How do I disable the Ammo Mod in MM2.xx?

palmerwmd

It Wandered In From the Wastes
It's jus tto cumbersome for me and 50 rounds of caseless weigh a lot less real world than in the game.

Is there an easy tweak in the scripts or anywhere so i can bring the ammo weight values closer to vanilla FO2?

Thanks!!!!

:)
 
You've got a couple of choices. You could get an item editor from this site and edit item 359 (in data\proto\items). Cubik's item editor works great.

The other option is to delete the file .0000359.pro from the aforementioned folder, so the default file from the master.dat will be used.

However, both of these carry some risk of problems. All of the maps with existing caseless ammo will have certain values with regards to weight, number, etc. Maps where the ammo is generated on the spot (such as in random encounters) will have the caseless ammo with the stats after the modifications you have made.

You could use the mapper program to edit the maps that have caseless ammo already there. Or, you could just change the item, and deal with any potential bugs. Not quite sure what that entails. It might just be that the ammo will not stack properly when you get it (i.e. you have 25 rounds, pick up a stack of 50, and you have 125, for example). Or, maybe a file that Nirran created (already in the MM you have) will fix the issue. Or, maybe there will be some other unforeseen problem. I can't tell you with complete certainty.
 
Mi**:
Thank you. I think I wont risk any game lock-ups and just put my perks into strong back and packrat :)
 
I didn't mean to completely discourage you from doing it. You can try it and see what happens. Even if the stacking problem occurs, I seriously doubt your games would have any significant problems that would lead to a total crash.
 
MIB88 said:
Even if the stacking problem occurs, I seriously doubt your games would have any significant problems that would lead to a total crash.
I've changed the ammo in Megamod for a while, and the stacking problem I got is my total count goes wrong when I pick up some ammo already placed on the maps. Other related stuff like ammo attributes work fine.
 
NovaRain said:
MIB88 said:
Even if the stacking problem occurs, I seriously doubt your games would have any significant problems that would lead to a total crash.
I've changed the ammo in Megamod for a while, and the stacking problem I got is my total count goes wrong when I pick up some ammo already placed on the maps. Other related stuff like ammo attributes work fine.

It seems like when you change an items proto file, the game loads the new proto, but the maps keep the old proto (maps remember all of the objects placed there) - 2 different protos of the same thing. So that must be the reason why certain weapons don't stack properly...the same happens with the identical weapons that carry different ammo...they will only stack when you remove the ammo from both.
 
if i changed the ammo back what would happen with a weapon like the bozar that has ammo a in original and ammo b in megamod?

would it be affected?
 
You've asked the wrong question. As you have asked it, nothing will happen. A specific ammunition is one proto file. A specific weapon is another. So, if you just change an ammo file, nothing will happen to the weapon. If you want a weapon to use a different ammunition, you need to modify the weapon proto file.
What will happen if you change that? Nothing really. If a weapon was already placed on a map, and it uses ammo A, then it will fire the ammo inside when you found it. Once the ammo is used up, it would use the new ammunition B.
 
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