Overhauls ammo for most firearms and energy weapons to require actual magazines rather than stray ammunition
Requirements
DLC requirements
DLC name
Automatron
Far Harbor
Nuka World
Permissions and credits
Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Console modding permissionThis mod will not be available on Bethesda.net for console users
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
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Changelogs
Version 1.3b
Updated naming on several ammo types
Minigun now has three magazine options
Fixed an issue where the mod was dead
Weapons have been rebalanced based on their Caliber. All weapons are now much more lethal, but not unreasonably so.
Version 1.3a
Reorganized the crafting list in the Chemisty Station
Renamed most magazines so they list their ammo capacity
Seperated the Combat Rifle large mag and the Assault Rifle standard mag
Removed null receivers for the Hunting Rifle and Combat Rifle until I sort out conversions
Updated Mod Description to include previously unmentioned changes I made
Version 1.2a
Fixed a leftover keyword error for the Pipe Gun's Advanced Receiver (Formerly .45 Receiver) and fixed its description
Added a collection of weapon mod patches I made for myself over the past few days to Optional Files
Version 1.1a
Accidentally used the wrong version as the master for the SVT-40 patch so uploaded that version
Version 1.1
Changed most magazines to actually use a magazine model
Added Magazine, Battery, and Container emptying categories and recipes to Chem Workbench
Fixed a couple of naming issues I noticed
Overhauls ammo for most firearms and energy weapons to require actual magazines rather than stray ammunition.
Requires Automatron, Far Harbor, and Nuka World
Magazines can be crafted using stray bullets and small amounts of raw materials and function like fusion cores in a Gatling Laser. Shoot a couple rounds from a magazine and reload? That magazine will still be missing as many shots as you fired from it next time it's loaded into the gun. They also weigh exactly as much as the total weight of the bullets you make them with. Energy ammo is a bit different since a battery doesn't get heavier the more energy is in it.
Other than making them use magazines I've also made a few other changes which include: 1. The Combat Rifle now fires 5.56x45mm ammo rather than .45 ACP 2. Changed the Pipe Gun's .45 Receiver, Combat Rifle's .308 Receiver, and Hunting Rifle's .50 Receiver into Advanced Receivers with no ammo conversion 3. Removes the Combat and Hunting Rifle's .38 Receivers until I figure out how I want to handle ammo conversions
Unfortunately in inventory the magazines display remaining shots out of 100% rather than the actual number.
Magazines can be emptied for stray ammo at a Chemistry Workbench.
Weapons will require alternate magazines if you upgrade to an extended or drum magazine, and energy weapons have been altered to remove ammo capacity changes from capacitors and instead change the ammo type depending on their barrel.
Magazines can also be found in stores and on NPCs depending on what weapon they're using.
Installing on an existing save can cause issues with previously spawned NPCs not having the right ammo, but otherwise installs seamlessly.
Left some weapons such as the Double Barreled Shotgun and the Lever Action Rifle alone since they don't use magazines anyways, and it makes them somewhat convenient since you don't need to make magazines for them.
Completely incompatible with New Calibers unfortunately as it would take an absolutely absurd amount of time and effort to make it compatible.
Some patches are available in the Magazine Patch Archive in Optional Files.
This mod adds no new assets to the game whatsoever.
Let me know if you encounter any issues and I'll do my best to fix them.