More Econammo Companions Mod

⭐ — (45 endorsements) 📥 1,082 downloads 📌 vV1 📅 1/22/2017
⚪ Last updated 2017

By Deathlock47 · Companions

⬇ Download Mod Source: Nexus Mods ↗ 📅 Updated: 1/22/2017 📅 Created: 1/22/2017
⚠️ Install Order · 2 steps
1🛠️ F4SE — Fallout 4 Script Extender Download ↗
2🔧 UFO4P — Unofficial Fallout 4 Patch Download ↗

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

🔍 Analysis

  • 👍 4.2% endorsement rate — high engagement, a strong quality signal
  • 🏆 #62 of 78 Companions mods in this game by downloads

📋 About This Mod

allows you to choose how much ammo your companions use *including* heavy weapons like rockets unlike other similar mods.

What it does Allows you to chose how much ammo in percentage a companion uses with out going full blown infinite ammo. They have a chance to get ammo refunded back to themselves on use based on your settings.

How?

the mod uses a script to apply the perk so its mostly compatible with all mods. The perk is applied by a holotape that you receive on load when the mod is installed. This holotape allows you to start the mod, uninstall the mod, chose how often the companion will get ammo refunded, and a debug menu for testing if the mod is working. right now you can chose 25%, 50%, and 75% refund chance.

Why?

I think giving your companions infinite ammo is cheating. you basically give them the best guns in the game and give them 2 bullets for it and let them kill everything. however most companions cant hit the broad side of a barn and ammo doesn't grow on trees. This is the compromise.

  • **
  • The Good

  • It works as intended. It even works on heavy weapons like rocket launchers and the fat man unlike other companion ammo mods. cores and flamer cans get their replacement chance after the core/bottle is used up. Since the script detects what ammo is for the gun their shouldn't be a need for patches for DLC and other mods. should also work with multiple companions.

The Bad

the debugger is not very reliable. it "should" detect if you have the ability on, if you have companions with the effect, if you have followers that are not companions, and if you even have a follower at all. its slower at detecting stuff and some stuff its like "maybe im right?" you don't have to use it though. its just there if your wondering if the mod is working. Also I have a feeling that nick jacket remover mods might have a problem do to there inventory event bug seeing as this gives ammo back to the companion (untested).

The Ugly

This should go without saying but I will anyway. Since this mod adds a script that detects when a companions bullet is fired and has a chance to replace it, you may experience script lag when using 10 companions with miniguns when you have a small processor. Script lag is not the same as a lag in frame rate and should not effect that at all. however you may see bullets being added to the companions inventory after a multi minigun fight and may also slowdown some other time sensitive scripts like Ashnals VAFS mod however I do use another scripted mod (More Smarter Companions Mod) that I made and they work well together. you could always ju

📊 Mod Details

Game
Fallout 4 Mods
Author
Deathlock47
Version
V1
Downloads
1,082
Endorsements
45
Category
Companions
Created
1/22/2017
Updated
1/22/2017

🔧 How to Install Fallout 4 Mods

Download from Nexus.

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Visit the official mod page for specific installation instructions for this mod.

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