About this mod
Rebalances all vanilla ammunition, and provides new models and textures for most ammo types.
- Requirements
- Permissions and credits
- Changelogs
Rebuilt from the ground up, this version of AE has a new set of rules, and most importantly - no new added calibers, formlist edits, or levelled list edits. Any calibers "added" have been replaced and rebalanced accordingly.
RECOMMENDATIONS
Mojave Arsenal, so that other calibers show up in containers, merchants, NPCs, etc. Make sure to download the patch.
Ammo Boxes, so that ammunition shows up in ammo boxes from vendors. Compatible with pretty much any mod that adds/replaces ammunition. Like magic.
Junk Rounds Redux, so you can craft crappy JUNK rounds. Or not. Up to you.
Any mod that re-enables DR for armors (I think TTW might?), to make full use of AP ammo. Otherwise, it's kind of overkill. You can also use Total Armor Overhaul by me for something a little different. (shameless plug)
Summary of Changes
- All rounds have some level of DT penetration. The larger the caliber, the bigger the DT penetration. Energy ammunition reduces target DT by 25%. Mini Nukes reduce all DT/DR (some variants reduce less/do not reduce DT/DR).
- Similar ammo rules from Ammo Effects were used. For a complete list, check below.
- Ammunition now uses models provided by SHAD0WC0BRA, which compliment the vanilla game better, with some minor texture edits by me. 14mm ammo box from CaliberX was used as well.
- 12G Bean Bags have been buffed, allowing for easier stuns.
- GRA Tags from ammo are removed.
- Ammo weight has been reduced. Some were ridiculously heavy (.45 Auto, .50 MG), and were rebalanced based on real caliber cartridge weight (unless it made the ammo heavier). Explosive and Energy ammo weights have remained unchanged.
- Short Names have been standardized. Some were wildly inconsistent. A change you won't often see, honestly.
CALIBERS CHANGED
10mm JHP -> 10mm AP
Completely nonsensical addition. Hollow Points *are* jacketed.
.22 LR HP -> .22 LR Magnum
Low-damage caliber. Needs some kind of alternate ammunition that's useful.
12.7mm JHP -> 12.7mm AP
Completely nonsensical addition. Hollow Points *are* jacketed.
9mm JHP -> 9mm AP
Completely nonsensical addition. Hollow Points *are* jacketed.
COMPATIBILITY
Mods that alter vanilla ammunition records will conflict. Either place the conflicting mod above, or AE-JTC.
Ammunition added will not have specific rules applied to them. I don't use very many ammo addition mods, so chances of adding a patch are low. Feel free to do so yourself, it should be relatively easy to do so with either xEdit or GECK.
Tale of Two Wastelands should be compatible out of the box. .32 rounds, going by the rules of AE, would not have any DT penetration.
DOCUMENTATION (for nerds)
Anything unlisted is generally unchanged from Vanilla.
Mini Nuke - Completely blows through ALL DT/DR. LY reduces target DT/DR by 50%, and Tiny Tots does not penetrate any DT/DR.
Slug - Triples the DT penetration of a round, and reduces a target's DR by 75%. Reduces damage by 30% due to overpenetration.
Armor Piercing, Flechette - Doubles the DT penetration of a round, and halves a target's DR. Reduces damage by 20% due to overpenetration.
Energy - All energy ammunition reduces a target's DT by 25%.
Bulk - No DT Penetration, 20% less DAM and COND decay.
Homemade Flamer - 25% DT/DR, 3x COND
Optimized - 25% DT, 1.10x DAM
OC - 50% DT, 1.25x DAM
Flamer - 50% DT/DR
Optimized Flamer - 50% DT/DR, 1.25x DAM
MC - 50% DT/DR, 1.5x DAM
+P (Overpressure) - On top of doubling the DT penetration of a round, it also provides slightly higher damage (1.25x). It does not, however, reduce a target's DR like AP, and reduces reliability (2x wear).
Pulse Slugs - Does extra EMP damage to robots, less spread, and slight DT penetration. (20Ga - 10DT, 12Ga - 15 DT)
#000 Buck/#0000 Buck Magnum - Deals 1.75x more damage and provides some DT penetration (20Ga - 10DT, 12Ga - 15DT), but decreases reliability (2x wear) and has less pellets.
Magnum - Deals 1.5x more damage and provides some DT penetration (20Ga, .22 - 5 DT, 12Ga - 10 DT), but decreases reliability (2x wear).
JSP/SWC/JFP - All bullets combined for brevity. Combines both properties of hollow point and FMJ ammunition. Slightly reduces a target's DT (roughly half of round DT), and provides a slight damage bonus (1.25x).
#000 Buck/#0000 Buck (Triple-Aught/Quad-Aught) - Increases damage by 1.25x, but has less pellets.
FMJ - Caliber dependent DT penetration as follows:
Pistol:
.22 LR - 0 DT
.32 (TTW) - 0 DT
9mm - 2 DT
10mm - 4 DT
.45 Auto - 6 DT
.357 Magnum - 8 DT
.44 Magnum - 10 DT
.45-70 Gov't - 12 DT
12.7mm - 15 DT
Rifle:
5.56mm - 10 DT
5mm - 15 DT
.308 - 15 DT
.50 MG - 30 DT
Shotshell:
20Ga - 0 DT
12Ga - 0 DT
Miscellaneous:
Nail - 15 DT
Junk - Harsh condition penalty (1.5x), lower damage (0.75x), and less DT penetration than a standard round (roughly half of round DT). You need another mod to add these into the game, such as Dead Money - Junk Rounds Redux by Yukichigai.
Hollow Point, Coinshot, Incendiary/Dragon's Breath - All bullets combined for brevity. Doubles the damage of a round, but quadruples a target's DT.
Bean Bag - Deals 0.05x damage, but does fatigue damage (3000 raw, multiplied by 0.05x = 100).