Fallout 4

About this mod

Third time's the charm! The Weapons Overhaul "System" is the third and (hopefully) final iteration of my Overhaul series.

Requirements
Permissions and credits
Mirrors
Changelogs


DISCLAIMER / WARNING:

> DO NOT INSTALL MID-PLAYTHROUGH - MAKE A NEW GAME - Yes, even when updating from WOR.
> DO NOT USE LOOT. ALWAYS PUT RELEVANT FILES LAST ON LOAD-ORDER
> IF PROBLEMS OCCUR SUCH AS INVISIBLE WEAPONS, DO NOT ASSUME LACK OF CONFLICT, THERE PROBABLY IS. USE FO4EDIT TO DEBUG!!!


> My mod does not necessarily play well with other mods, for I do my own thing in most cases.
> Not compatible with Horizon or Frost, most likely. STOP ASKING.
> Ammo and Heavy System is not compatible with Caliber Complex or Munitions, because I do my own thing. Needs integration though, but I'm not gonna do it. STOP ASKING.
> Me being capable of patching is not an open invitation requests to patch, there are thousands of other mods in Nexus! I have made a guide to patch the weapons you like. Go patch it yourselves.
> Some patches are only systematically patched by FO4Edit and wasn't tested. YOU'VE BEEN WARNED.


> I am a compulsive updater, that means I may fancy to update it dozens of time in the course of a day. This is me either adding features, and/or bug-fixing, and I apologize for that. I always think it would be the last, but there's always new bugs that turn up.

PREFACE:

Third time's the charm! The Weapons Overhaul "Systems" is the third and (hopefully) final iteration of my Overhaul series, that modifies the base game mechanics and attachments. As always, the Weapons Overhaul series was never about being Realistic, it was about being fun with only a bit of Realism as a reference point.

Built from the lessons learned from the previous installments -- from the initial Weapons-Overhaul AIO, the Weapons Overhaul Redux, and now this -- with simplicity and optimization in mind; and built on a modular system divided between the "Main" System, the "Ammo" System, the "Heavy" System, and the "Lite" system, patrons how have the option to choose how comprehensive the Overhaul is.

The primary driving force of this mod is to have the best version of Weapons Overhaul that is easiest to use for Modders and Players, to have a secure Legacy left behind. Though WOR is still valid if you do not like what WO-S has to offer.


COMPATIBILITY: (To my knowledge and testing)
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> Weapons Overhaul Redux [INCOMPATIBLE] - Obviously not, this is the successor of WOR.
> Horizon and Frost [INCOMPATIBLE] - Obviously not, I do my own thing. STOP ASKING.
> Munitions / Caliber Complex [REDUNDANT] - Or any additional ammo for that matter. Not compatible with the ammo system. It can work, but needs patches. But I WON'T DO IT, STOP ASKING.
> True Damage/Better Locational Damage [WON'T WORK WELL] - Or any under-the-hood Damage Overhaul for that matter, for I have my own balance. You technically can make them work -- but the onus of making them so is on you.
> Attachment Modifications [WON'T WORK WELL] - If they edit the same records as I do, it can work but my mods should take priority. Likewise if they edit the same records, mean the changes they do won't work as a result as well. This needs patch, but I won't do it.
> Any Stat-Based Damage Bonuses [REDUNDANT] - Like Perception-Based Energy-Weapons.
> Ammo reworks [WON'T WORK WELL] - Something like FCs not being batteries, or other ammos being batteries.

