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, and adjustable zoom on scopes!
Requirements
This mod does not have any known dependencies other than the base game.
Thanks to the xEdit team for their incredible tool Thanks to Orvid for the incredibly useful Caprica compiler and Champollion script decompiler Thanks to Walterminator for his flamethrower resource Thanks to TrainWiz for the null slot weapon mod technique
Donation Points system
This mod is not opted-in to receive Donation Points
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!
Here's some slightly naff demo videos of the functionality at work (on a slightly sluggish FO4 as my computer struggles to cope with recording ;_;)
EXAMPLE AMMO TYPES ADDED: 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! I may even list them all when I have a spare hour.
USAGE: Using the mod is easy! Build an Ammunition bench, and from there build some alternate ammo. Then build one or more of the [Ammunition Switcher], [Scope Zoom] or [Secondary Weapon] items. Hotkey them, then equip them to use.
COMPATIBILITY INFO:
All modded-in weapons are compatible thanks to TrainWiz!
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.
This mod is compatible with
Legendary Modification
Any rechambers in modded-in weapons that use the vanilla rechamber types! Some weapon mods (e.g. rechambers into shotgun shells/railway spikes etc.) require patches to work.
Modded-in weapons are easily modified to be fully compatible with Loads of Ammo via the tutorial below. If you make any compatbility patches, I'll happily host them here for everyone else!
HOW TO CONVERT WEAPONS OR MAKE YOUR OWN AMMO TYPES: It's easy for anyone who knows FO4Edit and not too hard for a novice. Here's some tutorials:
I'm not averse to adding new calibres to the mod (e.g. .22). If you have made a mod that uses a new ammo type and want to make variants for it, let me know (as long as it's not too pedantic).
WHAT'S PLANNED:
Alternate ammo types for the Gatling Laser and Alien Blaster- they're supported, but I've not made any yet
Missing ammo types from previous Fallout games: BBs, .22, 12.7mm, Small Energy Cells, Electron Charge Packs
Support for NPCs intelligently switching between ammo types
HOW YOU CAN HELP: 1. MORE UNDERSLUNG WEAPON MODELS I'm not a modeller and the hacked-together underbarrel grenade launcher is the best I can do. You can help me!
2. BALANCE CRITIQUE! I churned out these ammo types pretty fast to fill up the roster. I'm sure that the perk requirements, component costs, and bonuses are a bit out of whack. Ideally, each different ammo type should change how you use your gun- the high recoil on explosive rounds should slow down your fire rate, whilst the radiation exposure of depleted uranium rounds should encourage you to be faster and more reckless.
That's not necessarily the case for some ammo types. AP ammo in particular is a bit iffy- it's just generally better. How AP is implemented in FO4 makes it hard to make interesting, though- I ended up ditching the idea of hollowpoint ammo that's affected more heavily by armour too.
If you have some well-thought out balance suggestions with justifications (ideally more useful than 'nerf plz' or 'Ammo Type A is too weak that's it' or 'that's not how depleted uranium rounds work' or anything with the words 'realism' or 'immersion' in), please let me know in the comments!