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Hunting Rifle and .32 Ammo

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rbroab
Posts: 567
Joined: Sun Jan 20, 2013 2:35 am

Hunting Rifle and .32 Ammo

Post by rbroab » Wed Feb 13, 2013 1:25 am

I have NO idea what happened. I was playing through, collected a hunting rifle off a super mutant. It was using .308 rounds, so not a problem. Went around, killed a few guys, did a couple quests. Save the game, turn it off, come back later, equip the hunting rifle. But now I have no ammo when I know I just bought a bunch of .308. Look at the weapon in my pipboy and it says it now needs .32 rounds.


This wouldn't be a problem save for the fact that no vendors in the game sell this type of ammunition. I saw a thread talking about .32 rounds a while back, but I'm not sure if this is something I did or what. Any help would be great.


I'm not alright, I'm an equal amount of left.

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chucksteel
Posts: 1388
Joined: Wed Aug 15, 2012 3:20 pm

can I get your mod list, Load

Post by chucksteel » Wed Feb 13, 2013 1:37 am

can I get your mod list, Load order? I've never seen this exact issue but, My mod had ammo and, the .32 weapons which we removed from TTW showing up. The reason they showed up was because I didn't remove them from my mod, TTW doesn't Delete the forms there still there and, mod's can bring them back. Also, a player can use the council to add item to get the removed versions of the weapons and ammo. 



TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

The period of time between

Post by TJ » Wed Feb 13, 2013 1:50 am

The period of time between Save the game, turn it off and come back later almost certainly involved installing a FO3 mod. If I'm right, and I'm pretty sure I am, go back to the FO3 mod(s) you added and check them with FNVEdit. One of them references the Hunting Rifle. Delete that record and only that record and the mod will work with full functionality as well as your firearm working again. Chuck, I've only ever seen this with the .32 pistol so to clarify: Did you guys replace the FO3 version with the NV version or did you change the ammo to .308? No issues with it either way but would like to know for future reference.


My project Dash is on Kickstarter!



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chucksteel
Posts: 1388
Joined: Wed Aug 15, 2012 3:20 pm

We should have replaced the

Post by chucksteel » Wed Feb 13, 2013 1:58 am

We should have replaced the FO3 versions with the updated FNV versions because of Iron sights and, mods. There could be an over site on our end. Not saying we are 100 present perfect but, we try. :) 


In My TTW Interiors, I had .32 pistols and, hunting rifles showing up because I had forgotten to change them out. Also the shotgun ammo needed to be changed to fit NV standards in my mod. 


 



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rbroab
Posts: 567
Joined: Sun Jan 20, 2013 2:35 am

Ah you were correct, sir. I

Post by rbroab » Wed Feb 13, 2013 2:02 am

Ah you were correct, sir. I checked the times of edited files in that time range and I found two for FO3. One was buildable bots, and the other the groovatron. I'll follow your directions to the best of my ability and come back with results.


 


So I opened up the Masters and Mod files in FNVEdit and found that Fallout 3.esm and Buildable bots.esp were changing NAM0 - Ammo from AmmoList308 in Fallout New Vegas.esm to AmmoList32Caliber for Fallout 3.esm and Buildable bots.esp. I'm not going to claim to know what I'm doing. I've used FNVEdit for very few things and so what I am looking at might not even be the right thing. But if I had to guess, I would want to remove those ammo types from the Fallout 3.esm and the Buildable bots.esp and the Fallout New vegas.esm would overwrite into those when the game loads?


Am I correct?


I'm not alright, I'm an equal amount of left.

TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

Not familiar with the inner

Post by TJ » Wed Feb 13, 2013 2:19 am

Not familiar with the inner workings of either of those mods but neither *should* be modifying weapons. Maybe buildable bots I'm not sure. Interesting..


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TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

Leave FO3 as is and make your

Post by TJ » Wed Feb 13, 2013 2:22 am

Leave FO3 as is and make your change in the other one. You should be good to go after that. Either change the ammo to AmmoList308 or delete that weapon record and let TTW take care of the rest.


My project Dash is on Kickstarter!



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rbroab
Posts: 567
Joined: Sun Jan 20, 2013 2:35 am

Well hats off to both of you.

Post by rbroab » Wed Feb 13, 2013 2:27 am

Well hats off to both of you. It's always a great feeling when you get something fixed and working right, and I owe it to both of you. Thanks again and keep up the amazing work.


I'm not alright, I'm an equal amount of left.

TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

Not a problem, enjoy.

Post by TJ » Wed Feb 13, 2013 2:36 am

Not a problem, enjoy.


My project Dash is on Kickstarter!



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