Minigun magazine limit removed

⭐ — (36 endorsements) 📥 807 downloads 📅 4/26/2010
⚪ Last updated 2010

By spoonpeople · Miscellaneous

⬇ Download Mod Source: Nexus Mods ↗ 📅 Updated: 5/3/2010 📅 Created: 4/26/2010
⚠️ Install Order · 2 steps
1🛠️ FOSE — Fallout Script Extender Download ↗
2🔧 UFO3P — Unofficial Fallout 3 Patch Download ↗

Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.

🔍 Analysis

  • 👍 4.5% endorsement rate — high engagement, a strong quality signal
  • 🏆 #270 of 276 Miscellaneous mods in this game by downloads

📋 About This Mod

Update 2010-5-3 STABLE VERSION RELEASED !!! What it does ============= Adds a script to the minigun so that it can APPEAR to have a magazine size larger than the physical limit of 256 imposed by the game\'s engine. What it does not do ==================== Literally expand the minigun\'s magazine. The mod \"loads\" a pseudo magazine with 5mm rounds and then decreases the count by one every (1/firing rate) seconds. Thus the amount of rounds used and the amount of shots fired is not synchronized. However for a weapon which uses ammo in the tens of hundreds I find that effect to be negligable. How to install =============== Copy files to your data folder. In the game wait for a few seconds OUTSIDE and you should receive a \"Minigun belt\" token, which you can use to configure magazine size (default is 450). From then on you can start blasting away! (Avoid using the minigun before receiving the token) How to add your own miniguns into the mod ========================================== Using the GECK, add your weapon of choice into the FORMList \"MinigunList\". Then in their weapon properties page set \"Clip rounds\" to 1 and \"Ammo use\" to 0. Compatibility ============== This mod will replace almost any changes made to the vanilla minigun and Eugene (damage, critical rate etc). You can readjust the values in GECk yourself, just make sure that \"Clip Rounds\" and \"Ammo Use\" are 1 and 0 respectively. Also since the script is time based it works best if your minigun has a fire rate of 20. The NPC issue ============== As of now NPCs can still use the modified miniguns BUT with the following conditions: -They will appear to have unlimited mag size. -If they are firing the gun when you reload they will also reload with you. If this annoys you, In GECK, revert \"Clip rounds\" and \"Ammo use\" to 240 and 1 respectively. Then make a clone, \'player only\' version of the gun and add it into the mod like you would any other new weapon. Load Order ========== The esp should be one of the last files to load. Additional Notes ================ -You may no longer jump while holding a minigun. -The minigun\'s barrel becomes intensely hot after emptying a magazine so a few seconds of cool down time is necessary before firing it again. -You may not reload in the middle of a magazine. However, the weapon is automatically reloaded when reequipped. (as all FO3 weapons do)


I\'m sick of having to reload my minigun like every 5 seconds. If the movies were any right I shouldn\'t even have to reload it at all. This simple mod fixes that.

📊 Mod Details

Game
Fallout 3 Mods
Author
spoonpeople
Version
N/A
Downloads
807
Endorsements
36
Category
Miscellaneous
Created
4/26/2010
Updated
5/3/2010

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