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B42 Dropmag and One in the chamber Mod

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B42 Dropmag and One in the chamber mod for Fallout: New Vegas
Latest13 May 2026
Uploaded12 May 2026
Version1.2b
9.32 MB
Total Files Sizes
0
Unique DLs
0
Total DLs
8
Total Files

Tammer's NIF-Bashed Weapons Mega-Pack v5.8 Patch

File Size634.3 KB
Game Image for Fallout: New Vegas
1
Gameplay



Ever wanted to drop empty magazines each time you reload a gun? Have a bad habit

of reloading your weapon after every few shots, and would love to see unspent mags fly out?

One round staying in the chamber?

Wanted a bit more of immersion and realism during gunplay?

This mod is for you.

With Dropmag mod, you'll drop empty magazines when reloading your weapon, or, special for

hardcore players, also drop mags with unspent ammo on partial/tac reload.

Each magazine you drop - is an actual one your weapon uses. If you drop an empty on dry reload,

it will be, in fact, empty. If you drop partial - you'll see rounds in it.

Full NPC support (including a chance to drop partial mags if you have partials enabled)


Oh, and of course, one in the chamber!








Main goal of this mod was to add empty magazines, and so it does. Bloat-free.

Optionally you can enable partial reload dropping mags with unspent ammo. Bloat-free*


With MCM menu, you can also enable one round staying in the chamber

on partial reloads, for all weapons that drop magazines.

Or 100% independently from the rest of the mod functionality,

through whitelisting your weapon in the MCM menu.

Now you can also reload with full mag to get one extra round.


Complete track of every single magazine you drop, so you can always get all your ammo back.

Easy cleanup and de-bloat. Every 3 in-game days all dropped ammo you didn't bother to pick up

will be cleaned up. But instead of being destroyed, it will moved to Goodsprings Mojave Express dropbox,

so you can always get it back if you choose so.

You can also always get all your dropped ammo, that wasn't cleaned previously, back immediately to you,

by using special MCM option.


*Unspent/partial mags being bloat-free is guaranteed only by following uninstallation instructions.




Full support for all magazine-fed vanilla + DLC + preorder packs weapons from the start.

Compatibility patches were added for the following mods:

Weapons of the New Millenia

Weapons of the Modern Millenia

Weapons of Our Millenia

Weapons Of The New Millenia And Friends

Another Millenia

More to come


Due to the nature of this mod, to drop magazines - magazine models have to exist,

so patches for mods is a necessity we cannot escape, not this time.

Please request patches for weapon mods (where original authors are inactive) in the comment section,

and I'll make them over time.







FOR AUTHORS


For JSON implementation: create NEW folder of your choosing somewhere in meshes folder. Let's say "MyFancyAssaultCarbMags" inside "meshes\weapons".

Open the weapon model you want a magazine for, in Nifskope. Let's say Assault Carbine.

Select NiTriStrip\mesh you want to be a magazine in the list on the left and press Ctrl+C (or Copy Branch via dropdown menu).

Open template.nif file (located in the archive). Navigate to "Parent" node. Click on it. Press Ctrl+V (or Paste Branch via dropdown menu).

Copy all meshes you want to be a "magazine" like that (like, maybe you want rounds in it, or maybe mag is made of dozens of meshes, you know what I mean)

Now right-click on Parent node and select Transform->Edit. And move it around until mag is rougly in the center of the scene.

Navigate to bhkCollisionObject-bhkRigidBodyT->bhkBoxShape. Select it. In block details you will find Dimensions parameter. Edit it by double-clicking on values.

Adjust those values until collision shape roughly fits the magazine size. Adjust Parent node transforms if needed.

Save this new model into that folder you've created (meshes\weapons\MyFancyAssaultCarbMags), with one of the following names:

  1. 0.nif = Empty mag
  2. 1.nif = Extended Empty mag For guns that have extended magazine. If 1.nif absent, 0.nif mag will be used automatically
  3. 0_F.nif = Partial\Full mag (well, just a mag with few rounds visible to indicate it's not empty).
  4. 1_F.nif = Partial\Full extended mag.



