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RogueMatriarch

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About this mod

Heavily inspired by Fallout: New Vegas, this mod offers realistic ammo performance, adjusted drop rates, the return of several familar types from previous titles, and more! In addition to this, it also serves as a framework for others to use for their own mods.

Permissions and credits
What is this mod and who is it for?
In a nut shell, A.R.E.S. overhauls vanilla munition to perform both in a more realistic manner and provide more interesting gameplay as well. This is achieved by giving each ammo its own distinct projectile with stats and performance based on the real-life counterpart (if applicable) as opposed to vanilla's method of sharing the exact same projectile for multiple ammos alongside a number of other bizarre design choices like making bullets streaks of light and having them behave like lasers as well despite the engine fully-supporting genuine ballistic projectiles. Speaking of, all Energy Ammo now functions like Fusion Cores, holding a limited number of charges per individual unit before being exhausted. Loot lists have been adjusted accordingly to account for this in addition to being adjusted accordingly so that rarity is appropriate for the type, avoiding thousands of .38 rounds being amassed and only a few hundred 5.56 at most.

In regards to users, those interested in adding more depth to their game alongside having ammo perform as one would expect it may find A.R.E.S. to be right up there alley. Future updates will also include ammo subtypes such as those seen in New Vegas, munition from previous titles like 9mm, 25mm Grenades, and Energy Cells, and additional rounds like 7.92x33mm Kurz and .338 Lapua Magnum.

With all that said, continue reading on if any of it caught your attention. If not, then simply leave the page.

Ammo Rework and Expansion System
Fallout 4 fell short in many areas and ammunition was one such aspect. Lacking variety in general, there were only a few options for a Ballistic Weapon class and only one for each type of Energy and Explosive Weapon. The legendary system added the psuedo-subtypes of Incendiary and Explosive for Ballistic Weapons, alongside a few for Energy Weapons, but these were entirely up to chance of actually spawning and could only be used by the player and/or companions, making them extremely overpowered when acquired. 

On top of that, many ammos shared the exact same projectile or were assigned to the wrong one. For example 7.62 (Nuka-World), .308, .45-70, (Far Harbor) and .50 share the same projectile with the 5.56mm round; resulting in the question "What do I have more of?" rather then "What would be the best ammo for the situation?". For those wrongfully allocated, .45 had the .357 projectile (hinting that the ammo itself was cut at some point) while the .44 uses the .45's projectile. To make matters even worse, all of these didn't have an actual model in the first place, just a streak of light. This is despite the fact that proper projectile models existed and were in use for VATS attacks.

Ammo rarity, or lackthereof, was also a notable issue. Several weapons were limited by the difficulty of looting or the making their respective ammo, the Assault Rifle is a prime example of the former and Acid Soaker the latter. Meanwhile, the copious amounts of .38 meant one could just use it to whittle down even high-level enemies while Fusion Cores were so abundant that Gatling Lasers and Power Armor could be utilized almost constantly without worry of running out.

However, all that has been rectified and more with the arrival of the Ammo Rework and Expansion System (A.R.E.S.).

Ammo Rework
Making up the first portion of the mod itself, this primarily focuses on ammo properties such as names, effects, and projectile performance. It should be noted that real-life values have been used when possible and adjusted to be accurate using in-game measurements. Each weapon type will also have a separate file to help minimize conflicts and make updates easier for said files. Upon completion of a major milestone for every main file, a merged version will be offered to reduce the number of .esps. 

Universal changes
Each individual ammo has its own projectile that will offer different performances to those similar to it. Projectiles that are assigned via mods, such as the Laser Rifle's Splitter and Focuser muzzle options, have had their properties adjusted as well to aid with balance and make their usage feel more distinct. For ballistic weapons, suppressors no longer have projectiles with reduced velocities as this has no basis in reality. Projectile speed has also been standardized when applicable for firearms such as the Harpoon gun. All physical projectiles are affected by gravity to the same degree as well. 

All munitions have had their spawn rates and amounts modified. Unless stated elsewhere, each one has a chance not to spawn. However, the amount that does spawn can vary to just a few shots to the equivalent of a whole magazine's worth; small amounts having a higher chance to spawn while larger amounts are the opposite. Explosive ammo is somewhat of an exception due to most of their users having incredibly small shot capacities by default, potentially spawning two or three times their respective weapons' standard shot capacity to encourage their use. This helps combat the excessive amount of ammo that tends to be rapidly acquired and makes usage of it a more tactical choice while still making scavenging worthwhile. It should also be noted that the more potent a given type is, the lower the chance of it spawning.

Several munitions, primarily Energy Ammo and 2mm EC, have been altered to function like Fusion Cores now; capable of firing multiple shots of being exhausted. Future components of A.R.E.S. may introduce different fuel sources for usage by weapons like Rippers and Shishkabobs. Loot lists, value, and weights have been adjusted accordingly and have the same spawning behavior as described above. Other modules of Project Phoenix, the comprehensive overhaul mod which this one is a part of, may have charge consumption vary depending on weapon model and mods equipped. However, this is not currently implemented in A.R.E.S. itself and so may cause some balancing issues when used without them.


