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SirCorneliusJ

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About this mod

LOADed 2.0 - Ammo Overhaul is designed from the ground-up to completely overhaul ballistic weapon balance and the ammunition crafting systems in FNV

Every ammunition type has been redesigned, giving every one a distinct role within New Vegas's combat sandbox

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LOADed 2.0 - Ammo Overhaul is a complete remake of my original mod LOADed, rebuilt and designed from the ground-up to completely overhaul ballistic ammunition and the ammunition crafting systems in FNV.

LOADed 2.0 aspires to create a balance between gameplay and realism (or as close to as possible!), whilst allowing the player to make meaningful decisions about their ammo choices before and during combat situations.

Many changes to item names, weight, damages and effects are all achieved through modern methods of scripting, making sure that no vanilla item records were edited at any point.

LOADed 2.0 should be compatible out the box with a large suite of mods, where others simply need small tweaks or patches to ensure they play nicely together. Compatibility is a core focus of the mod, as it is now free from the requirements of the large, amazing (but often internally complex) mods that 1.0 depended upon.

LOADed 2.0 makes edits to the bulk storage items for reloading components that can be found around the Mojave, preventing them from being opened automatically. This gives the player the option of when to open them, or whether they should be opened at all.

In order to open a storage item, simply click on the item in your inventory to begin the unpacking process. These can also be unpacked at a reloading bench.

Additionally, if the player has a suitable quantity of these components in their inventory, they can be packaged back into their storage items at a reloading bench, allowing them to be resold at vendors for a profit.

Below is the current bulk storage items affected by these changes, as well as the quantities they store.

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- Lead is packaged in Ingots of 7000. This is equivalent to 1lb of Lead.
- Brass is packaged in Ingots of 7000. This is equivalent to 1lb of Brass.
- Powders are packaged in Jars of 35000. This is equivalent to 0.5lb of Powder.
- Primers are packaged in Boxes of 100.

LOADed 2.0 adds completely rebalanced and overhauled effects to all existing ballistic ammunition in the game, giving each cartridge a distinct purpose within the combat sandbox of FNV.

Every ammunition type has been carefully redesigned to emphasise its place within this sandbox - it's important to remember that some ammo types might be way more useful against certain targets than others!

Below is a list of all the ammo types within FNV, and a brief description of their role within LOADed 2.0.

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- FMJ rounds are the standard round every calibre uses, and can penetrate thin armour or clothing without issues. Their reliability allows them to compete with other types at higher armour values.

- Plinking rounds have low damage but a very significant increase to weapon condition. Primarily for firearms training - they have very small penetration, but the reduced loads put very little strain on the user's weapon.

- Surplus rounds have a slightly reduced DMG and weapon condition, in-exchange for a much tighter spread. Designed for short-term military use, where soldiers on the front-lines need to fire large volleys of accurate rounds without worrying about their weapons' condition.

- Junk rounds provide a small damage increase that is almost immediately offset by poor penetration and a truly horrific penalty to weapon condition. The bottom of the barrel - firing them is ill-advised as you can literally watch the internals of your weapon destroy itself to avoid having to fire another. (Requires Junk Rounds perk)

- HP rounds have a significant damage increase at the cost of a huge DT multiplier. Excellent against soft targets, but do virtually nothing against anyone wearing any armour. Perfect for hunting animals.

- AP rounds have reduced base damage, signifying their ability to pass clean-through flesh, but even the strongest of armour has very little effect on their damage output due to their low DT multiplier. One of the few ammo types that can go toe-to-toe with power armour and live to tell the tale. Great for deathclaw-shaped emergencies. (Requires Hand Loader perk)

- JHP/JSP rounds are a hybrid type, providing a small damage increase against unarmoured and lightly armoured targets, with their damage quickly falling off against heavier armour. Versatile, good against Raiders where their armour often varies between cloth and thin metal plates. (Requires Hand Loader perk)

- Match rounds are a direct upgrade to FMJ rounds available to rifle calibres, providing slightly higher penetration and a decent boost to weapon condition. Requires a high crafting skill to produce, rewarding the dedicated craftsman for the commitment to their skill. (Requires Hand Loader perk)

- +P rounds are an upgrade to the FMJ round available to pistol calibres that provide a small increase in damage and DT penetration at the cost of weapon condition. Great in backup sidearms where the condition penalty can be mitigated by less-frequent use and proper maintenance.