> Laser Gun Reanimated - MrLameGaming [Recommended]
> Assault Rifle Reanimated - MrLameGaming [Recommended]
> Classic Wooden Stock - DeadPool2099 [Recommended]
> Compact Crafting - Mini Crafting Benches and Power Armor Station [Compatible]
> Hud Framework [Intended] - Ammo and Heavy System has an ammo-type and reserve widget. No patch needed, it will work if you have it, won't work if you do, but you don't have to do anything special to make it compatible.
> T6M's (my) Standalone AMR [REDUNDANT] - Already included within the Main and the Lite.
> T6M's (my) Standalone HMSG [REDUNDANT] - Already included within the Main and the Lite.
> T6M's (my) Bolt-Action Shotgun [Patched][Recommended] - Is just a nice 20-Gauge starting weapon.
> T6M's (my) Lurker Pistol [Patched][Recommended] - Basically the good .38-caliber pistol.
> T6M's (my) Pump Shotgun [Patched]
> Caravan Shotgun [Patched][Recommended] - Is just a nice 20-Gauge starting weapon.
> Heather Cazdin [Patched] - Had weapons that needed patching.
> HH Spike Driver [Patched]
> Institute Reposition [Patched]
> Mojave Imports [Patched] - Just disables the attachments and Ammo.
> M84 Gustav [Patched] - Has patch for crafting.
> Neeher's Select Revolver [Patched][Recommended] - Rechambered for 25mm GL, and uses Strength. Recommended, because there's not a lot of 25mm launchers in game.
> Neeher's Select Shotgun [Patched][Recommended] - Rechambered for 25mm GL and 12-Gauge. Recommended, because there's not a lot of 25mm launchers in game.
> Ophelia's Aftermarket Gunkits. [Patched]
> See-Through Scopes [Patched] - Both Additive and replacer.
> Unofficial FO4 Patch [Patched] - Disables some attachments.
> Unreal Rocket Launcher [Patched] - Yes
> Wardaddy's 44 Reanim [Patched] - Magnum Revolvers become semi-auto by default. Firing sounds are reverted as I use my own.
> Skidabaa's Rebirth Weapons [Patched] - Rifles, Minigun, and Machineguns, though have some tweak in how they work such as the WH-22 Chaingun having a windup time.
> Pig's Service Pistol [Patched]
> Pig's Surplus Rifle [Patched]
> Pig's Bullpup Combat Shotgun [Patched]
> Pig's Police Riot Shotgun [Patched] - Requires Non-Munition. Deals extra damage to Raiders. Disables native ammo-system in favor of my own.
> Pig's Lever-Action Shotgun [Patched] - Requires Non-Munition. Rechambered for 20-gauge. Disables native ammo-system in favor of my own.
> Pig's KS23 [Patched] - Requires Non-Munition. Renamed to "Heavy Shotgun". Rechambered for a LOT of other ammo Disables native ammo-system.
> Miami Misadventures Episode 1 [Patched]
> Miami Quad Shotgun [Patched]
> Zap-Gun [Patched]
> Marksman's Mistress [Patched]

> Old-Time Religion [Patched]
> Charleston West Virginia Vault 76 [Patched] - Simply converts Military 1879 rifles into Lever-Rifles.
> Sim Settlements 2 [Patched] - Expands on Laser Revolver, and rebalances Induction weapons. Has specific patches if you have WD44 reanim.
> America Rising 2 [Patched][Recommended] - Also a bit of work is gone to match the completely recolored energy weapon selection.
> Machine and Her [Patched] - But not yet tested.
> Fourville (Vault-4) [Patched] - But not yet tested.

CREDITS: (Give them a cookie!)

> JKRuse05 - Meshes
> Satojomov's Armory Resources ( https://www.nexusmods.com/fallout4/mods/28388 )
> Peekachuw - Meshes
> opengts - Meshes
> dpillari - Engraved Silver SMG
> Veratai - Railway Rifle Short Stock, Axe Stock and Railway Short Stock
> LJHalfbreed - Hunting Revolver Resources
> SpaceGoats - Combat-Rifle Receiver Mesh
> Wardaddy + Anistar - SMG Animation
> ZeMantras - Minigun Audio Overhaul
> Eomanv - Alice Minigun Sound
> Kashrlyyk and Elgoes – meshes
> LinuX123 - Gunner Sight model
> TrickyVein - Long Barrels
> JKruse05 - Pipe Revolver
> Vanake14 - Pipe Gun Wood-Stock and Spiked Grip
> Isathar - Ammo-Tweaks Ammo Texture
> Neanka - Base Widget System
> Stone15 - Bugless No-Spinup Minigun

KNOWN ISSUES:

> Female in third person will be unable to run while weapon is sheathed. I know why it happens, but I can't fix it, nothing short of removing the custom animations. In my experience it's largely unintrusive, as you can basically just draw your weapon anyways.
> New Fusion-Cores by the Ammo-System can be fed into the Power-Armor Frame -- the other alternative is to have the user blind to the amount of charges between cores, which is not really a good choice. JUST DON'T PUT THEM IN.
> Some FPS Drops - Maybe it's my aging PC, but it can be also because my new approach might not be as optimized as i thought. You've been warned.
> Ammo-Widget can awkwardly shoot too much on the side when you have too many ammo-types in reserve. While it stops at a certain length, problem is that it can be broken. Either turn-off the reserve-info, or just don't take too many ammo-types.

GENERAL OVERVIEW:
(Note that it's NOT A COMPLETE LIST of changes.

Because I forgot some, there's too many. I update it when I can.
)

"Main" System - (Required)

Acts as the foundation of the mod as a tool-box which most features refers to. It serves to house the necessary functions with optimized approach such as Actor-Value based bonuses and keyword-based bonuses that uses different channels within the Perk Damage-Tables; premade leveled-list injectors; and preliminary modifications for the main weapons -- not quite expanded, and on it's own acts like an attachment pack and a perk-tweak.

