About this mod
In vanilla, NPCs have unlimited ammo. Now they use ammo (and are given more than the 3 bullets they spawn with!). Comes with versions pre-prepared for NV + DLC, NV + DLC + YUP, TTW, TTW + FTDO
- Requirements
- Permissions and credits
- Changelogs
Requirement
XNVSE - https://github.com/xNVSE/NVSE/releases
ShowOff - https://www.nexusmods.com/newvegas/mods/72541
JIP - https://www.nexusmods.com/newvegas/mods/58277
SUP - https://www.nexusmods.com/newvegas/mods/73160
After finishing my damage overhaul, I noticed a glaring flaw. NPCs have infinite ammo, which is absolutely awful to play against. Why is it only the player that has finite ammo? NPCs can just endlessly shoot and reload for days. What use is positioning, baiting, and trading? Especially when weapon damage has been scaled up. It feels awful.
Now all humans, super mutants, and aliens will actually consume ammo when they fire their weapon. Enabling that is easy enough, just got to tick a box in the GECK for each weapon. But there is a problem: NPCs only spawn with a couple bullets, which is meant to just be loot for the player. And many don't have a melee weapon to fall back to.
Thanks to SixSweetShooter for sharing a way to efficiently run a script on loaded NPCs, this mod will also give NPCs a random amount of ammo based on their weapon's clip size, and a weapon appropriate for their faction. Raiders get raider-y weapons, BoS gets BoS-y weapons, Legion gets Legion-y weapons, etc.
The specific faction:weapon pairs can be found and changed in: Data\NVSE\FyTyNUAFactionsToMelee.txt
The amount of ammo given to NPCs can be edited in: Data\NVSE\FyTyNUASettings.ini
You can add your own faction:weapon pairs as well, for any mods or personal preference.
I have also included an xEdit script to help with making patches. Have this mod loaded at the bottom of your load order, add your mods as masters, and run the xEdit script on this mod. It'll copy over the changes the other mods made to the weapons, and enable the NPCs Use Ammo flag. This won't cover new weapons, which you'll have to do manually, but that's much less work than doing it all from scratch.
Note: For the melee weapon giving script to run properly, you may need to start a new game. The data didn't save properly in an existing game that I had removed mods from, when going in/out of Megaton (all other cells were fine for some reason). You can tell if it's not working properly by the console log being spammed. Doesn't cause any runtime issues though
I'll add a toggle for it inside the .ini file in the next update.
Credits:
Sweet6Shooter for sharing their knowledge on scripting
Demorome for ShowOff
jazzisparis for JIP
TommInfinite for SUP
The xNVSE devs for all their great work