- Super rounds are AP rounds for pistols, coming with a damage penalty, as well as a hefty condition penalty. Although useful, they encourage the use of larger calibre AP rounds when appropriate - these are great in a pinch, but not strong enough to rely upon full-time. (Requires Hand Loader perk)

- JFP rounds are similar to Match rounds in that they provide a DT penetration boost, as well as a significant boost to weapon condition. Requires an investment in the repair skill to craft, but they are only available to cowboy-style weapons to further emphasise their reliability in the post-apocalyptic Mojave.

- SWC rounds provide an initial damage reduction and low DT multiplier similar to AP rounds - but exclusively for cowboy-style weapons. Although these weapons don't have access to as-wide-a variety of ammo types as rifles and pistols, they are exceptionally reliable, making for very dependent, mid-ranged weapons with very few downsides. (Requires Hand Loader perk)

- Buckshot #000, #00, #0, #1, #2 represent similar shells with varied load sizes creating a range of penetration, spread and pellet density for a variety of situations. If you need something wearing armour at close range dead - go for the #000. If you need to shred a moving bloatfly from a distance - the smaller #2 has got you covered.

- Slug shells are all the stopping-power of a shotgun shell condensed into one, singular projectile, leading to less spread, slightly less total damage and a low DT multiplier. These are the go-to when punching through armour for any budding shotgun surgeon.

- EMP Slug shells have intrinsically weak damage, in exchange for bonus EMP damage against robots and power armour, whilst inheriting the reduced spread of a Slug. These are the ultimate, shotgun-based solution for power armour in the Mojave. Show 'em what you think about their dependence upon technology. (Requires Hand Loader perk)

- Beanbag shells inflict high amounts of fatgue DMG, whilst dealing almost no physical DMG to a target. Designed to be used in non-lethal engagements, where it is far more important to incapacitate a target than it is to kill them.

- Pennyshot uses coins instead of regular pellets - leading to increased DMG output, but reduced weapon condition and armour penetration. Wounds inflicted by them are larger and more crude than those of Buckshot, but coins struggle to have any meaningful effect vs armour when used as a projectile. Similar philosophy to Junk shells, but far better in excecution.

- Magnum Buckshot #000, #00, #0, #1, #2 are exactly the same as regular Buckshot, except they have 25% more bang for your Buck(shot). These shells are larger, so they provide an increase to weapon damage and pellet count, whilst having a negative effect on weapon condition due to their increased load.

- Magnum Slug shells have all the benefits of a Magnum shell, combined with all the stopping power of a Slug. For when you need to kill someone wearing heavy armour, behind a car, through a wall. (Requires Hand Loader perk)

One of LOADed 2.0's primary-goals is to ensure all ammunition - both new and old - is craftable by the player with the right investment of skills and perks. Roughly 100 recipes have been added for vanilla ammunition alone, resulting in a comprehensive ammo crafting experience.

This provides a lot more value to the Repair skill as certain, high-value cartridges have a high Repair requirement, potentially influencing the way you decide to build your character during your playthroughs!

A more comprehensive list of the crafting changes in LOADed 2.0 can be seen below:

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New crafting tabs have been added for each ammunition calibre in FNV, keeping everything neat and tidy - if you need to craft a .45 ACP round but aren't sure which one is right for the job, simply scroll over to the new .45 ACP tab to view your available options.