> Basic Integration - The weapons are still tweaked in a way to introduced into the system. (Mod weapons will need integration.)
> Renaming - Some weapons and ammunition are renamed.
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> .45-70 Round to .500 Magnum
> Heavy Rifle/Machine Gun - From Assault Rifle, and previously Battle Rifle, will now turn into Heavy Rifle/Machine Gun when in Semi/Auto
> Combat Pistol - From 10mm Pistol.
> Assault Rifle - From Combat Rifle.
> Magnum family - From .44 Pistol, into .38 Target Revolver, .44 Magnum Revolver, and .500 Hunting Revolver.
> Light Carbine/Submachine Gun - It is now made as Burst-Fire/Auto weapon, and will become Light-Carbine when in Burst.


> Revamped Ammunition Roster - There's new Ammo with respect to certain categories and intended niche, separated in concept:
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Light Pistol:
> .38 Round
> 10mm Round
> .45 Auto Round

Heavy Pistol:
> 12.7mm (New) - Alternative for .44-Mag for auto-loading selection.
> .44-Mag -
> .500-Mag - repurposed .45-70, to fit the 50-Cal selection.

Light Rifle:
> 5mm
> 5.56mm
> 7.62mm

Heavy Rifle:
> .308 Round
> .30-06 Round (New) - Introduced as in-between .50-MG and .308 Round.
> .50-MG Round - Renamed from .50-Round.

Shotgun Shells:
> 20-Gauge (New) - Low-Cost, early-game, more abundant, accurate, alternative to 12-Gauge.
> 12-Gauge - Renamed from Shotgun Shell. Designed for pure power.
> 25mm Grenades - Explosive shells for grenade-launchers.
> Flares - Added Vertibird and Artillery Flares, craftable after their respective quests. (Ammo-System Only)

Small Energy:
> Fusion Cell
> Cryo Cell
> Flamer Fuel

Large Energy:
> Gamma Cell
> Plasma Cartridge
> Fusion Core

> New Weapons - Alternative ammo and attachments now exist as separate weapons, injected into the levelled list.
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> Anti-Materiel Rifle - a separate 50-MG weapon, distinct from the Combat-Shotgun.
> Handmade Shotgun - 20-Gauge counterpart to Handmade Rifle, like Combat-Shotgun from Combat-Rifle
> Single Shotgun - Single-Shot variant of the Double-Barrel
> Magnum Revolvers - .38-Cal and .500 Mag
> Pipe Revolvers - as 10mm, .45, and 20-Gauge. .38, (.44, and .500-Mag with Lite.)
> Pipe Bolt-Action - As 5.56mm, .308, and 12-Gauge. (5mm, .30-06, and .50-MG with Lite.)

> Built-In Ammo-Switch - Now integrated as a built-in hotkey as soon as you equip an eligible weapon, no more crafting. (Functionality depends on the installed Systems.)
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> Works in XB1!
 > Multi-Caliber - Some weapons like the Revolver, can chamber multiple ammunition types.
 > Thirst Zapper uses Ammo-Switching -- not negotiable. (Sincerely, it's like the only thing it has going for it.)
 > Double-Fire - Double-Barrel Shotgun piggy-backs on the Ammo-System to fire two shells at once. (Works by consuming an additional ammo, and doubling damage and increasing Cone-Of-Fire if it's eligible by having ammo to spare.)
 > Has Built-In widget using Hud Framework, that will indicate currently-equipped ammunition-type, and will count how much other ammo-types you have.

> Stat-Based Damage Bonus - Certain weapons adjusts damage depending on your SPECIAL Stats.
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> Adjusts damage-system into (Base-Damage x 0.80) x (1 + ((0.25 / 4)x Stat)); that means at 1 stat, damage is at 85%, 100% by 4 Stat, and 130% at 10 Stat, and more if you exceed it.
 > This can be enabled or disabled via the Settings Holotape. (Or Global Value through Console.)
 > The general rule is that; Rifles and Energy-Weapons use Perception; Pistols use Agility; and Heavy-Weapons use Strength.
 > Bash damage is also increased by 15% per point of Strength.
 > Specifically, the Gamma-Gun, Radium Rifle, Tesla-Rifle, and Cryolator are Intelligence weapons.

