Fallout New Vegas

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HI IM PIEZ - TrueVoidwalker - Hopper31

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HIIMPIEZ

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About this mod

Adds in over 150 new, balanced, ammo types, and allows for the creation and deconstruction of all of them!

Also has a sweet eight-barreled shotgun AND a triple-barreled, shoulder mounted, sniper rifle to sweeten the deal!

Requirements
Permissions and credits
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Ammosmith adds over 150 ammo variants in total for almost every ammunition type, excluding the camera and Archimedes II.

Originally, Ammosmith was two separate mods, Handloader and Vigilant Recycler. I've since merged them to consolidate files, as well as enhance creativity with my new rounds.

TL;DR: The mod has balanced ammo types, pretty much everything has HP/AP/Jacketed rounds and specialty ammo types such as explosive and incendiary rounds on logical ammo types. Turn your Energy weapons into snipers OR shotguns.

Some important facts to know beforehand:
  • You can break down all ammo types.
  • A lot of junk can be broken down into crafting materials
  • Vanilla+ style crafting components inspired by Fallout 4/76. Unobtrusive and similar to base game crafting.
  • Ammo crafting has been streamlined; if you can't craft something, you can't see it.
  • New crafting categories for your convenience.
  • Junk rounds has been slightly rebalanced - from requiring 7 luck and 45 Repair to 45 Survival and 25 Repair.
  • Ammo names have been standardized, no more (Vigilant Recycler) (Hand Loader) (GRA) prefixes on ammo.
  • Some ammo names have been loosened up a bit - I.E. .50MG is now just .50 Caliber; as sometimes you're not really loading .50BMG into a weapon, but instead loading .50 AE.
  • The order in which you cycle through ammo has been tweaked; it generally goes from weaker ammo first to stronger ammo.

Bonus Facts that aren't too important to know:
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  • More damaging rounds are less likely to have their cases/drained cells recovered
  • Refined, Tuned, and Stabilized rounds weigh less than standard rounds. The same is true for Optimized.


Perks that will allow you to make the new ammo types:
  • Pyromaniac for fire-based ammo
  • Chemist for toxin-based ammo
  • Robotics Expert for pulse ammo
  • Junk Rounds for scrappy ammo
  • Center of Mass for shotgun-esque ammo
  • Nuka-Chemist for Nuka-Cola based ammo
  • Hand Loader for specialized ballistic ammo
  • Vigilant Recycler for specialized energy ammo
  • Demolition Expert for conventional explosive ammo
  • Mad Bomber for unconventional explosive ammo

Requirements:
Recommendations:
  • JIP Improved Recipe Menu - Allows you to craft an (effectively) unlimited amount of ammo at a time.
  • Loot Assist - Provides vanilla crafting stations with smart storage (utilized by sneaking and activating a station), so that you don't have to lug around all your crafting materials or store them in containers nearby.
  • It can be anywhere, but lower works better if you have tweak mods. (Mods like JSawyer).


Next up are the ammunition lists, arranged by which they're prioritized to be loaded into your weapon.

______________________________________________________________Ballistics______________________________________________________________

