Fallout 4

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Pak0tac Sep 6, 2017 @ 7:32am
Companion Infinite ammo doesnt work - help
So i had this mod installed for a while but only latley i started to actually use companions to follow me around. Now i picked Valentine to follow me, and gave him 1 handed auto synth gun. I then game him 1 cell, and after a single shot he switched back to his crap pistol. I then gave him 30 cells, and yet again after he ran out of cells he switched to his crap pistol.

Now sure what is wrong... there is nothing spacial that the mod requieres, so i dont know why it wont work? Maybe it because i have some other mods that ruin it for me?

I got the Sim Settlements mod
and i got the "More Smarter Companions" mod
those are the only once that have any effect on NPCs alongside many other mods but for other things (CBBE, Immersive vendors, Elis armor compendium)

also i installed mid game the "cosealed armor" mod, with Armorsmith Extended (that i installed before istarted a new game), but for some reason i can still see armor everywhere...
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Showing 1-6 of 6 comments
watchdog79 Sep 6, 2017 @ 8:57am 
It could be a mod conflict.

Try using LOOT to sort your load order.
Sensual_T_Rex Sep 6, 2017 @ 10:05am 
If you have the cheat holotape mod you can always make several thousand rounds and give them to your companions. Thats what I do to keep my mod count low to lessen conflicts.
Ilja Sep 6, 2017 @ 10:24am 
I am unfamiliar with the mod you are using and swapping mods in mid game will usually just mess things up.

For future use, I replaced my follower mod with this one, which includes 1 ammo setup for followers. It has been working fine.

Better Companions - No Conflicts by Recluse
http://www.nexusmods.com/fallout4/mods/24233/?

Now before someone screams "dat ish cheetting!", then companions already have default weapons with infinite ammo. I don't like that sort of inconsistency. Either they spend ammo all the time, or not at all.
Teaspoon Sep 6, 2017 @ 10:38am 
Note that you can't typically use multiple companion mods together unless they're only editing their appearance.

Things like Infinite Ammo, Indestructable Power Armor, Smarter Companions, etc, all edit the same values/tables meaning they'll override one another. You also usually can't use mods that edit the companion appearances in conjunction with these mods either for the same reason(s)
Ilja Sep 6, 2017 @ 10:44am 
Originally posted by Teaspoon:
Note that you can't typically use multiple companion mods together unless they're only editing their appearance.

Things like Infinite Ammo, Indestructable Power Armor, Smarter Companions, etc, all edit the same values/tables meaning they'll override one another. You also usually can't use mods that edit the companion appearances in conjunction with these mods either for the same reason(s)

True, but let me elaborate, so that people understand what and why. It depends entirely which sort of changes are made and how they are made.

If changes are based purely on records, then mod winning record conflict in load order will naturally take the effect, rendering loosing ESP file mostly useless - not necessarily safe to remove though, because possible world edits may not get refreshed and mods rarely share exactly the same record changes anyway.

If mods are using scripts, then conflict can not be avoided. Trying to use such mods together would cause a big mess. Game bakes script data to save files and can not retroactively update old scripts.

Mod I linked forms an interesting exception, because it uses aliases, instead of record changes and active scripts. It still does not make it safe to use with similar mods, but it is quite compatible with mods that edit followers otherwise. Alias method makes it highly compatible with grand majority of mods that would conflict otherwise.
Last edited by Ilja; Sep 6, 2017 @ 10:44am
Teaspoon Sep 6, 2017 @ 12:01pm 
Originally posted by Ilja:
Originally posted by Teaspoon:
Note that you can't typically use multiple companion mods together unless they're only editing their appearance.

Things like Infinite Ammo, Indestructable Power Armor, Smarter Companions, etc, all edit the same values/tables meaning they'll override one another. You also usually can't use mods that edit the companion appearances in conjunction with these mods either for the same reason(s)

True, but let me elaborate, so that people understand what and why. It depends entirely which sort of changes are made and how they are made.

If changes are based purely on records, then mod winning record conflict in load order will naturally take the effect, rendering loosing ESP file mostly useless - not necessarily safe to remove though, because possible world edits may not get refreshed and mods rarely share exactly the same record changes anyway.

If mods are using scripts, then conflict can not be avoided. Trying to use such mods together would cause a big mess. Game bakes script data to save files and can not retroactively update old scripts.

Mod I linked forms an interesting exception, because it uses aliases, instead of record changes and active scripts. It still does not make it safe to use with similar mods, but it is quite compatible with mods that edit followers otherwise. Alias method makes it highly compatible with grand majority of mods that would conflict otherwise.

I was responding to the TCs initial problem/post and assuming what I said was his issue as it's a common mistake people make early on due them wanting the companions to look better but also have smarter AI and what not.

"Unfotunately" there are so many good companion mods out there that there isn't a simple catch all solution to getting all the exact things a player wants to function together properly not unless someone wants to personally edit the mods to work together.
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Date Posted: Sep 6, 2017 @ 7:32am
Posts: 6