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Really simple but I can rather easily patch it if you notify me. If there is a weapon that uses a strange damage type not handled by this mod then that weapon won't use ammo.
Should be compatible with everything possibly even CE although. A pawn without ammunition will drop their weapon unless they find a source nearby. Do note that most weapons fall under the primitive/industrial ammunition whereas mods oft delve into other damage types like fire, plasma, nitrogen, shock, stun and electricity. Five ammo types (Primitive Ammunition: Industrial Ammunition: Chemical Ammunition: Nitrogen Ammunition: Battery Ammunition). However, do let me know and give credits due if you do as I'd love to hear about what you've created with it! You may use this code as however you want. Hotfix - Weapons without bullets assigned wont turn UI off. Pawns should be less likely to randomly fetch ammo when hunting. Redressed pawns should now get some of that juicy ammo if applicable. Added Gizmo for pawns to allow fetching ammo automagically or not. Removed option for fetching ammo in mod settings. Abraxas: For suggesting of the load order!. Chicken Plucket: For the animation and supporting me always. Pardeike: cause of his work on Harmony. Visitors might decide to take your ammo cause they are getting low. It seems that this mod is best loaded before robotic and medical mods although below traits at the lowest. Not sure if removing it would cause errors apart from having tons of ammunition disappear. Should cause no error upon loading mid-game. A pawn without ammunition will put their weapon in their inventory unless they find a source nearby.
Least amount of ammo pawns should always try to carry around.
Raiders use ammo and have ammo depending on their primary weapon.Ability to tweak what ammo if any should be used per weapon.Mod settings where you can tweak many values.