Shotshell
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  • Buckshot - This is your standard ammunition.
  • Surplus - Newly added; Vendors sell these in boxes.
  • Buckshot, Magnum - Buckshot, but better.
  • Bean-Bag - Functionally non-lethal slugs.
  • Buckshot, Rubber - Functionally non-lethal buckshot.
  • Junk - Unused from Dead Money; fully implemented and dirt cheap to create.
  • Coin Shot
  • Cap Shot - Why not?
  • Flechette - Causes bleeding damage over time.
  • 3/0 | 4/0 Buckshot - More damage, more accuracy, less projectiles.
  • 3/0 | 4/0 Buckshot, Magnum - Even more damage, more accuracy, DT/DR penetration, less projectiles.
  • Birdshot - A whole shitton of projectiles
  • Birdshot, Magnum - A whole shitton of projectiles with some more damage, and DT/DR penetration.
  • Slug - One projectile, more accuracy, decent DT/DR penetration.
  • Slug, Magnum - One projectile, A Lot of damage, more accuracy, A Lot of DT/DR penetration.
  • Slug, Pulse - One projectile, more accuracy, decent DT/DR penetration. Bonus damage against robots, power armor.
  • Dragon's Breath - FIAH; now benefits from Pyromaniac.
  • Gecko's Spit - It's gross toxic slobber you sling at your enemies.
  • Slug, Depleted Uranium - One projectile, more accuracy, decent DT/DR penetration. Radiation poisoning DoT to non-ghouls and robots. Can Frenzy robots.
  • MFC Sabot - It's a MFC grenade in a shotgun shell.
  • Buckshot, Explosive - The Fallout 4/76 Special.
  • Slug, Explosive - Need I say more? The "realistic" way to load an explosive in your shotgun.
  • Proton Axe in Shotgun Shell - If you've played Tiny Tina's Assault on Dragon Keep, then this should bring back memories.
  • Protonic Inversal Axe in Shotgun Shell - Refer to above, but better.
  • Nuclear - It's a single tiny tot. Hilariously dangerous to yourself.

Exclusives
  • 12 Ga., Flare - Flare guns have been turned into single-shot, 12 Ga. shotguns.
  • 12 Ga., .50 Conversion


Cowboy-Esque

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  • Standard Rounds
  • Split-Point - Inspired by Red Dead Redemption; very slightly better than standard rounds.
  • .38 and .44 Special - Not much special about them, truthfully.
  • Rubber-tipped - Non-lethal options, even for cowboys.
  • Junk - Unused from Dead Money; fully implemented and dirt cheap to create.
  • Hollow Point - More damage at the cost of increasing enemy DT/DR.
  • Snakeshot - Turn your firearm into a shotgun.
  • Jacketed Hollow Point - More damage, increases enemy DT/DR by less than standard HP.
  • Jacketed Flat Point - A sniper's wet dream. Increases damage, DT/DR penetration, and accuracy, all at the cost of demolishing your weapon.
  • Jacketed Soft Point - Similar to Armor Piercing, but also increases damage. Does not over-penetrate.
  • Semi-Wadcutter - Essentially weaker JSP, but with a weaker condition penalty.
Exclusives
  • .38 Special, Semi-Wadcutter - the best .38 round there is. Still lackluster.


Pistol Caliber
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  • Standard Rounds
  • Rubber-tipped - Non-lethal rounds.
  • Surplus/Plinking
  • Junk - Unused from Dead Money; fully implemented and dirt cheap to create. Added .45 Junk for consistency.
  • Hollow Point - More damage at the cost of increasing enemy DT/DR.
  • Armor Piercing - Less damage, more DT/DR penetration, Over-penetration = more bullet per bullet!
  • Snakeshot/M15 - Turn your firearm into a shotgun.
  • Jacketed Hollow Point - More damage, increases enemy DT/DR by less than standard HP.
  • Jacketed Flat Point - A duellist's wet dream. Increases damage, DT/DR penetration, and accuracy, all at the cost of demolishing your weapon.
  • Jacketed Soft Point - Similar to Armor Piercing, but also increases damage. Does not over-penetrate.

Exclusives
  • .22LR, Magnum - Slightly more damage, a bit of DR/DR penetration.
  • .22LR, Magnum JHP - Wildly effective .22LR. Way more damage, and a bit of DT/DR penetration.
  • .22LR, Incendiary - Legend has it that it's an American knockoff of the Zhu Rong.
  • 5mm, Rimfire - Very cheap; less damage and doesn't require primers to craft.
  • 5mm, Magnum - Slightly more damage, a bit of DT/DR penetration.
  • 5mm, Incendiary - Inspired by the "Ashmaker" from Fallout 4.
  • 5mm, Depleted Uranium - Similar to AP, but causes radiation poisoning to non-ghouls and robots. Frenzies robots.
  • 9mm, +P - Slightly more damage, a bit of DT/DR penetration.
  • 10mm, Incendiary - Zhu Rong walked so this could crawl.
  • 10mm, Penetrator - Inspired by F.E.A.R; Cheaper and worse AP. Sticks limbs to walls.
  • .45, +P - Slightly more damage, a bit of DT/DR penetration.
  • .45, Super - More damage, solid DT/DR penetration.
  • .45, Semi-Wadcutter - Essentially weaker JSP, but with a weaker condition penalty.


