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PlayerInfinite

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PlayerInfinite

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About this mod

Expands the magazine options for majority of Vanilla weapons that don't have them. Now you craft parts to quick reload a lot more weapons than before.

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This mod adds a new set of attachments that occupy the magazine slot for weapons which originally don't have it. These just allow you to reload faster and add the vanilla additions of weight, value, aim down sights speed, etc. I've named the new attachments Parts, as a very broad term that can apply to all weapons. Crafting is streamlined in material requirements, with vague descriptions so that they fit in seamlessly with vanilla. Perk requirements mirror vanilla with Gun nut and Science progression. All added weapons contain modcols for spawning random level gated magazines on NPCs and vendors. I have added the modcols where applicable to their respective weapons. As there exists no way for random templates to be distributed in some cases, for example, the Fatman. It only ever spawns using the simple template because the level list is marked to filter by the simple keyword. It proceeds to ignore the Standard, MIRV, and Random templates. Can't do anything on my end without editing level lists, which is outside the scope of this mod currently. If it's requested enough, I'll look into it.

ESP marked as ESL plugin. There is 1 keyword fix from UFO4P and the ammo fix for the Gatling Laser. This mod is slightly intrusive, as it has to edit weapon records. There is a small nerf to the Quick hands perk to account for the new magazines, lowering the bonus from 35% to 20%. This is so that the maximum reload speed bonus on all fully upgraded weapons with the perk is 50%. Some weapons effectiveness also falls off much later thanks to speed loading now. This is especially beneficial for people who don't use VATS for the "free" reloads.

Versions:

Vanilla Magazine Expansion - The original mod, strictly stays in sight of the original vision. Which is just quick loading for more guns.

Vanilla Magazine Expansion (V+) - Adds additional content. More stuff is planned and open to suggestions.
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Lever Gun - Long barrels will expand the ammo capacity by 100%. 

Minigun - Added 10 receivers. Barrel crafting requirements have been lowered to Gun nut 1. Damage bonuses are removed so that barrels are preference based. Standard barrel for balanced stats, Accelerated barrel for rate of fire over accuracy and range. Tri barrel for accuracy and range at the cost of rate of fire.

Flare Gun - Added 8 receivers. New receivers convert flares into incendiary explosives with half the radius of Molotov's but double the damage over time effect.

Added Magazines
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- Standard Parts: Standard.

- Standard Quick Eject Parts: Improved reload speed.

- Improved Parts: Better reload speed.

- Improved Quick Eject Parts: Superior reload speed.

Weapons Done
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- Minigun

- .44 Revolver.

- Fatman.

- Laser Gun.

- Institute Laser Gun.

- Plasma Gun

- Gamma Gun.

- Lever Gun.

- Pipe Bolt-Action.

- Pipe Revolver.

- Pipe Syringer.

- Cryolator.

- Double Barrel Shotgun.

- Flare Gun.

- Railway Rifle.

- Gatling Laser.

- Laser Musket.

Planned

I still haven't decided how I want to do these weapons yet as they have a fundamental issue. Most of them already use the magazine attachment. Some of them change the ammo count too. To avoid making you read 2 paragraphs of things I need to do to work around this, I'll summarize it by saying I have a lot of shifting around slots and tedious record building to do. I'll tackle them later.
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- Broadsider.

- Flamer.

- Gauss Rifle.

- Harpoon Gun.

- Missile Launcher.

- Tesla Cannon.

- Laser (The playable head laser.)


Why did you make this?

I wanted to take various weapons like the Pipe Revolver and have more fun with them not being sluggish. While also adding some immersive form of progression to it.