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Malachaix

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andresfe4671

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About this mod

Carry real Mags containing persistent ammo, be more tactical and improve your immersion

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Few games have this mechanic, gone will be the days of carrying 5000k 5mm ammo and magically converting it to mags to your guns.

This simple mod allows your weapons to use a new ammo system, based on real mags; its based on the fusion core mechanics so there are a few gimmicks that needs some attention.

The simple way to explaining would be: you create three 31 Round mags for your MCX, you'll get a somewhat changed UI values, 31/3 on your ammo count UI, now you fire 5 rounds and reload, the UI will still show 31/3 after reload but, keep in mind one of those 3 mags would have 26 Rounds left, so you need to be more tactical and time your reloads or you'll be left with low round mags and get yourself on tight spots. 

IMPORTANT!
this is an ongoing mod, currently only 2 weapons are supported: the SIG MCX and the HK USP 9mm. If the mod works good enough and people like it, ill make patches for more weapons.

UPDATE 1
-Revisited the crafting requirements for the mags
-New categories on the chem bench for avoiding convoluted recipes as the mod grows bigger
-Added a new mechanic based on an awesome mod; Empty mags will be added to your inventory after fully spending one mag, note that because of the mags being based on the fusion core template, this also occurs when spending fusion cores, the core functionality of the base mod which holds the scripts remains unchanged, go give him some love!
-Empty mags are used for an alternate way of crafting, using scraps of "Unloaded Ammo"
-Unloaded Ammo items are a test idea; the easy way of adding a reload mechanic of half emptied mags would be a breakdown feature but, there is no way of knowing how much ammo is left on the mag, so this would result in situations where you have a mag with 3 rounds left and once is scrapped, it returns the full amount of ammo it can hold at full, not cool right?, so, the idea behind this feature is to give you a way to unload mags, and somehow limitate the abuse of the system. Mags can be unloaded, giving you a new item, the "unload ammo" which matchs the original caliber hold by the mag, you can use those scraps and the "empty mags" to craft new ones, but, it works on a 2:1 ratio, unloading a mag roughly gives you half the materials to create a new one, not perfect but beats nothing. on the bright side, it gives you a way to dump mags youre not using into useful materials for other mags; you can unload a 15 round USP .45 mag, this will give you 1 "unloaded .45 ammo" item, which can be used to craft any other mag that uses that caliber.
-Fixed some damage inconsistencies on the HK USP when swaping mags
-On a final note, ik the unload system is nowhere near where you guys or even i would like it to be, but sadly the game limitations are too big for a full fledged unload and reload system, if youre using a mod like this, then you must be looking to add a certain amount of realism to your game, so avoid exploiting the unload system to preserve a decent experience.

NEXT...
-Vendor integration and leveled list for containers on the way.
-Working on the AK400, M60, FN SCAR AND ANTI MATERIEL RIFLE. STAY TUNED!

Im working on leveled list distribution, for now, you can craft the mags on the CHEMLAB under the new REAL MAGS Category. Currently you need 1 plastic, 1 spring and the corresponding amount of ammo contained in the mag; if youre crafting a 15 Round HK mag, you'll need 15 10mm or .45 rounds, 1 plastic, 1 spring to do so. 

KNOWN BUGS
1.Because of how the fusion core mechanic works, i used odd numbers for the mag capacity; your old 20 or 30 round mags have been converted to 21 and 31, it was the only workaround i found, cant be perfect sorry, im not using scripts so i have to work with the engine limitations.
2.Mag remaining ammo is not shown as flat values at the pipboy screen, the representation is based on the percentage left.
3.weapons that have caliber change option like the HK USP, have limitations, in the particular case of th HK, the extended mag is limited to 10mm rounds. as i said this is a WIP, there are some things im still learning and maybe i can find a workaround for that in the future.

Please provide feedback about weigth and cap value or anything else you think needs attention. sorry for any grammar errors, not a native.

BIG PROPS TO
Bbaronx - For his work on the fusion core mod.
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