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bdar

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bdarner84

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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.

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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).