> Weapon Affinity - Certain weapon works better against certain targets by dealing extra damage, as "Anti-" of sort. Can be disabled in the settings holotape.
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> Animals - 500-Magnum, Railway Spike, Shotgun Slug
 > Brotherhood of Steel - Laser-Musket
 > Fortified (Armored, includes Mirelurk and Queen, Fog-Crawler, and Hermit-Crab) - 2mm EC, 50-MG, 5mm, Depleted Uranium Rounds, Armor-Piercing Incendiary Rounds, Anti-Tank Missiles
 > Ghoul - Flamer, Incendiary Rounds, such as Dragon's Breath, Incendiary-Tracers and Armor-Piercing Incendiary-Rounds, and Heated Shot Cannonball
 > Human - Any Irradiated Weapons
 > Mechanical (Including Synths) - Tesla Rifle, EM/Pulse Weapons, Alien Disruptor, Electro-Gel, Microwave Rounds
 > Mirelurk (including Fog-Crawler, Hermit-Crab, Angler, and Gulper) - Harpoon Gun
 > Mutant - 500-Magnum, Railway Spike, Shotgun Slug
 > Organic - Grapeshot, Heated-Shot Cannonball, Napalm Missile
 > Raider (Including Gunners) - Broadsider, Flaregun, Junk-Jet, Laser-Musket, Nail. (fuck raiders lol)
 > Synth (Including Institute Faction) - Laser-Musket
 > Vermin (Bugs and Mole-Rats) - Buckshot, 5.56mm, .38 Round, Nails, Flamer, and 5mm Round

 > Some attachments spawn in vendors. - This means you can simply buy modifications instead of investing on some perks and crafting it yourself, provided you can find the mod you want.
 > New Attachments and Weapon Tweaks
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General
 > Attachment Expansion - Minor attachment pack with receiver upgrades to those that have none.
 > Some weapons will Stagger on Critical-Hits, typically the slow firing heavy-hitting weapons.
 > Oil-Slicks can now only be ignited by Plasma, Incendiary, Explosives, and Pulse rounds. Standard bullets won't ignite them.

Pipe Bolt-Action
 > Now 5.56mm by default. Can now be chambered for .50 Round, 12-gauge, .308, and .30-06 round.

Pipe Revolver
 > Now chambered for multi-caliber .44-Mag-.45, but spawns for .45 Round by default.

Magnum
 > Now available as .38, .44, and .500 Magnum, as separate weapons; the Target, Magnum, and Hunting Revolver respectively.
 > Multi-Caliber - .44-Mag is able to fire .45 Auto, and .500-Mag is able to fire 12.7mm, done through ammo-switching.
 > Now "Semi-Automatic" (Double-Action) by default.
 > Added more attachments.
 > Suppressor is now a barrel.
 > Expanded receivers, with full-auto; and other attachments.
 > No longer unique, it is integrated to the world, particularly as sidearms of common Citizen, Railroad Agents, and Gunners.

Junk-Jet
 > Junk-Jet now has a chance to knock-back small targets, and send raiders fleeing. Also has full-auto receivers.

Radium Rifle
 > Radium Rifle Receiver Upgrade now affects the Radium Rifle Rad-Damage, and is now rechambered to 10mm Auto.

Missile Launcher
 > Missile Launcher now has reduced splash-damage, and relies a portion of it's damage as direct impact.

Submachine Gun
 > Silver Submachinegun has Dpillari's Engraved texture.
 > Now has Long-Burst VATs by default.

Fat-Man
 > The Fatman MIRV now acts like a shotgun, than a carpet-bomb.

Salvaged Assaultron Head
 > No longer a Legendary, and spawns in the world; with Rust-Devils, when you kill an Assaultron as death item, and even in the legendary loot-pool.
> Has fairly expanded attachment system, including paint, receiver, and magazine upgrades.
> No longer irradiates the user.

Tesla Rifle
 > Tesla Lobber Barrel is replaced by Artillery Barrel, dealing heavy damage on impact and splash-damage. (Seriously the Lobbed Trap is useless.)

Minigun
 > New Barrels - Light, Ported, Heavy, Suppressed, and Stub
 > New Motors - Standard, High-Speed, Chaingun, and Fire-Control.

Gatling laser
 > Aeternum and any Never-Ending Gatling-Laser now has true unlimited-ammo, and doesn't consume any FC.
 > Tweaked Charging Barrel - Now speeds up during firing.
 > New Barrels - Accelerated, Improved versions; and Overcharging Barrel
 > New Motors - Single Core and Twin-Core; that will increase fire-rate and core consumption, while spinup and every-other reload instant. (Those equipped with Quantum-Core or Never-Ending instead increases damage by 35%, because it's supposed to be unlimited, and reload won't factor in any way.)

 > Damage Type Tweak
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> Electrical Damage deals bonus damage, slow, and reduces perception of robots and players in power-armor.
 > Fire Damage deals bonus damage to Ghouls, and increase affinity to Energy Damage by temporary stacking energy-resistance reduction.

