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IHateHUDClutter

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IHateHUDClutter

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About this mod

Not even the end of the world can stop you!
Adds 5 new ammo types to the game - giving you more ways to customize your firepower.

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A continuation of my "Post Apocalyptic Ammo" mods, now for Rifles! Impacts M7, M14, The Cowboy, and Badlands Big Game Rifle.
I've tweaked some stats between different weapon groups and mods, but as a whole, Rifles receive the largest initial explosion radius for all different ammo types, due to their slower single shot rate of fire and focus on longer ranged engagements. Nothing crazy, just don't go shooting that Freaker point blank in the face with a long range Rifle and explosive rounds, and you'll be fine.

Other Mods:
Post Apocalyptic Ammo (Assault Rifles)
Post Apocalyptic Ammo (Shotguns)
(All 'Post Apocalyptic Ammo' mods are compatible, as long as you only use one ammo type per gun type)


Available ammo types:

Explosive Incendiary rounds
(Knock em' down and light em' up)
* Adds a knock back effect with a radius large enough to send multiple close targets flying. Will ignite Freaker nests.

Hellfire rounds (When your only policy is a scorched earth policy)
* Quickly spreads fire over a large area, affecting multiple targets. Also burns Freaker nests.

Hellfire Plus rounds (Bigger fireballs and larger area of effect, need I say more)
* Adds knock back effect and spreads fire over larger area, affecting even more targets. Also burns the heck out of Freaker nests.

Neurotoxin rounds (Blanket the battlefield in toxic clouds of poisonous chemicals)
* Disperses poisonous clouds of toxin with each round, that once inhaled,kills all but the toughest Freakers. Especially fun to use against Runners and Wolfs!

Volt Surge rounds (Zap your enemies and stop them in their tracks — No batteries required)
* Adds some minor shock damage in a small radius that can affect multiple targets, but great at suppressing and stopping most enemy's advancements. You can also shock unaware Freakers and then run up and preform a finishing move before they recover!


Rifles in Special Slot:
Created a new mod found here, to move rifles to the special weapon slot for those who would like to use this mods new ammo types, but also still be able to equip a different primary weapon, like Assault Rifles or sub-machines guns.


Compatibility:
- Should be compatible with most mods that change other gun stats, such as damage, fire rate, etc.
- Not compatible with mods that affect range of rifles.


Known Issues/Bugs:
 - For some currently unknown reason, the game will not apply the status effects of 'Neurotoxin' and 'Volt Surge' rounds to Hordes. This appears to also include the smaller hordes spawned by screamers. Fire status still works great against Hordes though.
 - Knock back effects do not seem to currently impact Swarmers in a Horde. This could possibly be due to a programing related difference in horde reactions vs normal Swarmers that was setup by Bend's developers.
- Given the specific damage type of 'Explosive Incendiary' 'HellfirePlus' and 'Volt Surge' rounds, they will not have hit markers, as hits are no longer registered as bullet impacts. As a result these three ammo types will also not work with the skill 'Head Rush'.
 - Not really a "issue/bug" but at this time 'Volt Surge' rounds only have additional FX's for bullet tracers and not yet for shock status effects. 
- Ammo changes effect guns globally. This means that when using this mod, any enemies using the M4 rifle will also inherent the same ammo effects. Unfortunately there is no way around this.


How to Install:
Place modded Pak file into Pak folder located in "%LocalAppData%\BendGame\Saved\Paks". If Pak folder does not exist, you will need to create one.

Next, go to "Program Files (x86)\Steam\steamapps\common\DaysGone\BendGame\Content\sfpaks" and rename the "sfpaks" folder to "sfpakss" or whatever else you'd like. Just make sure to change the folders name.

Hope you Enjoy!