visual reload
视觉重新加载
Screenshots 8 screenshots
About this mod Machine translation
Have you ever noticed that when everyone reloads their weapons, their ejected magazines just disappear?
With this model, pop-up magazines will fall to the ground and stay there.
It also affects ejected shells when reloading a double shotgun or revolver.
I recommend using it with Shell Rain so you can also see the spent shells when shooting the gun.
NOTE: As of v1.9, this mod requires F4SE to work
performance
Even when spawning 100 mags in one place, I didn't notice any performance degradation, so it shouldn't kill your FPS.
But everyone's computer is different, so I've provided some configuration options to help you troubleshoot any performance issues.
configuration
To configure the mod you need to use the console, if you are using survival you can use a mod like this.
- PD_VReload_ForEveryone: Enable or disable visual magazine for everyone, enabled by default (1)
Example: Set PD_VReload_ForEveryone to 0 (will disable the mod for everyone except the player, set to 1 to enable it again)
As of 1.4, you can exclude any vanilla or DLC weapon from the mod, to do this you need to edit the mod using the Creation Kit.
Search for Magic Effect PD_VReload_Effect and edit it's script properties. In the ExcludeWeapons group at the beginning of its properties you will see all the weapons you can exclude. Set any weapon you want to exclude to TRUE to remove it from this mod's functionality.
As of 1.5, adding PD_VReload_Weapon_Script to any vanilla weapon will exclude it from the main mod.
compatibility
This mod only works with vanilla, Automatron, Far Harbor and Nuka World weapons. You don't need the DLC, just the base game, but I've built in support for them.
Other mods that add new weapons will not be affected by this mod unless they are supported like I did with the DLC, which is more technical than it sounds and I would love to have it work for every weapon, but unfortunately this cannot be done automatically and must be added manually.
Do you have a weapon mod and want it to have this mod feature?
Check out a_blind_man for Visual Reload compatibility patches. He made compatibility patches for many weapons. Look at this!
question
- Revolvers or magazine ejections from hunting rifles are delayed: this is what I have to do in order to use these weapons for modification. When the hammer in a revolver is cocked or the bolt in a hunting rifle is moved after a shot, the game treats that action as a reload. So the mod will spawn cannonballs or magic after every shot. To fix this, I have to spawn the shell and mag after the reload is complete. This only affects weapons of this type, others are fine.
- Revolver drops 6 casings even if you only fire one bullet: The vanilla animation shows 6 casings still being ejected, but until F4SE gets updated and new scripting functionality is added, I can't check how many pellets are left on the weapon.
I think I've added all the weapons (Flamer) that pop out shells, debris, cells and even sediment. If I missed any weapons please let me know.
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- 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.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- 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.