Adjusted Perks
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> For the sake of fixes, the Nuclear Physicists are tweaked.
> Sniper knock-down now excludes Shotgun, unless with Slugs.

Optional File: Will reduce damage bonus perks from 20% - 100% to 10% to 50%, with Demo-Expert from 25% to 100%, 15% - 60%

 > Mechanics is introduced at the start of the game
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> Changed the starting pistol into a Covert Pistol (a Deliverer), with additional ammo and weapons in the locked lockup.
 > Added a bit more ammo at the start of the game, by the Vault 111 Overseer's Office to ease players in the mechanics.
 > There is also a holotape that allows one to influence the spawning chance of certain ammo types, it is within the Overseer's Terminal.
 > Gristle is now in Power-Armor, and is a Legendary Raider.
 > The Concord Deathclaw is stronger.
 > There is a new locked door in the Museum of Freedom.

 > Critical-Hit System outside of VATS (MUST BE ACTIVATED MANUALLY via Holotape, or through Globals.)
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> Melee will have 15% chance to deal critical hit outside of VATs, 5% for ranged weapons.
> Luck shall affect such chance, at 86.67% by Luck 1, 100% at Luck 4, or 130% by Luck 10. If you exceed Luck 10, then the chance bonus increases beyond 130% as well.
> This works in conjunction with Brutal Receiver.

 > Non Hit-Scan Bullet-Weapons (Through separate ESL) - Guns shoots projectile with slow velocity and exaggerated bullet-drop to account for FO4's short-range nature. Shotguns, 2mm EC, 5mm, and Lasers remain as hitscan.

"Lite" System

The Lite System is the comprehensive overhaul of the weapons, expanding the weapons while abiding by these design philosophy:

> Multiplicative Damage Scaling - This is necessary for the function of changing Calibers with properly scaling damage. Excludes Explosive Damage to avoid bloat. (Note that this "bloat", deals unexplained damage beyond what the stat-card says. Trust me I did a lot of testing, it "doubles" the damage with every instance of multiplier, so having three multipliers also quadruples the damage as said by the stat-card.)

> Receiver-Trigger - A premade combination of firing function and damage, depends on the level.
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Selection goes as (when possible):

- Standard (Lv 0) : The standard basic Single-Shot.
- Hair-Trigger (Lv 1) : Fire-Rate upgrade to Single-Shot, with AP cost reduction.
- Automatic (Lv 1) : Basic Full-Auto, with 3-round VATs attack, with reduced damage.
- Hardened (Lv 1) : Basic damage upgrade to Single-Shot.
- Hardened-Automatic (Lv 2) : Damage upgrade to Full-Auto.
- Rapid-Automatic (Lv 2) : The alternative to Full-Auto by further increasing fire-rate than damage, with Long-Burst VATs.
- Powerful (Lv 2) : Damage upgrade to Single-Shot.
- Hardened Rapid-Auto (Lv 3) : The last damage upgrade for Rapid-Auto with Long-Burst VATs.
- Powerful-Automatic (Lv 3) : The last damage upgrade for Full-Auto.
- Advanced (Lv 3) : The Lv3 damage upgrade for Single-Shot, but also has Hair-Trigger fire-rate bonus and AP cost reduction.
- Overpowered (Lv 4) : The high-powered pure-damage bonus to Single-Shot that it increases by two steps, that it doesn't even have the Advanced bonus fire-rate.

NOTES:

> The receivers are separated by level, in a sense that there's three selection that are open once you level up Gun-Nut.
> Burst Receivers are instead on select weapons replacing the Automatic Receivers and downgrading Rapid-Automatic Receivers into basic Automatic Receivers; the Assault Rifle (previously combat rifle) primarily a burst weapon, and so are the pistols Combat Pistol (Previously 10mm Pistol), and the Covert Pistol (previously Deliverer). This is done to emphasize their accurized nature, and relegate reliable automatic fire on other weapon types.

> Mag-Caliber - Combined Magazine Capacity and Caliber, to simplify the configuration of capacity and ammo type. Rechambering is much more restrictive this time around. This is also available as separate and independent ESP.

> Barrel-Muzzle - Combined Barrel and Muzzles, for the purpose of diversifying by simplifying. Selection goes as (when possible): Stub (has critical-damage bonus), Short; Long; Heavy (most recoil reduction and range); Long and Short Ported (improved recoil-control, best with full-auto); Long and Short Suppressed (superior recoil reduction per-shot, and quiets/silences shots).

