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Features
Ammo and Attack Types
-Adds several new calibers and ammo variations and the ability to switch between them.
-Bulk Ammo Box items can also be optionally distributed to vendor leveled lists.
-Calibers added: .223 Caliber, .338 Magnum, .357 Magnum, .45 LC, 9x19mm, .45-70 Caliber (replaced if Far Harbor is installed), 7.62x39mm (replaced if Nuka-World is installed), 7.62x51mm, 7mm (minigun), 20 Gauge shell, Institute Energy Cells
-Each caliber has variations (such as AP, HP, JHP, etc) that can be swapped between at any time using the [Swap Ammo] consumable item.
-Each caliber and variation has a corresponding amount of armor penetration.
-Melee weapons use the ammo swapping system to enable different attack types.
Attack Types: Swing, Thrust and Sweep.
-If DLCs are found, their ammo and weapons can be optionally distributed to the Commonwealth.
Weapon Condition
-All ranged and melee weapons have 'health' and can break with use.
-Weapon Workbenches can be used to repair them or improve them beyond 100%.
-Different ammo and attack types degrade weapons at different rates.
-Crafting perks also affect the amount of condition subtracted per shot. (-5% per rank of Gun Nut, Science!, or Blacksmith)
-When a weapon's condition reaches 0, it is automatically unequipped and cannot be re-equipped until it is repaired.
-An option to destroy them when broken exists in the holotape.
Effects:
-Ballistic weapons and launchers lose range and value, and gain recoil as they deteriorate.
-Energy weapons lose damage, ammo capacity, range, and value, and gain recoil.
-Melee weapons lose damage and value.
HUD Widget for Ammo Type and Condition
-Requires HUDFramework by registrator2000, I've been able to add a hud display.
-This mod will automatically detect if HUDFramework is installed and switch from displaying things as messages to a condition bar/icon and a text display for Ammo Types if found.
-Condition can be displayed as either a bar or an icon that changes color.
-The bar is designed to fit with the style of the standard HUD.
SPECIAL Weapon/Armor Equip Restrictions
-Larger weapons require Strength to equip, and energy weapons require Intelligence.
-Projectile and Visual Tweaks
-Ballistic projectiles now have velocity and are influenced by gravity.
-Velocity is based on actual statistics derived from muzzle velocity and force (and converted to Fallout's units).
-Gravity is not, so bullet drop is probably not accurate.
-Projectiles use a performance-friendly glowing sprite when not in VATS.
-There are no tracers, but projectiles are still visible (just very fast and small in some cases).
-Added several resized muzzle flashes.
-Frag and missile explosions have a higher radius. Plasma and Pulse explosions create appropriately colored light.
-Mines and grenades can explode when damaged.
Ammo and Explosives Crafting
-An ammo crafting system using the standard crafting bench menus is included.
-New components based on Fallout New Vegas and research are used in all recipes.
-3 new workbenches can be found in the workshop menu's Crafting category:
-Reloading Bench - recipes for Ballistic ammo
-Recharging Bench - recipes for Energy ammo
-Explosives Workbench - recipes for Explosive ammo, mines and grenades.
-An option exists to alter or disable the amount of standard XP gained while crafting ammo. Standard crafting perk requirements can also be disabled using the configuration holotape.
-Different powders required for ammo and explosives can be crafted at Chemistry Stations.
-Casings, drained cells and primers can not be crafted.
-Casings can be obtained by firing weapons or buying Ammo Boxes.
-The chance to obtain casings per shot is affected by the ammo type, your Luck and Agility.
-Shipment items have also been added for the new components and can be distributed to vendor leveled lists.
Thrown Weapons
-Added items: Dynamite Stick, Throwing Knife, Rock, Baseball, Flare
-Restored Far Harbor throwing weapons (requires DLC): Saw Blade, Harpoon, Electrified Harpoon, Explosive Harpoon, Switchblade