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What if your mod would leave all the vanilla ammunition stuff alone (buying, developing, finding) and create a "weapon mod" copy - so to speak - of all existing and future ammo and keep the stock numbers in sync .
Meaning if for example you by a Bluescreen Round you get both the vanilla " utility item " and the " weapon mod " but as soon as you equip it on a solider or weapon the other one gets removed from the stockpile too (the number of utility items & weapon mods of that type both get reduced).
I guess it would be more complicated to code (intercepting several more functions I assume) but it would be a lot more flexible for the player.
My serial+zone sniper for example always needs their ammo in utility form = all available weapon mod slots are required for other stuff (aim, clip size and later eg. auto loader or maybe ammo).
Long War 2, no WOTC if that helps
This worked in previous campaigns, maybe the new launcher broke it somehow?
awesome mod(s!) - Thank you for making them (some I consider essential).
RE "only newly acquired ammo becomes weapon mods (Should I change that?)":
My suggestion would be a button / set of buttons or console commands to switch all ammo back and forth.
In case someone wants to remove this mod after testing, it would be helpful in preserving the build ammo.
An update would be welcome. Thanks for an awesome mod.
if you like, create mod for ammo bag and use autoreload gear to reload required ammo from bag.
Carry 3 types of ammo and reload one of them with consume autoreload.
sorry i have only ideas but not able to realize that.
I uninstalled this mod midcampaign (I found your other mod with the ammo pocket only now and switched to it...) and now it seems that the AP ammo doesn't work, I'm not sure about the others. I'm playing LW2. What do I need to do to uninstall properly? I did the config deletion and the ini changes (I commented out your pastebin). Thanks
Is it common that there isn´t any info in stats about aim change when installing High quality ammo as weapon upgrade (+5 aim)?
; Under [Ammoasweaponmods.X2Items_AmmoUpgrades]
+AmmoNames=FalconRounds
+AmmoNames=NeedleRounds
+AmmoNames=FlechetteRounds
+AmmoNames=StilettoRounds
+AmmoNames=DragonRounds
And can´t see the ammo
Can anyone confirme this one?
@-bg- maybe the code reasoning does not handle well multiple areas in a map? (Do not know, just an idea)
That being said, does this mod rectify the fact that all items, ammo mods included, have a -1 mobility penalty? Ammo items used in this manner shouldn't penalize mobility.