> Frame-Misc - Separate modification to expand the Receiver system that focuses on distinct miscellaneous effects, but not as complex as WOR.
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Selection goes as:

- Standard Receiver: As basic unmodded vanilla Receiver.
- Armor-Piercing Receiver: Trades damage for ignoring 40% of target Damage Resistance.
- Light Frame: Improves ADS time, reload-speed, AP cost, and weight, trading for damage.
- Heavy Frame: Improves damage, for heavier weight and worse handling. Requires Blacksmith.
- Tuned Receiver: Trades damage for improved fire-rate. Designed for slow weapons to recoup fire-rate.
- Calibrated Receiver: Increases range, critical damage, VATs hit-chance, and AP cost.
- Brutal Receiver: Reduces fire-rate and range, while increasing limb damage. Has a chance to critical-hit outside of VATs, at the cost of Critical Damage reduction. Will stagger on Critical-Hits.


Additional Changes:

> Custom animation and barrels for the Light Carbine/Submachine Gun


Ammo System

Like the Weapons Overhaul Redux, this expands the ammo-system, and makes full use of the Ammo-Switching System, available even without F4SE. Hold on to your seats, this can get cluttered and confusing REAL FAST.

> Ammunition Crafting System - Doable in the Crafting Workbench - Far-cry from the previous iterations, harkening from New-Vegas -- but not quite, requiring "Casings" as base for ammunition types when crafting, with some form of standardization between calibers sharing the same type. This includes also Scrapping.
> Ammunition Expansion - Littered around the Commonwealth is a LOT of ammunition: (And it takes account of the Explosive Legendary, by incognito filtering into different types of mod that have different projectiles with adjusted/added explosions.)
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> Ball Rounds - Basic ammunition, these are the typical full-metal jacketed bullets.
> Overpressure Rounds - Powerful handloads with increased damage and limb-damage but also with increased recoil.
> Subsonic Rounds - Low-velocity rifle rounds with reduced range, but increased damage and sneak-attack damage.
> Trick-Shot Rounds - Bullets that bounces off surfaces and between targets, with increased sneak-attack damage.
> Dirty/Special Rounds - Cheap poor-grade handloaded munition. They have reduced damage, range, and accuracy, but is incredibly lighter, cheaper to buy, easier to craft, and widely available. They are anti-raider and anti-vermin, that the damage-reduction isn't as low.
> Match Rounds - Known as "MGR" or "Match", it is a specialized ammunition used for sniping on account of consistency, with increased range and critical damage. It is however prohibitively expensive, that is typically used for trading by common folk, and only fired by select mercenaries or assassins on special occasions.
> Armor-Piercing Rounds - Steel-Core bullets that trades damage for extra punch through armor, others use a sub-caliber penetrator. Deals extra damage against hard-targets; Mirelurks, Power-Armor, and Robots.
> Armor-Piercing Incendiary Rounds - Multi-purpose Anti-Materiel ammunition used to defeat armor and cover, while setting targets ablaze.
> Incendiary-Tracers - Bullets with incendiary composition that lights up mid-flight. Deals extra damage to non mechanical targets.
> Frag Rounds - Special slug of big-bore rounds dealing splash damage.
> Radium Rounds - Radium-tipped bullets that deal extra radiation damage, and extra damage to humans.
> Plasma Rounds - Plasma-Infused bullets that deal additional energy damage, but flies slower.
> Smart Rounds - Large-Caliber Bullets with minor propulsion, able to home on targets. Will work better with Recon Scopes.
> Depleted Uranium - Heavy irradiated bullets that deals radiation damage, that also has extra armor penetration, and deals extra damage to humans, and hard-targets.

> Buckshot - Basic shotgun rounds that disperses 9/12 projectiles in a cone.
> Armor-Piercing Slugs - Single-Projectile Shotgun rounds that defeats armor. Deals extra damage to big game; such as but not limited to Yao-Guais, Deathclaws, Mirelurk-Queens, Super-Mutants and Behemoths. Has a chance to knock-down small-game.
> Flechette - Fires small darts that defeats armor, flies farther and has a tighter cone. Deals extra damage to Mirelurks.
> Dragon's Breath - Incendiary Shotgun Shells that shoots out a cloud of fire, can knock-back. Powerful but has limited range.
> Pulse Slugs - Single-Projectile Shotgun Rounds that deal energy-damage, slows and impairs targeting, and deals extra damage to mechanical units.
> Explosive Slugs - Single-Projectile Shotgun Rounds that explodes on impact, dealing splash damage.
> Coin Shot - Coins made of precious metals typically used as currency, loaded in a shotgun shell. Deals extra damage to Raiders (fuck raiders lol).
> Beanbag - Can stun targets and pacify targets, deals extra limb damage, naturally suppressed. (Pacifies like Intimidation perk.)