Ballistic Ammo

All ballistic munitions are now affected by gravity, have a physical model, and their own unique projectile. They all have different velocities as well meaning some are better-suited to long-range combat then others.




Notable changes
12ga Shells and .50 BMG have a chance to stagger/knockdown a target upon it. Railway Spikes can also be retrieved after firing. It's undecided if Syringes should have this trait as well.

Currently, this file is available and is at version 1.0.

Energy Ammo
All munition that fall under this category (barring Flares) will function like a Fusion Core, each unit offering multiple charges before being depleted. Other modules of Projectile Phoenix, the overhaul mod A.R.E.S. is a part of, may have charge consumption vary depending on weapon type and mods equipped. However, this is not implemented in A.R.E.S. itself and so may cause some balancing issues when used without them.

Notable changes
Fusion Cores have had their spawn chance drastically decreased. This is due to their apparent over-abundance in vanilla, even without any ranks in Scrounger, making Power Armor and Gatling Laser usage commonplace by players despite the supposed rarity of them lore-wise. Their value has also been bumped up to 2000 caps to make them an item worth bartering for instead of something that can be casually bought.

Flares can be found in Medkits while Cryo Cells may be found in Coolers and Refrigerators. The amount of Cryo Cells will vary depending on size while their charges are influenced by the type of fridge they're found in. Pristine fridges are more likely to have ones with high charges while damaged ones are more inclined to having fewer charges. 

Currently, this file hasn't been added and is a WIP.

Explosive Ammo
Similar to ballistic munition, unique projectiles, physical models, and modified loot lists have been provided for each. The damage and radius of explosions may be adjusted depending on the type and player feedback.




Notable changes
At the moment, missiles have a similar radius to the RPG-7's PG7-VM, making them more effective at dealing with groups of enemies and/or those sheltered from direct fire. Mini Nukes have roughly a sixth of the real-world Davy Crockett's potency, resulting in a far greater blast radius. It's highly recommended to take out any Fat Man user before they can launch and to fire as far away as possible to avoid being damaged.

Currently, this file has been added and is at V1.0

Ammo Expansion System
The other half of A.R.E.S., ammo from previous titles will be made available along with subtypes. Said munition will fall into two categories: Alternatives and Legacy. The former encompass ammo which may be utilized by vanilla firearms while the latter is those which won't be, requiring other mods to serve a function. These will be released separately to avoid confusion on the player's behalf when they can't find a weapon using Legacy munition.

Alternative Ammo
Ballistic: .22 Long Rifle, .223 Remington .32 ACP, .338 Lapua Magnum, FN 5.9x28mm, 9x19mm Parabellum7.62x51mm NATO, 7.92x33mm Kurz, and 20ga Shells.

Legacy Ammo
Ballistic: 4.7x33mm Caseless, 12.7mm Compact, BB Pellets, and HN Needler Cartridge.

Energy: 25mm Grenades, 40mm Grenades, and Rockets.

Explosive: Small Energy CellsElectron Charge Packs, and Energy Cells.


Future Plans
This mod is only partially complete at the moment and will have several major milestones until it's officially finished.

Milestone One: Alternative Ammo. As mentioned before, this reintroduces several munitions from previous titles that can used by vanilla and/or DLC weapons. Doing so increases ammo options and offer different caliber options for firearms which previously lacked them and/or only had a few to choose from.

Milestone Two: Legacy Ammo. This is the inclusion of ammunition from previous titles - including canceled projects. This is to hopefully promote the recreation of classic weapons using the aforementioned munition, such as 4.7x33mm Caseless and HN Needle Cartridges, and help reduce the cases of ammo redundancy by weapon mods which introduce the same type.

Milestone Three: Ammo Subtypes. The goal is to recreate what New Vegas offered with its system, including an independent hotkey for swapping between ammo and all munitions receiving their own subtypes.

Lastly, custom models for all the various items added by the mod, from projectiles and workbenches to boxes and jars, would be delightful to have too. However, many will use the closest match and/or placeholders until further notice. This is due to my lack of experience with making custom textures and models but if someone is willing to help contribute, it'd be greatly appreciated.

Compatibility/Issues
This mod will conflict with any others that the affect the vanilla ammunition types aside from models, textures, and sounds. This includes projectiles, the ammo itself, and names. Compatibility patches for other mods are highly unlikely as A.R.E.S. is intended to be a total ammo overhaul and thus should not used with others which behave similarly.

Loads of Ammo and Weapons of Fate are two such mods. Since A.R.E.S. fulfills a similar role, patches will not be provided under any circumstance. If these are installed currently, it's highly recommend to do the reverse so there are not any conflicts and/or unforeseen issues with how ammunition performs.

Modders' Resource
With all of the above said, A.R.E.S. was designed from the start to be a foundation for others to build upon. If you wish to have your mods utilize one or more features added by it, you're more then welcome to. I'm more then happy to help or even collaborate with others as well, all you need to do is send a message or leave a comment saying as much. After all, nobody knows everything and even the best get stumped. If you publish a mod utilizing the Ammo Rework and Expansion System, please let me know so I can provide links.




This mod is or will be included in Project Phoenix, a complete rework of Fallout 4 from the ground up. The mod's main theme can be found here and the dedicated forum is here. For those on Discord, the group can be joined via this link.

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