Added more unique models for each ammo type. ECP, SEC, and MFC now have proper ammo variant models.
Fixed a few errors related to some of the models.
40mm Grenades now have new, unique models for each ammo type.
Re-rebalanced a few ammo types, namely 000 (3/0) Buck Magnum and 0000 (4/0) Buck Magnum. Ammo reverted down to 2.0x, with 3/0 and 4/0 Buck giving a 1.25 Buckshot damage bonus. Magnum bonus now has a 1.5x damage multiplier.
Scripted ammo integration. No longer will it have conflicts with other added ammos to vendors/form lists. Hopefully this solves some headaches.
Version 2.6
New assets, courtesy of SHAD0WC0BRA to better fit in with Vanilla aesthetics.
Replaced .22 LR Plinking with .22 LR High Velocity (HV).
Replaced 9mm Sniper with .22 LR Hyper Velocity (Hyper).
Replaced 6.8mm with 5.56mm Plated Flat Point (PFP).
Replaced .40 Pistol Round with 10mm Match.
Version 2.5
Bean Bag/Rubber rounds damage fix. After figuring out just how fatigue damage is applied, I reverted the 0x damage modifier back to 0.05x, meaning you can still kill them with enough shots. The rounds are *less* lethal, not non-lethal. That, and the fact that setting the damage modifier to 0 means that no fatigue damage is applied. Fatigue damages may *look* like a lot, but in reality, only about 5% of the damage is used. A normal human has 250 fatigue. Ex. The .50 MG Rubber round does 10,000 fatigue damage multiplied by 5%, meaning in the end it only inflicts 500 fatigue damage, enough to knock out most human opponents as well as several large creatures, it's a giant freakin' piece of rubber, after all.
TL;DR Bean Bag/Rubber fatigue do more to account for the damage multiplier.
Magnum rounds for shotshells have been given DT penetration. 20G penetrates up to 5 DT, 12G up to 10. They are bigger rounds, after all. 4/0 (#0000) and 3/0 (#000) buckshot have also been given a slight buff, considering that they fire much less projectiles (9 and 4, respectively) than normal buckshot rounds. This change also applies to 3/0 and 4/0 Magnum rounds as well.
More content stripped out. Entire 'projectiles' folder removed due to it being unused.
New recipes for Junk Rounds. Now you can create casings out of scrap metal (proportional to the casing size), idea taken from Dead Money - Junk Rounds Redux. Essentially, this integrates all the changes made by that mod into this one, as it also edited some form lists which could cause conflict. Not to mention, the change is much better and makes Junk Rounds actually worth taking and using, especially on survival playthroughs, such as DUST.
Slight tweaks to damage multipliers for several ammo types. Still thinking about rebalancing HP so that it's not just a damage buff for higher-damage weapons, but still unsure about that for now. You're safe to abuse HP all you want.
Removed damage modifiers for MC and OC energy ammos. Most energy weapons already do a lot, and on top of ignoring DT/DR, they were doing extra damage. It was completely unbalanced and it was especially frustrating to fight against in AWOP.
Ammo renames across the board. This was inspired by the Mojave Arsenal mod created by PushTheWinButton (highly recommend you check out his other work). The naming convention for ammo was all over the place, and I preferred the simpler and uniform changes made to the ammo names changed by that mod. HIGHLY recommend using alongside this mod. If you don't like it, let me know and I'll change it to the vanilla style in a later version or an update file.