> Railway Spikes - Basic heavy railway spikes that deals heavy damage, deals extra damage to Armored Targets, and Big-Game
> Railway Rivets - Shorter and Lighter alternative to Railway Spikes that will deal less damage, but has more capacity and faster rate of fire.
> 15mm Bearing - Low-Cost Low-Damage economical alternative for use with Railway Rifles.
> Nail Cluster - Single-Shot cluster of 24 9-Inch Nails, dealing heavy damage. Deals extra damage to Vermins such as Molerats and Bugs, and Raiders (fuck raiders lol).

> Standard Core / Cell / Cartridge - Basic Plasma/Laser weapon ammunition
> Overcharged Core / Cell / Cartridge - Deals extra damage, at the cost of smaller ammo capacity.
> Optimized Core / Cell / Cartridge - Faster fire-rate, larger ammo capacity, less AP cost, higher critical damage and charge rate, increased VATs hit-chance.
> Microwave Core / Cell / Cartridge - Reduced base-damage. Slows and impairs mechanical targets. Organic targets receive extra damage on consecutive hits, and explode on death that staggers.
> Rechargeable Cell - Reduced damage and fire-rate, ammunition is refunded and is unlimited ammo. Craftable only after Nuka-Nuke is unlocked.
> Quantum Core - Reduced damage, unlimited ammo. Craftable only after Nuka-Nuke is unlocked.
> Gamma Cartridge - Deals extra Radiation Damage, deals extra damage to humans.
> Cold-Fusion Cartridge - Cheap poor-grade Plasma Cartridges. They have increased ammo-capacity, reduced damage, range, and accuracy, but is incredibly lighter, cheaper to buy, easier to craft, and widely available. They are anti-raider and anti-vermin, that the damage-reduction isn't as low.

> Blaster - Basic Alien Blaster Round
> Disintegrator - Deals extra damage, limb-damage, and has extra range.
> Phaser - Deals extra damage, at the cost of smaller ammo capacity.
> Disruptor - Deals extra damage to robots.
> Stunner - Larger ammo capacity, can stun and pacify targets. (Pacifies like Intimidation perk.)

> Basic Cryo Cell - Basic Nitrogen in liquid form.
> Slush Cryo Cell - A high-density cyrogenic solution that doesn't vaporize. Deals stacking energy damage.
> Ice-4 Cryo Cell - Faster fire-rate, larger ammo capacity, less AP cost, higher critical damage and charge rate, increased VATs hit-chance.
> Sub-Zero Cryo Cell - Specialized cryogenic solution that flash-freezes organic targets, and rupture on death.
> Extinguisher Cryo Cell - Diluted Cryo-Cell typically used to put out fires. Can be found en-masse with Fire-Extinguishers.

> Standard Gamma Cell - Basic Gamma Gun ammo.
> Overcharged Gamma Cell - Deals extra radiation damage, at the cost of smaller ammo capacity.
> Optimized Gamma Cell - Faster fire-rate, larger ammo capacity, less AP cost, higher critical damage and charge rate, increased VATs hit-chance.
> Infrared Gamma Cell - Adds Incendiary effect.

> Napalm Fuel - Basic Flamer fuel.
> Concentrated Fuel - Extra Damage, afterburn lasts longer
> Homebrew Fuel - Reduced Damage, lighter, cheaper, easily crafted ammo.
> Irradiated Fuel - Dirty mix of flammable materials that deals extra Radiation Damage, deals extra damage to humans.
> Electro Gel - Slows and impairs targeting, and deals extra damage to mechanical units.

25mm High-Explosive - Basic 25mm Grenade round that deals splash damage.
> 25mm Training-Practice - Low-Explosive high-impact 25mm Grenade shells used mostly for practice and ranging. Still deals heavy impact damage.
25mm Depleted Uranium - Heavy irradiated shells that deals radiation damage, that also has extra armor penetration, and deals extra damage to humans, and hard-targets.
> 25mm SAPHEI - Multi-purpose 25mm Grenade used to defeat armor and cover, while setting targets ablaze.
> 25mm Plasma - Deals extra energy damage on top of physical damage.
> 25mm EM Pulse - Grenade Rounds that deal energy-damage instead, slows and impairs targeting, and deals extra damage to mechanical units.
> 25mm Smart - Grenade Rounds with minor propulsion, able to home on targets. Will work better with Recon Scopes.



"Heavy" System

Centered around the expansion of Ammo-System, it is instead dedicated for Heavy Weapons, that would otherwise have mostly the only thing going for them. This is separate from the Ammo-System, that it can be used independently. Crafting makes use of "Explosive" Casing.

