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A Fallout 4 Mod. Includes ammo switching, additional ammo types, a weapon condition system, ammo/explosives crafting, and more.

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AmmoTweaks

A Fallout 4 Mod. Includes ammo switching, additional ammo types, a weapon condition system, ammo/explosives crafting, and more.


Also available on ModDB: https://www.moddb.com/mods/ammotweaks


Warnings

  • This mod will be replaced by TweaksFramework (https://github.com/isathar/F4_TweaksFramework - no code uploaded yet, just a checklist in the Projects tab) when it's ready and will not be receiving any more major updates.
  • As of release 1.1, the master file is an esp to make it easier to upload it to Bethesda.net.
    • This means you'll need to remove any previous versions before installing this one.
  • This mod uses a lot of scripts.
    • There is a script attached to each weapon reference, so your save file size will increase.
  • Do not rename AmmoTweaks_Core.esp - it's referenced by name in some scripts and the configuration menu.
  • Some ammo objects are included but not enabled. Their artwork and/or stats are unfinished, and they may be enabled on a future release.
    • they can't be found in the game for now.
    • unfinished types: .22LR, .44 Special and .38 Special subtypes, 5.45x39mm, Electrified and Exploding Harpoon Gun ammo

Installation

  • Download from the releases tab or bethesda.net, extract the esp and ba2 files to Fallout4\Data\
  • Using a mod manager:
    • Enable AmmoTweaks_Core.esp for the core files/framework.
    • Enable AmmoTweaks_Default.esp OR AmmoTweaks_Default_NoDLCs.esp
      • optional default configuration and changes to the base game.
      • Use AmmoTweaks_Default_NoDLCs.esp if you don't have Automatron, Far Harbor, and Nuka-World installed.

Usage

  • If starting a new game:
    • Setup prompts will appear once you've picked up the Pip-Boy (or advanced past that point in the quest for alternate start mods compatibility).
  • If installed mid-game:
    • Setup prompts will appear when the game is loaded.
  • If you have MCM installed, the [Swap Ammo] item and holotape are not needed.
    • Swapping ammo is bindable to a hotkey via MCM.
  • If you choose not to automatically obtain (or lose) the [Swap Ammo] items and Configuration Holotape, new ones can be crafted at a Munitions Workbench.
  • Assign the [Swap Ammo] item to a hotkey/quickslot.
  • Using the [Swap Ammo] item will cycle your weapon to the next ammo type (regardless of the amount of corresponding ammo you have)
  • the [Swap Ammo Alt] item is for unique weapons that refuse to work with the [Swap Ammo] item.

Features


Ammo/Attack Types

  • Adds several new calibers and ammo variations and the ability to switch between them.
    • Calibers added: .223 Caliber, .338 Magnum, .357 Magnum, .45 LC, 9x19mm, .45-70 Caliber (replaced if Far Harbor is installed), 7.62x39mm (replaced if Nuka-World is installed), 7.62x51mm, 7mm (minigun), 20 Gauge shell, Institute Energy Cells
    • Each caliber has variations (such as AP, HP, JHP, etc) that can be swapped between at any time using the [Swap Ammo] consumable item.
    • Each caliber and variation has a corresponding amount of armor penetration.
  • Melee weapons use the ammo swapping system to enable different attack types.
    • Attack Types: Swing, Thrust and Sweep.

Weapon Condition (optional)

  • All ranged and melee weapons have 'health' and can break with use.
  • Weapon Workbenches can be used to repair them or improve them beyond 100%.
  • Different ammo and attack types degrade weapons at different rates.
    • Crafting perks also affect the amount of condition subtracted per shot. (-5% per rank of Gun Nut, Science!, or Blacksmith)
  • When a weapon's condition reaches 0, it is automatically unequipped and cannot be re-equipped until it is repaired.
    • An option to destroy them when broken exists in the holotape.
  • Effects:
    • Ballistic weapons and launchers lose range and value, and gain recoil as they deteriorate.
    • Energy weapons lose damage, ammo capacity, range, and value, and gain recoil.
    • Melee weapons lose damage and value.

HUD Widget for Ammo Type and Condition (automatically enabled, can be toggled on/off)

  • Requires HUDFramework by registrator2000, I've been able to add a hud display.
  • This mod will automatically detect if HUDFramework is installed and switch from displaying things as messages to a condition bar/icon and a text display for Ammo Types if found.
  • Condition can be displayed as either a bar or an icon that changes color.
  • The bar is designed to fit with the style of the standard HUD.

Weapon SPECIAL Restrictions (optional)

  • Larger weapons require Strength to equip, and energy weapons require Intelligence.

