Fallout New Vegas

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AtomicGlide

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AtomicGlide

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About this mod

Adds 3 new types of ammo to reloading benches -- now merged with the paralyzing ammo mod

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I wanted to add a little more diversity in the available types of ammo in the game, and i liked the dart gun from

fallout 3... so here they are : the crippler rounds.

Crippler Ammo :

Crippler rounds are basically standard rounds, containing a small ammount of radscorpion poison, and produce almost
the same effect as the dart gun (cripples legs of the target)

you'll need Radscorpion venom jars to craft this type of ammo.
Venom jars can be prepaired from radscorpion poison glands (you can make 7 jars with 1 gland - glands need to be
processed at the campfire), and each bullet needs 1 jar to be produced, in order to maintain a certain rarity in
this ammo type.

Because some room is needed in the tip of the bullet, it's impact force is reduced, therefore dealing only 75% of
the damage caused by your weapon.

Crippler Rounds come in 3 calibers : 5.56, .308 and 22lr and is mostly designed to be used in rifles or other
single shot weapons, they are noted as "CR" on the HUD.

Paralyzing ammo :

An other type of ammo, based on bark radscorpion venom, instead of normal radscorpions.
Bark radscorpion's poison is weaker than normal radscorpions, therefore, these rounds only stun the target for around 3sec.
You can craft this ammo type at reloading benches and it needs one more component : bark radscorpion poison
The scorpion's poison is extractible from Bark radscorpion poison glands at a campfire (you need to have a survival
skill of 20).

Since bark radscorpions are pretty small, one bark radscorpion gland only gives 2 jars, but bark scorpions a fairly common.

This ammo's relative rarity is compensed by it's side effects (paralysis for 3secs and damage over time)
Since the poison takes room inside the bullet, it's stopping power is reduced to 50% of it's original efficiency.
Paralyzing bullets only exist for .308 caliber rifles, and is noted as "PAR" on your HUD.


Psycho rounds :

An effective mix of chems, comes in the form of powder. Makes your target think it is surrounded by hostile pink giant ants... very effective against groups, pretty useless if your target is alone though.
Unlike radscorpion based ammo, you can recover your psycho preparation by dismantling the rounds (since the compound is a powder, it is easier to recover it)

Recipe :
Psycho preparation
-1 psycho
-4 broc flowers
-1 turpentine
-1 box of detergent

Survival skill of 40 needed, prepaired at the campfire
gives 20 boxes of psycho preparation

calibers supporting the frenzy ammo : 22lr, 9mm, 10mm
the use of psycho preparation acts as a painkiller, therfore reducing the damage taken by the target on impact by 15%
These rounds are marked as PSY on the HUD

Warning :

Before installing 1.2 (or any later version)I suggest that you either sell or use any .50MG CR rounds you have,

because they no longer exist in version 1.2 (you'll lose them if you have any while updating)

there may be a risk of conflict with paralyzing ammo mod (now merged into this mod)
this mod edits ammo lists, conflict might happen with other mods doing similar add ons (if you know a way around
this, please let me know =) )




currently wip/to do :

-in the future, make ennemies use those rounds

-make a proper readme

-add both ammo types to traders (also add poison jars to traders)

-custom boxes/textures for 5.56CR

-rethink the trading values for the ammo / special components

-more ammo types? (depending on what ideas/suggestions I get :) )

changelog for version 1.55 :
-added some custom textures : bark radscorpion jar, 50MG HI and Incendiary
-changed radscorpion extraction recipe, reduced the number of jars / gland from 20 to 7

version 1.5 :
-added High Impact Rounds : heavy .50 rounds, temporary knockdown effect
-added a custom texture for the .308 Paralyzer round

version 1.4 - 1.41 :
-added psy rounds
-fixed paralyzer rounds

psy rounds :
-available in 9mm, 10mm and 22lr
-able to frenzy target for 30s
-based on custom psycho preparation

version 1.3 :

-added recipes to dismantle CR ammo
-added custom textures for 22lr and 308 CR
-changed the way damage to limb is applied (less complicated method, easier to tweak, but global effect should remain the same)
-tweaked poison damage for each caliber (22lr does 2/s for 5s |308 does 8/s for 8s and 5.56 does 6/s for 6s)

-added paralysing rounds (from my other mod)

paralysing rounds :

-these act more like knockdown rounds - the target falls on the ground for 3sec
-only exist for .308 caliber (might add other calibers later)
-power decreased from 0.6 to 0.5 of the gun damage
-added slight damage over time (2/s for 8s)
-can be dismantled at the ammo bench

version 1.2 :

-removed .50CR (didn't fit so well in a high caliber, high damage weapon)
-added 22lr CR, so the silenced 22 pistol is useful again
-added a recipe to make 22lr CR, since there seems is no 22lr case, i used 5mm case instead (diameter is

practically the same)
-added a poison damage over the time (8/sec, for 8 sec, the same as the dart gun)
-fixed the robots taking poison damage / limb damage from CR ammo

version 1.1 :

-fixed a bug preventing to pickup 5.56CR on the ground

I am currently testing and tweaking the rounds to balance them with the rest of the game, if you find any issue

with the ammo, please let me know ;)