About this mod
A mod that adds several new calibers and ammo variations and the ability to switch between them, ammo and explosives crafting, weapon condition, ammo boxes, etc.
- Permissions and credits
- Do not rename AmmoTweaks_Core.esp - it's referenced by name in some scripts and the configuration menu.
- Some ammo objects are included but not enabled. Their artwork and/or stats are unfinished, and they may be enabled on a future release.they can't be found in the game for now.
- Unfinished types: .22LR, .44 Special and .38 Special subtypes, 5.45x39mm, Electrified and Exploding Harpoon Gun ammo
- THIS MOD ONLY SUPPORTS VANILLA WEAPONS!
- Extract the esp and ba2 files to Fallout4\Data\
- Enable AmmoTweaks_Core.esp for the core files/framework.
- Enable AmmoTweaks_Default.esp OR AmmoTweaks_Default_NoDLCs.esp
- optional default configuration and changes to the base game.
- Use AmmoTweaks_Default_NoDLCs.esp if you don't have Automatron, Far Harbor, and Nuka-World installed.
If starting a new game:
-Setup prompts will appear once you've picked up the Pip-Boy (or advanced past that point in the quest for alternate start mods compatibility).
If installed mid-game:
-Setup prompts will appear when the game is loaded.
If you have MCM installed, the [Swap Ammo] item and holotape are not needed
-Swapping ammo is bindable to a hotkey via MCM.
-If you choose not to automatically obtain (or lose) the [Swap Ammo] items and Configuration Holotape, new ones can be crafted at a Munitions Workbench.
-Assign the [Swap Ammo] item to a hotkey/quickslot.
-Using the [Swap Ammo] item will cycle your weapon to the next ammo type (regardless of the amount of corresponding ammo you have)
HOW TO USE THE MOD + FEATURES: READ readme.txt