Projectile and Visual Tweaks

  • Ballistic projectiles now have velocity and are influenced by gravity.
  • Velocity is based on actual statistics derived from muzzle velocity and force (and converted to Fallout's units).
    • Gravity is not, so bullet drop is probably not accurate.
  • Projectiles use a performance-friendly glowing sprite when not in VATS.
  • There are no tracers, but projectiles are still visible (just very fast and small in some cases).
  • Added several resized muzzle flashes.
  • Frag and missile explosions have a higher radius. Plasma and Pulse explosions create appropriately colored light.
  • Mines and grenades can explode when damaged.

Ammo/Explosives Crafting

  • An ammo crafting system using the standard crafting bench menus is included.
  • New components based on Fallout New vegas and research are used in all recipes.
  • 3 new workbenches can be found in the workshop menu's Crafting category:
    • Reloading Bench - recipes for Ballistic ammo
    • Recharging Bench - recipes for Energy ammo
    • Explosives Workbench - recipes for Explosive ammo, mines and grenades.
  • An option exists to alter or disable the amount of standard XP gained while crafting ammo. Standard crafting perk requirements can also be disabled using the configuration holotape.
  • Different powders required for ammo and explosives can be crafted at Chemistry Stations.
  • Casings, drained cells and primers can not be crafted.
  • Casings can be obtained by firing weapons or buying Ammo Boxes.
  • The chance to obtain casings per shot is affected by the ammo type, your Luck and Agility.
  • Shipment items have also been added for the new components and can be distributed to vendor leveled lists.

Thrown Weapons (distribution can be disabled during initial setup)

  • Added items: Dynamite Stick, Throwing Knife, Rock, Baseball, Flare
  • Restored Far Harbor throwing weapons (requires DLC): Saw Blade, Harpoon, Electrified Harpoon, Explosive Harpoon, Switchblade

Unique Weapons for Followers

  • Follower weapons have been tweaked to use standard ammunition and be usable by the player.
  • Each follower's weapon has a unique name based on unique weapons from previous games and Fallout Shelter.

Robot, Vertibird and Turret Tweaks

  • Turrets have been updated to use more ammo types and damage values for all mechanical characters' weapons have been boosted.
  • The holotape/MCM includes settings to boost the damage resistance values of Mechanical enemies, Vertibirds, Deathclaws, and Power Armor. (compatible with everything, enabled by default).

Help Menu Entries

  • Several entries have been added to the Help section in the Pause menu.

Edited Settings

  • Changes have been made to the following GameSettings if using the Full plugin or the optional Settings plugin:
  • descriptions are included in case you want to edit these.
    • fGunShellLifetime : 60.0
      • increases the amount of time it takes before an ejected shell casing is deleted.
      • can decrease performance if set to crazy levels, 60 seconds seemed rational.
    • fProjectileMaxDistance : 65536.0000 (default: 32768.0000)
      • the distance at which projectiles either stop affecting things or get deleted.
      • makes rifle ammo range more reasonable.
    • iMaxAttachedArrows : 8 (def 3)
      • allows more throwing weapons and railway spikes to stick out of enemies.
      • could affect performance if you overdo it with throwing weapons.
    • iProjectileMaxRefCount : 32 (default 15)
      • I'm not sure about this one, but it seems to affect the amount of visible projectiles.
      • There's probably more going on in the background.
      • It doesn't seem to affect performance much, if at all, so I'm keeping it on :)

Optional Enhancements

  • The HUD widget for displaying ammo type and weapon condition requires HUDFramework by registrator2000 (link).
    • AmmoTweaks can work without it, but I consider the widget essential.
  • Can be configured with MCM (link).

Bugs

  • Most unique (editor-placed) weapons won't allow swapping ammo types or changing condition mods in real time using the default Swap Ammo item.
    • Using the item named Swap Ammo Alt will allow swapping ammo/attack types for these weapons.
      • This alternate method has the drawback of sometimes picking one of your weapons of the same type at random if you have more than one weapon of the same type.
    • condition will update when these weapons are unequipped or equipped.
  • The hud widget will sometimes display a weapon's condition as broken when it's not.
  • The hud widget is positioned awkwardly when using power armor.
  • The hud widget sometimes randomly disappears until the game is reloaded.

Compatibility

  • The core plugin (AmmoTweaks_Core.esp) does not modify any game data.
  • The example plugins (AmmoTweaks_DefaultX.esp) modify:
    • all weapons that can be used by the player
    • all follower weapons
    • most turret and robot weapons
    • all ammo leveled lists used by vendors and loot
    • all "Ammo Conversion" receiver mods and their misc objects

Mod licensing info: (the software being Fallout 4)

  • THIS MATERIAL IS NOT MADE, GUARANTEED OR SUPPORTED BY THE PUBLISHER OF THE SOFTWARE OR ITS AFFILIATES.
  • This mod includes modified versions of materials, meshes and textures created and owned by Bethesda Game Studios.
  • Modders are welcome to use this mod as a framework or create mods depending on it.
  • Mod pack creators are welcome to link to this mod.

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A Fallout 4 Mod. Includes ammo switching, additional ammo types, a weapon condition system, ammo/explosives crafting, and more.

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