 > Fire Modes - Different functionality with respect to different modes:
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> Missile Launcher - Can choose between Standard, Fire-Control, and Pneumatic Systems, has different functions with different ammunition types between Smart and Dumb.
> Fatman - Can choose between Standard, Smart, and MIRV system.

 > Ammunition Expansion - The Heavy Weapons have multiple ammunition types:
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> Standard Harpoon - Standard retrievable harpoon stakes.
> Barbed Harpoon - Non-retriable harpoon that deals extra damage.
> Flechette Harpoon - Non-retrievable multi-projectile shot that pierces through armor.
> Thunderpoon - Explosive harpoon that deals splash damage, and will leave a Standard Harpoon on impact.

> Cannonballs - Retrievable rounds fired from the Broadsider
> Grapeshot - Shoots a cloud of ball-bearings.
> Heated Cannonballs - Deals extra energy damage.
> Explosive Cannonballs - Deals splash damage.
> Shrapnel Shells - Fires explosive shells that detonate after a period of time.
> Mortar - Specialized explosive shells with low-velocity to be fired in an arc.

> High-Explosive Missile - Standard Missile.
> Anti-Tank Missile - Increased target damage, but reduced splash damage. Splash Damage ignores cover.
> Cryo Missile - Deals Energy-Damage and inflicts Slow.
> Napalm Missile - Deals energy damage and Damage Over Time. Deals extra damage to non mechanical targets.
> Pulse Missile - Deals Energy Damage. Deals Extra damage, Stun and Slow to mechanical targets.
> Plasma Missile - Deals Energy and Physical Damage.
> Micro-Nuke / Nuka-Nuke Missile - Deals a LOT of damage and Radiation damage.

> Mini-Nuke - Standard Fatman shells, that deals heavy damage upon a massive area.
> Nuka-Nuke - Mini-Nukes infused with Nuka-Cola Quantum for more devastating effect.
> Low-Yield Nuke - Easily reproducible and lighter Fatman shells, at the cost of reduced damage and AOE.
> PIAT - Low-Cost Fat Man Launcher compatible shell made with conventional explosives.
> Davy-Crockett / Nuka-Rocket - Long-Range modification of Fatman shells through the use of rocket-motor. Can home into targets.
> Castle-Bravo - A dangerous missile loaded with WD54 warhead that has an incredibly large area of effect, and deals ludicrous damage. Found in Fort Strong, unlockable after Liberty Primed (BoS Storyline).

> MIRV - Fires a cluster of warheads. These magazines fires small nukes, but can be retrofitted with hand grenades: Baseball, Frag, MIRV Frag, Smart-Frag, Cryo, Pulse, Plasma, Nuka, Nuka-Cherry, Nuka-Quantum, Hallucigen and Synth-Relay -- yes, you can summon 6 Synths at once.



New Legendaries:

Roses and Chocolates - Violent Submachinegun of Skinny Malone, at Vault 114 During the quest Unlikely Valentine, you can't miss it!
> Diamond Back - Explosive .38 Revolver of Bullet (the Gunner) near Quincy, exclusively during the quest Boy in the Fridge.
> Ol' Painless - Rapid Hunting Rifle at the Sanctuary Root Cellar, above the bed with few ammo. Has a key at the Vault 111 Overseer table.
> Velocitas Eradico - a Heavy-Rifle with Accelerating Barrel located at the Federal Supply Cache 84NE at the Glowing Sea.
> Final Hour - Rapid Laser-Musket of Emma in Super Duper Mart at Lexington, accessible by a Master terminal, or going through the store.
> Evening Star - Furious Minigun of Glory of the Railroad.
> Miss. Launcher - Violent Pneumatic Missile-Launcher of Captain Bridget at Hub-City Auto Wreckers, loaded with Micro-Nuke. (Heavy System only.)
> Rico's Revenge - VATs-Enhanced Handmade Rifle of Mags Black, within her locked room inside the Parlor.
> St. Elmo's Fire - Incendiary Tesla Rifle of Overboss Colter, you can't miss it!
> Declaration of Independence - Two-Shot Automatic Laser Musket given by Sturges at the end of Nuclear Options at the side of the Minutemen.
> Elsa's Edict - Hitman's Institute Rifle given by Chase in Far Harbor upon completing The Arrival quest
> Victory Rifle - custom Combat Rifle bought from KLE0 in Goodneighbor. (Lite System only)
> Ultima Ratio - Optimized Anti-Materiel Rifle bought from Proctor Teagan within the Prydwen.
> Uranium Fever - Irradiated Radium Rifle taken from the guts of the Mirelurk Queen during the Captain's Dance in Far Harbor.