Rifle Caliber
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  • Standard Rounds
  • Rubber-tipped - Non-lethal rounds, even for hitmen.
  • Surplus
  • Junk - Unimplemented from Dead Money; fully implemented and dirt cheap to create.
  • Hollow Point - More damage at the cost of increasing enemy DT/DR... most of the time.
  • Armor Piercing - Less damage, more DT/DR penetration, over-penetrates targets, hitting enemies behind them.
  • Jacketed Hollow Point - More damage, increases enemy DT/DR by less than standard HP.
  • Jacketed Soft Point - Similar to Armor Piercing, but also increases damage. Does not over-penetrate.
  • Match - Perfectly engineered bullets for your firearm.
  • Incendiary - Sometimes, you just want to set the world on fire.
  • Depleted Uranium - Similar to AP, but causes radiation poisoning to non-ghouls and robots. Frenzies robots.
  • Explosive - BOOM!

Exclusives
  • .50, R.O.U.S - For use against those big pests.




______________________________________________________________Explosives_____________________________________________________________


Rockets and Missiles.
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  • Standard Rounds
  • High Explosive - Unlike the base game; I increased the damage as well as the radius.
  • Incendiary - Carried over to both
  • Toxic - Inspired by Fallout 76; not part of 76, but since I added toxic components, I thought it fit the elemental vibe.
  • Plasma - Inspired by Fallout 76
  • Pulse - Inspired by Fallout 76
  • Hive - Carried over to both.
Exclusives
  • Missile, High Velocity - Matches the velocity of a Rocket.
  • Missile, Dud. - Miss? I think you dropped this.
  • Rocket, Shotshell - Turn your rocket launcher into an oversized shotgun.


25mm and 40mm
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  • Standard Rounds
  • Duds - They're just pure impact damage.
  • Shotshell - Trial-ran in Vietnam; they were a success in this universe.
  • Flechette - Well we just can't have one shotshell variant.
  • Dragon's Breath - And two is too low...
  • Hornet's Nest - A real life oddity; a bunch of .22 crammed into a massive shell.
  • High Explosive - Bigger boom.
  • Timed - Time keeps on tickin'.
  • MIRV - They function as you'd expect.
  • Incendiary - Flamin' boom.
  • Plasma - Goopin' boom.
  • Pulse - Shockin' boom.
  • Toxic Fumes - Stinky boom.
  • Chimera - All the booms.
  • Nuclear - A single tiny tot.


Mini-Nukes
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  • Standard Rounds
  • Low Yield - Smaller Radius, less damage
  • Big Kid - Unlike the base game; I increased the damage as well as the radius.
  • Timed
  • Tiny Tots - Can be broken down into grenades
  • Dirty Bomb - Massive area of effect; low explosion damage, heavy poison damage to affected targets, large lingering radiation hazard.
  • Nuka-Nuke - Low Yield with a standard area of effect.
  • Nuka-Nuke, Quartz - Big Kid with a small area.
  • Nuka-Nuke, Victory - Standard nuke damage, Big Kid area of effect.
  • Nuka-Nuke, Quantum - Sierra's nightside toy.




______________________________________________________________Energy Ammo_____________________________________________________________


