Fallout New Vegas

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Created by

Zhake

Uploaded by

Azf12

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About this mod

Adds, replaces, and rebalances all existing ammunition types.

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AMMO EFFECTS
When you need a little more "oomph" in your firearms.

This mod rebalances ALL TYPES OF AMMO FOR FALLOUT NEW VEGAS AND IT'S DLCS!

This includes many changes to ammunitions that felt overpowered, underpowered, or simply didn't make sense.

This was also to somewhat compliment a DUST playthrough, as killing people decreases your sanity.

CHANGES AND ADDITIONS

  • New ammunition is integrated via script, meaning they are compatible with any other mod that makes changes to ammo form lists. This also applies to vendor ammunition stocks.

  • Vendors will sell much more ammunition, as the only person who had an ample supply of ammo was Quartermaster Bardon. Now he'll sell a mountain of ammunition.

  • All rounds have been given DT modifiers. The bigger the caliber, the more the DT reduction.

  • Ammunition such as AP and HP have been given a complete rehaul. AP rounds, on top of reducing a target's DT, will also halve their DR, useful for those who have mods that reenable DR or for killing tough-skinned opponents like Deathclaws or Super Mutants. Hollow Points will now deal twice the damage, but will double a target's DT.

  • Shotguns have been given more love. Flechettes now work like AP bullets mentioned above, and slugs will completely punch through a target's armor. 4/0 Buck and 3/0 Buck now amplifies damage, with regular shotgun shells having no special benefits.

  • Energy ammunition has been buffed. They will reduce a portion of a target's DT, with Max Charge completely ignoring DT/DR, with the exception of Bulk ammunition. Laser and Plasma hurts, and it should affect those not wearing specialized armor.

  • Explosive ammo has been given the ability to reduce a target's DT/DR. Heavier targets require heavier ordinance, and having an explosive simply not affect a target is rather strange. Mini-Nukes will completely burn through all DT/DR, making the threat even more potent.

  • 12G Bean Bags have been buffed, allowing for easier stuns. This includes you, be wary.

  • Each ammunition type now has unique textures, courtesy of SHAD0WC0BRA. Some ammunition use downscaled textures by FluidFire, the creator of CaliberX.

  • Tags from GRA have been removed, because they're unneeded clutter.

  • Ammo weights have been significantly reduced across the board, an unintended benefit of making the bullets more true to their real counterparts.

  • Junk Rounds has been changed. This is essentially an integration of the mod Dead Money - Junk Rounds Redux by Yukichigai. All changes in that mod have been carried over (with some adjustments) into Ammo Effects. The Junk ammunition type is also reintegrated into the game, and instead of crafting brand new, fancy ammunition, you will instead create low power Junk rounds. Each caliber (besides explosive and energy) now has a Junk equivalent.

  • And other stuff I probably forgot.

CALIBERS INTRODUCED

  • 10mm, Match - Match-grade ammunition, which provides a condition bonus and less spread at the cost of damage.

  • 20 Gauge, Flechette - 20 Gauge version of Flechette ammunition. They work similarly to AP bullets.

  • .50 Magnum Round (.50 AE) - A pistol cartridge which has enormous stopping power. They will degrade your weapon faster.

  • 14mm Round - Massive, armor-piercing pistol cartridges made to fit 12.7mm caliber weapons.

  • 5.7mm Round (FN 5.7x28mm) - Pistol-sized rifle cartridges designed to better penetrate armor and provide better stopping power at the cost of condition.

  • 12.7mm MG Round (12.7x108mm) - Soviet anti-materiel rifle rounds. They are much larger than .50 MG rounds, and will deal more damage and punch through heavier armor at the cost of condition.

  • 5.56mm, PFP - Plated Flat-Point ammunition which provides better damage and penetration over standard 5.56mm rounds at the cost of condition.

  • 7.62mm Round (7.62x51mm) - Match-grade military rounds meant for .308 caliber rifles. They have slightly worse penetration and stopping power compared to standard .308 rounds.

  • .22 LR, Hyper - Hyper Velocity .22 LR ammunition which provides superior penetration and damage over regular .22 LR rounds, but will degrade weapons considerably faster.

  • .22 LR, HV - High Velocity .22 LR ammunition which provides slight armor penetration at the cost of damage. These replace .22 LR, Plinking ammunition.

  • Rubber Rounds - Less-Lethal ammunition meant to stun your opponents. Available rubber calibers are 9mm, 5.56mm, .308, and .50 MG.

INCOMPATIBILITIES
Mods that change vanilla ammo will not play nice with this mod. Those that also change the form list for ammo types will also not be integrated properly by this mod. (As of 2.7, I have created a script to incorporate these changes. They are no longer incompatible with form list edits.)

Any change to Vendor Ammunition Leveled Lists will result in the extra ammunition not kicking in. This is a light incompatibility, and won't affect anything major.

I don't use CaliberX so I probably won't make a patch for it. You're free to do so of your own volition, though.

For those of you that use CASE, which I hope are very few, CASE is not compatible. Shocking, I know.

RECOMMENDED

Mojave Arsenal by PushTheWinButton. Integrates other ammo types pretty seamlessly without the need of editing leveled lists. (Make sure to grab the MA patch as well to fix a small incompatibility with .38 Special, .44 Special, and .223 ammos)

Ammo Boxes by PushTheWinButton. Works without any additional patches.