NEW! Some weapons have alternative skins as mods\attachments, for those cases you might want to add these files together with the ones above (more info in JSON part down below):

  1. 0b.nif = Empty mag with alternative skin
  2. 1b.nif = Extended Empty mag with alternative skin
  3. 0b_F.nif = Partial\Full mag with alternative skin.
  4. 1b_F.nif = Partial\Full extended mag with alternative skin;


Having partial mags is not 100% necessary, since the partial mags are entirely optional. If they are missing but user wants to have partials, mod will automatically use EMPTY (0.nif for normal, 1.nif for extended, if it exists) mag model for the partial mag drop. You can always add partial models later, even AFTER the mag was dropped with empty one and game was saved. Mod will seek for it, and automatically replace it with correct mag after the fact.

That's it, that's the hard part. Now JSON!

Create new JSON file (it's just a .txt with .json extension instead) inside "data\config\B42Dropmag" folder. Name doesn't matter, but I'd recommend using some specific name that would be hard to overwrite by mistake for somebody else. And fill that file using this template (or one of the examples included in the archive):

[
{
"mod": "ModName.esp OR ModName.esm",
"form": "FormID goes here (FORM, not EDITOR)",
"folder": "PATH\\TO\\MAGS\\GOES\\HERE"
}
]



NEW! Now Dropmag supports attachments that make magazines look different (that are not clip size chaning ones), like skins. For example, our Assault Carbine might have an attachment that adds golden skin to it.

And that skin changes magazine to golden as well. So new OPTIONAL (you can totally ignore it) parameter was added into JSON to allow those changes effect dropped magazine: "alt": "mod number"

It takes the attachment number as input. You can check it either in geck, or in the game in pipboy attachments menu. If it's first, it's 1, if second, then 2, you get the idea. So if our "skin" attachment is in 3rd slot = we can add it into the "alt" parameter, and now every time we apply that attachment/skin to our carbine, it will drop fancy golden mags.

Now let's fill the template with all of our stuff from above. Mod name? FalloutNV.esm. Weapon FormID = 0008F21E. We cut all zeroes in the beginning and get 8F21E. Path? meshes\weapons\MyFancyAssaultCarbMags. But use \\ instead of \, so JSON doesn't poop itself. Golden Skin fancy mod slot number = 3 (OPTIONAL) And this is what we have:

[
{
"mod": "FalloutNV.esm",
"form": "8F21E",
"alt": "3",
"folder": "meshes\\weapons\\MyFancyAssaultCarbMags"
}
]



And there you go, your mags are ready.

Alternatively, if you don't want to mess with JSON, or don't even need it, you can use EditorID implementation instead:

Mag creation process is exactly the same as for JSON, but you have to place those mags inside:

"meshes\B42\Dropmag\IDs\Your Weapon EditorID" folder. And that's it. No extra steps.

Using example above, Assault Carbine, it'll be "meshes\B42\Dropmag\IDs\WeapNVAssaultCarbine". That's how vanilla weapons are implemented in the mod itself as well.



Now, if you are not familiar with EditorIDs, FormIDs, how ammo works in New Vegas, etc: keep reading


So, what the hell is EditorID? It's basically a special name of any object, used by the GECK. It's always in the first column when you check stuff in GECK (second in xEdit). I've included few pictures that explains it well, look them up in the examples folder.

But as a quick example, when you look for Assault Carbine's EditorID - it will be WeapNVAssaultCarbine.


What about FormID? What is it?! It's a hexadecimal identifier of the object, and is used by the game. FormID is the second column in GECK. Look up the pictures just like with EditorIDs.

On Assault Carbine's example = FormID is 0008F21E. Now we remove first 2 characters (they indicate place in load order), and all leading zeroes until first non-zero character (thankfully, game "ignores" them). Final FormID is 8F21E. That's the one to use.






