Ammo Be Gone
🟢 Updated this month⚠️ Install Order · 2 steps
Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.
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🔍 Analysis
- 👍 1.4% endorsement rate — high engagement, a strong quality signal
- ✅ Updated 15 days after the latest game patch — actively maintained
- 🏆 #19 of 20 Cheats and God items mods in this game by downloads
📋 About This Mod
A small framework for virtually infinite ammo as well as target seeking variants. Covers most weapons (via XPRMNTL plugin) or you could even make your own. F4SE not required.
If something doesn't work please let me know. I respond to bug reports quickly, but can't fix something if you don't let me know it's broken/has issues 🙂
What this is:
This is something to make my fiancée's gaming life easier(1) and a spin-off from a mod in development, which allows you to fit infinite ammo modifications to most vanilla weapons and some from the Automatron, Far Harbor and Nuka-World DLC, or even make your own for custom guns. It has also been designed to be as light as possible (even the modifications add no weight) and they're free to create.
What it does:
All ammo in the game is capable of having a "health" value. This value is used by things like the Gatling laser where a main ammo will split into a number of sub-ammo types. By setting this to a massive number (10 million for example) with weapons that aren't designed to handle it, the main ammo will not be deducted when reloading, but still split into the health value. The weapon modification also has the clip size set to the same value (it still maxes out as 999 on the HUD), as well as the reloading speed increased to be 1000 times faster.
When these are combined it creates the illusion of infinite ammo.
If ever the weapon manages to run out of ammo, then a simple unequip and reequip will make the main ammo refresh.
Why not just edit the ammo files directly?
This can be done, and during testing I noticed no ill effects from it, although there is a massive "but". While modifying vanilla records is unavoidable in certain circumstances (editing a cell is basically editing the record for the whole cell), it's something that should be done rarely and with great care. There's the potential for breaking the game and save files, and even rolling back to a save file before issues started isn't a guarantee that it will fix the issue. Recreating and cloning the records means the mod remains "separate" from vanilla records, and if something needs to be changed or removed, it's a lot easier to do. See ABG: Kwik n Dirty.
Notable missing weapons:
The Syringer and Junk Jet function differently to other weapons. Currently under investigation.
Seeker Attachments:
PLUGIN WEAPONS COMING SOON!
All weapons (except Railway Rife) now come with an attachment that adds target seeking to the weapon. Expect changes to how the weapon handles due to most projectiles needing to be converted to missiles.
ABG Companion:
Created at the chembench in the Ammo Be Gone section, there will be the option to create the ABG Companion (it will be found in AID). With this you can override the ammo autoclean system if you want to give your companions a weapon and ammo. You can also hide any ABG attachments to declutter the weapon bench menus if you prefer.
ABG: Kwik n Dirty:
This is a file that sets all vanilla (no DLC) ammo to a stupidly large number for infinite ammo. It does not change the reload speed. This is completely standalone and doesn't require Ammo Be Gone to be installed, and can even be installed with Ammo Be Gone (ABG uses custom ammo). This changes vanilla forms. While it appears to be safe, I make no warranties in regards to it. USE AT YOUR OWN RISK.
Installation:
If you're using a version before 26. 06. 25 it is ESSENTIAL you uninstall the old version (including plugins) and do a clean save. This means stripping the mods off any ABG modified weapons. The mode of operation for the mod has changed, and failure to do so may result in a corrupt save file.
Grab any plugins you need and you're good to go.
Premodified weapons:
Anything added in other mod slots will remain in effect, and projectile overrides seem to work in testing so a suppressor fires suppressed ammo etc.
Forced modifications:
Some weapons such as the Golden Gun require a mod to be "forced" onto them. In this case go to the chembench and there will be a category in the menu for Ammo Be Gone. Find the mod you are after and create it. This will appear in your AID section. Now select the box (like you would an edible) and a menu will appear for you to add or remove the mod. The edible will stay in your menu inventory no matter how many times it's used. Basically, if it doesn't appear in the workbench to be modified, check the chem bench. See screenshots for more information.
ABG XPRMNTL:
ABG XPRMNTL are "universal" attach
📊 Mod Details
- Game
- Fallout 4 Mods
- Author
- iqoniq
- Version
- 26.09.02a
- Downloads
- 635
- Endorsements
- 9
- Category
- Cheats and God items
- Created
- 3/30/2026
- Updated
- 9/2/2026
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