this does not install correctly through Vortex - the distr file is deployed to its own \Infinite Companion Ammo (SPID)\ folder and needs to be manually moved into \Data\
Update: Switched to Cait as my companion with the same results. Mod is just not working for me. Had high expectations but what can one do. Log file indicates the INI file contents are executed but just doesn't change anything (see Spoiler above).
Hey, I've seen other mods add the "TeammateDontUseAmmoKeyword" to the "Follower & Companion System Control Quest" [QUST:000289E4] which includes everyone in the "currentcompanionfaction".
What's the benefit of adding the keyword to each individual NPC compared to that method? Only scenario I can think of is if modded characters arent added to the "companionfaction".
I don't know the answer to your specific question, but do the other mods add the keywords through an esp or through a run time plugin like spid/robco patcher? For the former, the benefit of this method is not needing to further patch your load order. I'm not aware of any plugins that can add keywords to quests at runtime.
I see. You're right. The others add the keyword through an ESP. Your method avoids all potential conflicts out of the box. Either way, not a problem if one uses xedit to check.
No idea how you're gonna pull that off without ESPs since (unique) legendaries can be finicky, especially if you want to create particular modcols. GL!
Sorry, this mod requires Spell Perk Item Distributor, which hasn't been updated for the new version. I would recommend staying in the old version of fallout for at least a year, until all other mods can be updated or replaced with newer versions.
My understanding is that companions currently will use ammo. Mods that make companion ammo unlimited will add the flag that they don't use ammo. But they will still require to have one of that ammo in the inventory.
That's only for settlers. Companions do have infinite ammo for their default weapon (which is hidden in the trade menu), but for any weapon you manually give them, they consume ammo.
42 comments
[20:13:23:394] po3_SpellPerkItemDistributorF4 v2.0.0
[20:13:23:394] *************INI**************
[20:13:23:394] 1 matching inis found
[20:13:23:394] INI : Data\InfiniteCompanionAmmo_DISTR.ini
[20:13:23:394] ************PATCH*************
[20:13:23:394] Installed spell editorID cache patch
[20:13:36:665] ************LOOKUP************
[20:13:36:726] Starting Keyword lookup
[20:13:36:726] **********PROCESSING**********
[20:13:36:726] Adding 0/0 Spell(s)
[20:13:36:726] Adding 0/0 Perk(s)
[20:13:36:726] Adding 0/0 Item(s)
[20:13:36:726] Adding 0/0 LevSpell(s)
[20:13:36:726] Adding 0/0 Package(s)
[20:13:36:726] Adding 0/0 Outfit(s)
[20:13:36:726] Adding 1/1 Keyword(s)
[20:13:36:726] Adding 0/0 DeathItem(s)
[20:13:36:726] Adding 0/0 Faction(s)
[20:13:36:729] ************RESULT************
[20:13:36:729] Keywords
[20:13:36:729] TeammateDontUseAmmoKeyword [0x23F1CA] added to 0/4328 NPCs
[20:13:36:729] Hooked leveled actor init
It appears the commands executed but did not change my companion (Nick Valentine). Any ideas?
Update: Switched to Cait as my companion with the same results. Mod is just not working for me. Had high expectations but what can one do. Log file indicates the INI file contents are executed but just doesn't change anything (see Spoiler above).
What's the benefit of adding the keyword to each individual NPC compared to that method? Only scenario I can think of is if modded characters arent added to the "companionfaction".
I mean if one work or both work won't be a problem right?