Massive thanks to Korma and JazzIsParis for fixing countless bugs I've unearthed during development of this "small and simple" mod

Without them dealing with my never-ending reports and requests this mod would've never happened. Thank you guys and sorry

for burning you out + bullying you.

Demorome for all the JSON magic

JohnnyGuitar NVSE bois for all the special extra magic

Matt for not helping at all

cilantro guy, code monkey

Obsidian for Fallout New Vegas


Armed Forces of Ukraine, for keeping me alive and safe


Слава Україні!


Instructions

Install all required mods first, then this one. Or the mod will not work.

Install it with mod manager or manually by copying files into data folder


Uninstallation:

Before you remove the mod from your load order - wait for more than 3 days or use "I want to uninstall" MCM option!

It will clear all unspent/partial magazines from the game world. Save the game.

Now you can uninstall as per usual. Use newly created savegame to continue.

Requirements

Optional Requirements

Permissions and credits

  • Do all the assets in this mod belong to you and/or do you have permission to redistribute these assets?

    Yes

  • Do you allow others to upload fixes, compatibility patches or updates for your mods as a separate mod page?

    No, contact me and I will fork your update into the main mod

  • Do you allow others to upload edits to your mods as a separate mod page?

    Only if you contact me to ask permission first

  • Do you allow others to use assets in your mods in their own mod pages with credit?

    Only if you contact me to ask for permission first

  • Do you allow translations for your mod?

    Only if you contact me to ask permission first

  • If you consented to derivative works (updates, translations, assets being in another mod), can they be made through the use of AI?

    No. I do not allow any derivative work of mine to use Generative AI in any way

Tammer's NIF-Bashed Weapons Mega-Pack v5.8 Patch

Type: Patch
Date uploaded12 May 2026
File Size634.3 KB
Unique DLs0
Total DLs0
Version5.8

Magazines for the Tammer's NIF-Bashed Weapons Mega-Pack v5.8: http://fallout.firedrakecreative.com/doku.php?id=weapons

B42 Dropmag

Type: Main
Date uploaded12 May 2026
File Size523.73 KB
Unique DLs0
Total DLs0
Version1.2b

All you need

Another Millenia Patch

Type: Patch
Date uploaded12 May 2026
File Size608.76 KB
Unique DLs0
Total DLs0
Version1.0

Magazines for Another Millenia: https://www.nexusmods.com/newvegas/mods/76133

Classic Fallout Weapons Remastered Dropmag Patch

Type: Patch
Date uploaded12 May 2026
File Size562.38 KB
Unique DLs0
Total DLs0
Version1.0

Classic Fallout Weapons Remastered: https://www.nexusmods.com/newvegas/mods/73805

Weapons of Our Millenia Patch

Type: Patch
Date uploaded12 May 2026
File Size586.7 KB
Unique DLs0
Total DLs0
Version1.0

Magazines for the Weapons of Our Millenia: https://www.nexusmods.com/newvegas/mods/72210

Weapons of the Modern Millenia Patch

Type: Patch
Date uploaded12 May 2026
File Size1.5 MB
Unique DLs0
Total DLs0
Version1.0

Magazines for the Weapons of the Modern Millenia: https://www.nexusmods.com/newvegas/mods/72382

Weapons Of The New Millenia And Friends Patch

Type: Patch
Date uploaded12 May 2026
File Size3.68 MB
Unique DLs0
Total DLs0
Version1.0

Magazines for the Weapons Of The New Millenia And Friends: https://www.nexusmods.com/newvegas/mods/68197

Weapons of the New Millenia Patch

Type: Patch
Date uploaded12 May 2026
File Size1.29 MB
Unique DLs0
Total DLs0
Version1.0

Magazines for the legendary and still most based Weapons of the New Millenia: https://www.nexusmods.com/newvegas/mods/55008