Fallout 3

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Ralkahn

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Ralkahn

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About this mod

Adds additional shell types for shotguns, Deliverance6\'s full-length double-barreled shotgun and a lever-action shotgun using Banjo_oz\'s texture.

Permissions and credits
Bringing back the versatility of the shotgun, now you can load up with multiple ammunition types for different jobs. The types of shells, along with their stats (crit % for sawed-off, can increase slightly depending on weapon used) are as follows:

Shot - As per vanilla
Slug (DED112) - 2% Crit, med crit dmg, med spread, 2.5x limb dmg
HE (DED117) - 0% Crit, med-high spread, explosive, high dmg
Flechette (DED113) - 2% Crit, low crit dmg, med-high spread, AP, 1.5x limb dmg, 5 projectiles
Sabot Dart (DED114) - 4% Crit, high crit dmg, low spread, high range, AP
SCIMTR (DED115) - 5% Crit, high crit dmg, med spread, high range, AP, 6 projectiles
Baton (DED116) - 10% Crit, low crit dmg, knockdown on crit, low dmg, med spread, low range, cripples legs

Upon equipping a shotgun, a menu will display giving options as to which ammo type you would like to load.


Known Issues or Bugs:
When changing ammo types, if you have a hotkey bound to your shotgun, you'll need to rebind it. I doubt this is correctable.

Also, as yet the projectile models are all from in-game. They all look either like shot (BBs) or 7.62mm bullets. I currently have no modelling experience or knowledge. But it looks like projectile models are on the horizon, thanks to Z3ROENERGY :)

Reloading animation on the full-length side-by-side doesn't work properly, but I have faith Deliverance will work on this when he can. Also, ain't any collision or havok on the model, so don't go dropping it nowhere, cowpokes.

The ammo change menu was displaying on entering doors to cells containing actors with shotguns equipped. I hope I've fixed this now, but if it still happens to anyone, please let me know


Credits:
Balor - Who really did all the hard work involved in this. I just did the tedious work. See the original Multiple ammo types PoC here: http://www.fallout3nexus.com/downloads/file.php?id=1446
Deliverance6 - Who has kindly allowed me to use his double-barreled shotgun in my mod. See his mod for more ass-kicking weaponry in shady tentland here: http://www.fallout3nexus.com/downloads/file.php?id=2718
Banjo_oz - For letting me use his retexture of Lincoln's Repeater for my lever-action shotgun, which I had been hankering for over the last couple of weeks. I highly recommend his Classic Lever Rifles mod, particularly to anyone playing a gunslinger-type. Here it is: http://www.fallout3nexus.com/downloads/file.php?id=1142


Version History:
0.4 - Added a lever-action shotgun using Banjo_oz's nice rexture of the Lincoln Repeater, a mod I'd been using for quite some time. Yeah, I know there are other lever shotguns out there, but to my knowledge none of them use these shells. So here's one that does. Also, reworked the way armour-piercing rounds work (Darts, Flechettes and SCIMTR). Shouldn't notice any difference in-game, but now it won't screw up anything Cryolator- or frost-related. Also, learned what the base to-hit chance in VATS meant. So now that works properly, too.
0.3 - Renamed HE shells to Frag-12, as they should have been from the start (thank you, those who reminded me, indirectly, of the correct name). Also added a pretty sweet long double-barreled shotgun, courtesy of Deliverance6. And finally, what many of you have been waiting for: I've added the shells to the game world. No more console!!! Flak and Shrapnel's contacts in the Wasteland have delivered the aforementioned new gun and established a steady supply of new ammunition types. Go check 'em out.
0.2 - Now you've got all four vanilla shotguns (sawed-off, combat, Kneecapper, Terrible) to load these shells into. Huzzah!
0.1 - Only the regular sawed-off is changed so far, and Dragon's Breath shells are not implemented