All breakdown recipes for ammunition and ammunition crafting components are hidden by default, as they now require at least one of the target item in your inventory to become visible. This was done with the goal of removing unnecessary clutter from the ammunition workbench.

All recipes have had their quantities and skill requirements changed to better reflect their real-life counterparts.

Crafting recipes conserve mass - the mass of the produced cartridge is equal to the total mass of all its required components.

- Cases can be crafted from a new material - Brass.
- Hulls can be crafted from a new material - Plastic - as well as small amounts of Brass.

- Lead is measured in Grains (gr) - the real-life unit for bullet manufacture.
- Powders are measured in 1/10th Grains (gr) to draw distinctions between certain ammunition loads.
- Primers can be crafted from a small amount of their respective Powder and some Brass. (Requires Hand Loader perk)
- Brass is measured in Grains (gr) and can be obtained by breaking down Scrap Metal or by breaking down Cases. (Requires Hand Loader perk)
- Plastic is also measured in Grains (gr) and can be obtained by breaking down Dino Toys or by breaking down Hulls. (Requires Hand Loader perk)

LOADed 2.0 ensures that all calibres should have equal use and viability within your gameplay.

The new ammunition in LOADed 2.0 is designed to feel cohesive with the base game, rather than creating entirely new types that would feel out of place within the sandbox of FNV. Each of the new rounds feature balanced effects, recipes and skill requirements.

These are listed in more detail below:

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Calibres are now separated into groups to determine which ammo types they have access to.
All calibres have access to FMJ, Surplus and Junk ammunition.

- Pistol calibres are able to use HP, JHP, +P and Super cartridges.
- Rifle calibres are the most versatile with their types, making use of HP, JSP, AP and Match rounds.
- Revolver calibres are the most dependable, using HP, JHP, JFP and SWC ammunition.
- .50 BMG use AP and Match rounds, but also have unique access to specialised Incendiary and Explosive rounds.
- Shotgun shells have a wide range of options, and can use #000, #00, #0, #1, #2 Buckshot, Slugs and EMP Slugs as standard. Larger shells can also take Pennyshot, Beanbag, Flechette or Dragon's Breath loads.

Some calibres may be in multiple groups where appropriate.

LOADed 2.0 requires the following:

- Dead Money (DLC)
- Honest Hearts (DLC)
- Old World Blues (DLC)
- Gun Runner's Arsenal (DLC)
- Lonesome Road (DLC)


- xNVSE (Version 6.3.1 or higher)
- JIP LN NVSE (Version 57.15 or higher)
- JohnnyGuitar NVSE
- Yukichigai Unofficial Patch - YUP


Please ensure all dependencies are up-to-date before posting bug reports or your desperate pleas will fall upon deaf ears, and may eternal damnation beget your accursed soul.

A few optional, yet brilliant, mods that work nicely with LOADed 2.0!

- JIP Recipe Menu ESPless - Not strictly essential, but you need it. Trust me.
- lStewieAl's Tweaks and Engine Fixes - Does too many great things to list, highly configurable.
- Dynamic Weapon Spread 2.0 - Great mod for improving gunplay and keeping firefights dynamic.

- Tale Of Two Wastelands - Supported via new development branch. Experimental. Please let me know if everything is working correctly.

- ySI - Sorting Ycons - Compatible via patch. FOMOD includes an option to make sure the icons work correctly.
- JSawyer Ultimate - Compatible via patch. Fixes a bunch of recipes related to (Junk) ammo.
- Mojave Arsenal - Compatible via patch. Fixes a bunch of recipes and ensure the correct cases are used.
- PerkSawyer - Compatible via patch. Fixes recipes related to (Junk) ammo.

Big thanks to everyone over in the xNVSE Discord for putting up with me and all my scripting questions.

Also thanks to RoyBatterian, FluidFire, Antistar and CovenantTurtle for providing my intial inspiration for LOADed 2.0.
Their mods were an essential part of my load order for many years, and I wouldn't have made this without them!