I might add that as another option though, assuming anyone wants to swap calibers entirely while away from a workbench.
So sorry if I parrot what you just mentioned, to get my picture how it works clear in my head ;)
Each vanilla FO4 ammo type has it's (through F4SE) own array db. The Ammo556 array is pre-included with the ammo types from mods like Munitions, when Munitions is installed and is detected (through a quest script?).
Then all weapons currently configured to Ammo556, gain access to the extra ammo types like Munitions_Ammo223Caliber as it's predefined in the Ammo556 array? Then visa verse, when you install a Munition weapon that uses 223Caliber, it gains access to all compatible predefined ammo for the Ammo556 array?
About Munitions, not using it though.
It relies on the weapon mod being designed with Munitions in mind, like a Munitions rifle mod that comes in 223. Yet it does and cannot not add multiple 223 ammo types (AP or MFJ), to the same single weapon, like Loads of Ammo does. That correct?
Now Loads of Ammo sets it ammo types through Object Modifications, by which it adds effects like penetration or explosion damage. Then it adds the corresponding ammo MODCOL to each vanilla weapon 'Object Template' 'Combination'.
What I'm wondering about that is.
How would one go about adding these ammo types from Load of Ammo through NVAS, when LoA adds it's ammo the way it does? This does not seem compatible with how NVAS is designed. That right?
I mean yes, mods that use Munitions cannot do that, but with this mod(if munitions HAD AP and HP ammo) you could use them. If someone added AP, FMJ, or etc for Munitions ammos you can easily add them to the arrays in this mod via the container and all weapons that use 223 or 5.56 would have access.
Looking at Loads of Ammo, that's correct, you could use the ammo via this mod but it wouldn't have the extra effects expected of the ammo types.
I'll try to think of a way to make a universal method of doing those effects.
If I may think along.
Coding is out of my skill set, but I had been looking into RobCo Patcher few months ago.
How to add 2 keywords, from Skibadaa's Rifle Rebirdth (RR) ammo switch function (via 'Object Modification') to a other weapon mods without me needing to manually patch each weapon mod I wanted to use it on.
it works by adding weapon 'Object Modification' (mod_ChangeAmmoType_AP/etc) that adds damage modifiers (penetration/damage/range/effects) to simulate having AP/HP/etc ammo on Rifle Rebirdth weapons. It does not convert the receiver to or add different ammo types.
So was thinking in theory what Skibadaa's has come up with in RR, could be expanded on by adding:
Add new sub ammo types, based of vanilla ammo's, for example for Ammo556 you'd get a 556: AP, FMJ , HP etc. version
Add those to each corresponding RR ammo switch 'Object Modification' as ammo type conversion.
Don't know if this need separate keywords?? To be able to differentiate between ammo classes (pistol rounds and rifle rounds). As an incendiary or depleted uranium type round for a .38 weapon is not really that immersive hehe.
If that can be accessed, to be switchable types, through F4SE code?
Then you'd have on-demand ammo type switching, via Object Modification that is injected through Keywords to every weapon by RobCo Patcher based on how apply it's filter. I reckon changing receiver ammo type at a Workbench (556>308) would work?
Is this a too far out idea?
The mods I used for this don't have AP, FMJ, Tracer, Incendiary versions and etc, so I'd have to make them myself and distribute them via leveled lists. I'd probably distribute them using Robco Patcher as well, but I'll have to make a different version for each mod combo.
Time to make a bunch of new ammos lol
https://www.nexusmods.com/fallout4/mods/66835?tab=description
I thought your mod would allow me to use the ammos this mod adds but unfortunately no it does not
If so, did you add them as alternatives for your weapons?
My mod cannot automatically detect other people's ammos, but you can very easily add them to a weapon using the hotkey and placing one of the ammo in the container that pops up. Of course, you have to HAVE the ammo on your character to do that.
Ok it seems the ammo swapping works on other weapons but not on the china lake. :(
I'm asking because I want to see a video of this - If there was a video more people would be able to see how it works and be more interested!
Downloaded regardless!
You can also add or remove ammos on an "archetype", where it opens a container showing what ammos you can swap to from the current weapon's ammo.
So I recommend installing any combination(or all) of Munitions, Caliber Complex, and New Calibers as I've added support for those automatically.
If anyone makes a video I would be glad to put it on the page :)
Previous methods of switching ammo make the gun disappear in your hands for about a second, which is rather unimmersive.
I have and use Munitions myself so this shouldn't be an issue!
When I get the chance I'll boot up Fo4 again and can do a video myself!