Energy Ammo.
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  • Standard Cells
  • Bulk Cells - Weaker output equals less damage to your gun, your target, and worse accuracy.
  • Taze - Tickle your enemies to sleep. Bonus damage to Power Armor and Robotics; not as good as pulse weaponry.
  • Over Charge - A little extra oomph.
  • Tuned - Adjusted cell output so that you're more accurate, ignore more armor, and do slightly more damage.
  • Optimized - Not as good as either OC or Tuned, but gives good overall benefits without damaging your weapon too much.
  • Gamma Emitted - Burny Cells.
  • Tesla Emitted - Shocky Cells.
  • Max Charge - Mo' Damage, Mo condition penalty. Ignores even more armor. Negatively affects accuracy as a result.
  • Refined - Even more accurate, extra oomph, and a good chunk of armor penetration.
  • Thermonucleic - Burny AND radioactive.
  • Piezonucleic - Shocky AND radioactive.
  • Resonating - Doubles projectile count and drastically reduces accuracy. Increases damage to compensate, and is worse at penetrating armor. Wrecks your weapon.
  • Fractalized - Triples projectile count. Effectively doubles the benefits and maluses of above.
  • Unstable - Doubles damage, ignores a load of armor, and negatively affects accuracy pretty harshly.
  • Stabilized - Extremely accurate ammunition; penetrates a modest amount of armor, and not as punishing towards your weapon.
  • Quantum - Ignores armor. Damages your weapon a considerable amount.

Exclusives
  • Microfusion Cell - Strange Matter - Gibs targets.


Alien Ammo.
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  • Standard Rounds
  • Max Charge
  • Over Charge
  • Gamma Emitted
  • Toxin Emitted
  • Tesla Emitted




______________________________________________________________TTW Exclusives_____________________________________________________________
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.32 Caliber.
  • Standard Rounds
  • Split-Point - Inspired by Red Dead Redemption; very slightly better than standard rounds.
  • Rubber-tipped - Non-lethal rounds.
  • Junk - Dirt cheap to create, TTW added these, but I made them consistent with my mod.
  • Hollow Point - More damage at the cost of increasing enemy DT/DR.
  • Snakeshot/M15 - Turn your firearm into a shotgun.
  • Jacketed Hollow Point - More damage, increases enemy DT/DR by less than standard HP.
  • Jacketed Flat Point - A duellist's wet dream. Increases damage, DT/DR
    penetration, and accuracy, all at the cost of demolishing your weapon.
  • Jacketed Soft Point - Similar to Armor Piercing, but also increases damage. Does not over-penetrate.
  • Semi-Wadcutter - Essentially weaker JSP, but with a weaker condition penalty.
  • Match - Perfectly engineered bullets for your firearm.
  • +P - More powder, more damage. Ignores some DT/DR
  • Super - Even more powder, even more damage. Ignores some more DT/DR.
  • Poison Capsule - For when shooting someone isn't good enough.


Cryogenic Expansion
  • 25mm/40mm Grenades, Cryogenic.
  • Missiles/Rockets, Cryogenic.

Liquid Nitrogen
  • Liquid Nitrogen
  • Liquid Nitrogen, Dilute - What you'll now find in the wasteland instead of standard Liquid Nitrogen. Just slightly worse than standard LN. Can be refined.
  • Liquid Nitrogen, Homemade - Similar to Dilute LN, but with the downside of damaging your weapon.
  • Liquid Nitrogen, Purified - 25% more damage, and bonus DT/DR penetration.
  • Liquid Nitrogen, High-Pressure - 50% more damage, and even more bonus DT/DR penetration.
  • Liquid Nitrogen, Optimized - Just a little better overall.
  • Liquid Nitrogen, Glob - Functions similarly to Incinerators globs, but cold.

Rails
  • Rail
  • Rail, Barbed - Causes bleeding damage.
  • Rail, Steel - Penetrates a significant chunk of armor.
  • Rail, Superheated - Penetrates the same armor as Steel, but sets them on fire.
  • Rail, Flechette - Turn your choo-choo pew-pew into a nail-slinging disaster.
  • Rail, Toxic - Causes damage-over-time to biologic enemies.
  • Rail, Depleted Uranium - Functions just like other DU; frenzies robots, ignores a lot of armor.
  • Rail, Explosive - Boom.
  • Rail, Explosive, Timed. - Tick, tick, boom

Darts
  • Dart
  • Dart, Barbed - Causes a bleeding DoT to non-mechanic enemies.
  • Dart, Steel - Ignores twice the armor as standard darts.
  • Dart, Flechette - Fling three nails outta your dartgun.