Randomises the caliber for ballistic weapons in the open world. .44 Pipe pistol? Why not? 10mm and 5mm hunting rifles. Be my guest. No scripts used. Uses and modifies duplicates of existing weapons, leveled lists, crafting recipes, and aim models to keep all ammo types viable for the entire game. DLC items not touched so base game friendly.
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 can upload this file to other sites but you must credit me as the creator of the file
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 are allowed to use the assets in this file without permission as long as you credit me
Asset use permission in mods/files that are being soldYou are allowed to use the assets in this file in 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 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
Please log in to find out whether this mod is receiving Donation Points
Changelogs
Version 1.0
Release version. Renamed base weapons to include their caliber for cleaner inventory searching. Increased minigun damage caliber range from 2x to 8x to make it less useless.
Version 0.9
Prerelease from 06/2023. Same as 1.0 except for the rename and minigun change. Play-tested for 78 hours. Only unfixed bug is weapons occasionally are unholstered at abnormally high speed. Fix not found; level of concern: miniscule...
Version 0.8
Prerelease from 05/2023. Same as 0.9, except found bug where gas and oil traps were not triggered by new weapon calibers. Status: Fixed
Version 0.7
Alpha concept from 04/2023. Preserved ammo type and randomized weapon drops for each ammo tier instead. Playtesting found unbalanced and boring within 2 hours.
Ever get tired of having the same ammo types and same weapon use patterns game after game. Well, worry no more. Now all base game weapons (and their uniques) have a randomised caliber. 5mm Overseer's Guardian to .50 Overseer's Guardian are all possible. Will Ack-Ack have a standard 8 damage 5mm Minigun, or will she end up wielding a 36 damage .50 Minigun, or possibly something in between. To keep things entertaining, weapon recoil varies depending on the caliber of the weapon vs what the standard caliber of the weapon should be.
Ammo drop quantity and vendor price/quantity have been adjusted to encourage different weapon play (ammo is a tad more scarce, and much more expensive). Energy weapons and DLC weapons have not been touched, so that major factions still feel like major factions (Prydwen merchant and Institute merchant now sell a more army sized capacity of fusion cells, almost like they are supplying an army or something).
All weapons are still able to be modified, the simplest way to achieve this for the player (and my sanity) was to replace the conversion recipes (.38, .45, and .50) with advanced receivers (.50 and .45) or special receivers that add energy damage (.38). To keep the simplicity train rolling the weapon mods are compatible with what the base game weapon would have been, so 5mm Pipe, 10mm Pipe, .38 Pipe etc. all are in the same mod pool (base game rules basically; if the weapons are clones, the mods are compatible). I'll take simple mod transplant rules over realism any day.
Weapons with magazines (hunting rifle excluded) have larger or smaller magazine sizes depending on caliber. While a .50 minigun has hefty damage, it has a clip size of 100 instead of the 5mm clip size of 500.
New character or split save is recommended, as this mod adds objects to the game that will render said save most likely inoperable if mod is removed (I haven't tested it, but I'm not the kind of person that gets attached to save games). Confirmed mod removes cleanly through standard protocol of deactivation through built in mod manager, starting a new game, exit saving on new game, relaunching game, and removing exit save of new game (probably not necessary with this mod, but helpful protocol for anybody that needs to remove mods that change game settings, like stealth and combat overhaul mods).