About this mod
Adds the ability to switch ammunition types on the fly, and a wide range of types to craft. There's everything from AP and tracer rounds to beanbag shotgun shells and homing MIRV missiles, and an extensive framework for adding your own ammo types. Plus under-barrel weapons, alternate fire modes, and adjustable scope zoom and night-vision!
- Requirements
- Permissions and credits
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Translations
- Spanish
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- Italian
- French
- Changelogs
- Thanks to FO4Edit!
- Thanks to PsyWarrior84!

SWITCH AMMUNITION TYPES & FIRE MODES, CHANGE SCOPE MODE & ZOOM, USE UNDER-BARREL WEAPONS
This mod sets up a framework for the ability to switch ammunition types on the fly- like in New Vegas. You can craft a wide range of ammo types, and switch between them easily. The mod adds new ammo types for (almost all) weapons- that let you lay walls of fire or radiation, knock enemies back or just switch to AP to hunt armoured foes. It also adds underslung weapons - grenade launchers and flamethrowers for the combat rifle! Zoom out and switch off your night-vision, and toggle between auto and single fire, all without actually needing F4SE somehow???
Build hotkey items at the Ammunition Workbench, or assign hotkeys using the Mod Configuration Manager.

Example Ammo Variants
Standard Ballistics (5mm, 10mm, .38, .308, .44, .45, .50, 556)
- Armour-Piercing: Add 40% armour penetration
- Depleted Uranium: Add 5 radiation damage, but deals constant radiation damage whilst using
- Explosive: Adds 15 explosive damage, but increases recoil by 50% (not available in 5mm)
- Incendiary: Adds 15 fire damage
- Tracer: Reduces recoil by 40%
Missiles
- Anti-Tank: Higher damage, smaller blast
- High Explosive: Larger blast
- Incendiary: Reduced damage, but places a lingering area of fire
- Micro-Missiles: Splits into multiple smaller warheads
- Plasma: Replaces the explosion with a plasma blast
Shotgun Shells
- Birdshot: Higher damage, wider spread, more projectiles
- Beanbag: Very low damage but knocks targets back
- Pyro: Fires a blast of flame.
- Flechette: Adds 40% armour penetration
- Solid Slug: Fires a single round
- Explosive: Adds a small blast
- Tazer: Staggers targets
And many more!
Secondary Weapons
Combat Rifle
- Flamethrower/Advanced Flamethrower: Fires flames! Thanks to Walterminator's resource!
- Grenade Launcher: Launches grenades. Multiple types!
- If you can provide models, I'll add more.

- Vanilla Night-Vision scopes can toggle Night vision off!
- Adds new Recon Night-Vision scopes to all vanilla weapons with Recon scopes, that can toggle Night-Vision.
Scope Zooms
- All vanilla scopes can change zoom, from 2x-4x-6x-8x-10x (up to their max zoom, of course).
- The new Recon Night-Vision scopes can change zoom!

Primary Fire Modes
- All vanilla weapons with Silencers
- Silencers that can be switched on as a mode.
- Silencers that can be switched on as a mode.
- 10mm/Combat Shotgun/Combat Rifle/Assault Rifle/Pipe Gun/Railway Rifle/Radium Gun
- Receivers that can switch full-auto on as a mode.
- Receivers that can switch full-auto on as a mode.
- Laser/Institute Laser/Plasma
- Barrels that can switch full-auto on as a mode.
- Barrels that can switch shotgun fire on as a mode.
- Gamma Gun
- Dishes that can switch Charged or Full-Auto, on as a mode
- Dishes that can switch Charged or Full-Auto, on as a mode
Compatibility Info
Look in PsyWarrior84's Loads of Ammo Patch Repository, here!
Workbenches
Loads of Ammo v2 adds its own Ammunition Workbench to build ammo. The FOMOD contains patches to use the ones from:
Mod Slots
To work, Loads adds hidden modification slots automatically to all weapons via script, including modded-in weapons.
- It also supports using RobCo Patcher to do this.
- If you use another mod that adds slots via script using the NULL slot, and don't use RobCo Patcher, you need a patch. Check out PsyWarrior's patches!
Ammo Calibres
Switching ammo will work for any weapon using the vanilla calibres, and any rechamber using the vanilla calibre keywords:
- Rechambers into shotgun shells or railway spikes don't have vanilla keywords, and so you need a patch.
- If Loads can't detect a rechamber, they haven't used the right keyword, and so you need a patch.
- If the weapon uses a modded-in calibre (e.g. from Munitions), you need a patch. Check out PsyWarrior's patches!
Scopes
All vanilla scopes have adjustable zoom and toggleable nightvision!
- If you use a mod that edits vanilla scopes, you need a patch.
- If you use a mod that adds new scopes, or new weapons with new scopes, you need a patch. Check out PsyWarrior's patches!
- If you use See-Through Scopes, the see-through versions will not zoom or switch type.
Primary Fire Modes
All vanilla weapon mods that add automatic, spread, charged or suppressed fire come as a version where that's a switchable mode.
- If you use a mod that changes the balance of weapons (e.g. altering receiver damage), the switchable versions will still use the vanilla stats unless you have a patch.
- If you use a mod that adds new weapon mods, or new weapons, you need a patch to get a switchable version of them. Check out PsyWarrior's patches!
Gameplay
- NPCs can use these ammo types! Switch a gun to use an alternate ammo type, and hand it to a companion (with ammo) and they'll use it.
They won't yet switch back to normal ammo if they run out. - Most ammo types are compatible with most legendary effects.
- Ammo types that change a weapon's projectile (e.g. tracer rounds) aren't compatible with the Explosive legendary effect.
- Weapon mods that change a weapon's projectile (e.g. suppressors) aren't compatible with Explosive bullets.
Modding Loads of Ammo v2
Making compatibility patches, or adding new ammo types is easy for anyone who knows FO4Edit and not too hard for a novice.
Detailed guides on how to add new ammo variants, ammo calibres, primary fire modes and secondary weapons are available here.