Bullet Counting Reloading System (BCR) - Updated

by shavkacagarikia·v2.05·Updated 2026-08-31

Finally, a proper bullet-counting reloading engine-level system has most of the capabilities that such a system should have.

Screenshots 1 screenshots

About this mod Machine translation

Finally, a proper bullet-counting reloading engine-level system has most of the capabilities that such a system should have.

Original address:

Prefix:

F4SE (install the corresponding version according to your own game version):

Updated on August 30th:

Version 2.05

Support game version 1.11.240

Updated on May 28, 2026:

Version 2.04

Support game version 1.11.221

Updated on December 27th:

Version 2.03

Support for game version 1.11.191

Version 2.0 (applicable to version 163) version 2.02 (applicable to next-generation version) 2.03 (applicable to anniversary upgrade) version files have been uploaded. Choose one of the three to install according to your own game version.

*PS: But as far as personal experience is concerned, version 2.0 is currently the most stable. After all, from 21 to 25, too many authors either moved to other games or quit the game, and it is unlikely that they will be adapted to the next-generation version. *

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introduce

BCR v2.0 is now released. It now works with the Tactical Reload mod and allows to have something that was not possible in previous versions - post-reload animations. Read more about it here:

You may ask, what does that post reload animation mean? Well, if you pay close attention to how bcr works, essentially it makes the reload animation transition to idle when needed. This is a nice solution that isn't immediately obvious for some weapons, but it also limits certain types of animations (for example, when reloading a Bolt Action weapon while Bolt Pushing). Any animator who wants to work with BCR for animation needs to make sure the transition to idle looks good on every shell or bullet insert. With many weapons this is very difficult or even impossible. Therefore, animation interruptions look unnatural in this case.

As of v2.0, thanks to weapon behavior editing - i_code_i, hyperX and Bwones can all use separate post-interrupt animations (meaning there are no longer restrictions on any kind of reload). BCR takes advantage of the Tactical Reload mod functionality and allows any weapon to have a Reload end animation in the new animation file WPNReloadToIdle.

This mod is an engine-level fix to the infamous Fallout 4 limitation where weapons cannot reload based on the number of shots fired. For example, the lever-action rifle from Far Harbor - no matter how many times you fire it, your character always loads 5 rounds into the gun.

The dynamic nature of this mod allows other modders to have this functionality on their weapons without even touching the Creation Kit or any scripting. It just requires the animation files to be set up in a specific way created specifically for this mod.

A detailed article on using this feature + v2.0 advanced features with external mods can be read here.

Contains

No esp - This mod is a full f4se plugin, which means it doesn't take up a spot in your load order.

Fast and reliable - works directly with the engine.

Interrupt mid reload - Reload can be manually interrupted by pressing the weapon fire button or the reload key again.

Fully featured for all situations - first person, third person and powered armor.

This mod, along with the classic holster weapon system and damage threshold framework, is one of the core mechanics of the Fallout 4: New Vegas project

For direct questions, suggestions, and bug reports (if you find any) you can join my Discord:

Installation details

In the downloads section you can see two downloads.

The main file is the system itself. It provides core functionality that can be applied to any weapon, but doesn't do anything on its own. If you are a modder and want to add this functionality to your weapons, you only need this.

Optional files add the functionality of this mod to Far Harbor's lever-action rifle. If you want to see this system in action, download this file in addition to the main download.

If you are starting a new game, you must save the game and then load it at least once. This mod needs to d …

Install & use Install: follow the bundled instructions

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
  3. Place the files exactly as the readme says; mods with listed dependencies need those installed too.
  4. Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.

Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.

File & checksum

Filename
Bullet Counted Reload - v.2.05 41178 2.05 2026-08-29T21-02Z KAmp6bZb1.zip
File size
156.0 KiB
SHA-256
34778b29a503cc2f1873fe02167033e43b8967cf2c4cef86e9e085afcf961024
Stored at
2026-10-10 15:22