About this mod
Patches for vanilla and modded weapons adding new ammo options from Munitions, Munitions Additional Ammo, and Munitions Advanced Calibers. Disclaimer: This mod is currently in alpha. Expect changes.
- Requirements
- Permissions and credits
- Changelogs
Patches for vanilla and modded weapons adding new ammo options from Munitions, Munitions Additional Ammo, and Munitions Advanced Calibers. Available conversions for weapons were chosen with an eye toward balance and realism, with the goal to add balanced upgrades or sidegrades. I don't want to unnecessarily recreate the work of others, so other popular patches will be included as masters where appropriate!
Guidelines for the design process can be found in the readme, including different bonuses for changing rounds and any special effects.
Available patches:
Base Game Weapons: .44 Pistol, 10mm Pistol, Assault Rifle, Combat Rifle, Combat Shotgun, Deliverer/Compact Pistol + Unofficial Tweaks, Double Barrel Shotgun, Hunting Rifle, Minigun, Pipe Weapons + Pipe Gun Improvements, Submachine Gun
Far Harbor Weapons: Far Harbor Lever Action Rifle, Far Harbor Radium Rifle (+ Radium Rifle Improvements and/or Radium Rifle Improvements - Attachment Pack)
Nuka-World Weapons: Nuka-World Handmade Rifle, Nuka-World Western Revolver
Creation Club Content: Creation Club Anti-Materiel Rifle, Creation Club CR-74L + Unofficial Update, Creation Club Neon Flats, Creation Club Shroud Manor
Weapon Bundles: AKM Complex (AK-pattern rifle, TT-33 Tokarev), A Bundle of Tape - A weapons pack + Unofficial Update (M1 Garand/Battle Rifle, Crude Blowback, Handmade Revolver, SVT-40/Soviet Battle Rifle)
Handguns: .44 Auto-Revolver (Mateba Unica 6), 9mm Pistol (Browning Hi-Power) Redux + Unofficial Update, 10mm Revolver (10mm Ruger Super Redhawk), Dual .44 Magnums, The Varmint Revolver (Taurus Judge)
SMGs and Carbines: Militia Carbine (Spitfire Carbine),
Shotguns: Handmade Assault Shotgun (Raider Saiga), Hunting Shotgun, Hunting Shotgun - A New Vegas Classic - Remington 870, Model 37 Shotgun - Ithaca Model 37 V2, M590 Pump Shotgun - Mossberg 590, Mossberg 590 - Shotgun, Police Shotgun (Remington 870)
Lever-Action Rifles: Cowboy Repeater AKA Winchester Model 1892, Rossi Rio Grande, Winchester Model 1873 - Lever Action Rifle
Bolt-Action Rifles: Anti-Materiel Rifle (F4NV), Anti-Materiel Rifle - Rat Runners Arsenal, Capital Wasteland Hunting Rifle + Unofficial Update, Mosin Nagant - Sniper Rifle, The Varmint Rifle (Fallout New Vegas)
Semi-automatic Rifles: DKS-501 Sniper Rifle - Standalone + Unofficial Update, M82A3 AMR Revamped, Marine Anti-Materiel Rifle - Barrett M82 50 Cal - Cobra Assault Cannon, Ruger Mini-14
Automatic Rifles: Pipe Carbine - Rat Runners Arsenal, SA80 British Rifle (L85 and L86) + Unofficial Update, Select Assault Rifle, Service Rifle + Unofficial Update,
Energy Weapons: AnotherOne YK42B Reborn, Glock 86 - Plasma Pistol, Mind Games - Handmade Laser Rifle, Wattz Laser Gun (Legacy) + Unofficial Update, Select Blaster, Wattz 3000 MkII Laser Gun
Big Guns: Selakii's Plasma Autocannon - Revised
Support for: Attachment Pack, Attachment Pack Unofficial Expansion and Refinement, Bullet Counted Reload, Commonwealth Weaponry Vendors, Extra conversion mags (ECM) - HMAR attachment pack, Mutant Menagerie - Life Finds A Way, Tactical Reload*
* - I am not an animator! If there are Tactical Reload patches with sufficiently open permissions, I will patch them in with credit given as appropriate in the FOMOD (please message me if you would like acknowledgement somewhere else, like on this page).
Patch Details
Base Game:
.44 Pistol (Smith & Wesson N-Frame Revolvers):
The .44 is based on Smith and Wesson's N-Frame revolvers, particularly the famous Model 29, so this adds conversion in .38 Special and .357 Magnum so you can turn it into a Model 28, .45 ACP so you can turn it into a Model 22, .455 so you can make a very old school Triple Lock, and 10mm and .40 so you can turn it into a Model 610. Renames the weapon to "Revolver" instead of ".44", with dynamic naming taking care of the rest.
Requires Munitions.
- Adds .38 Round conversion, which can be found starting at level 1 or crafted with no requirements. The weakest revolver, but readily available to start your cowboy journey early.
- Adds .357 Round conversion, which can be found starting at level 6 or crafted with Gun Nut 1.
- Adds .45 Round conversion, which can be found starting at level 10 or crafted with Gun Nut 2.
- Adds .44 Round conversion (or, rather restores standard ammo), which can be found starting at level 16 or crafted with Gun Nut 3.
- Adds 10mm Round conversion, which can be found starting at level 10 or crafted with Gun Nut 2.
- Adds .455 Round conversion which can be crafted with no requirements if it is injected.
- Adds .40 Round conversion which can be crafted with Gun Nut 2 if it is injected.
10mm Pistol:
This is a completely fictional weapon, so I had some fun while keeping the choices somewhat realistic. The first addtion is a .357 receiver, as a slightly weaker but lower recoil semiautomatic option. The other option is a full conversion to another round about the size of a 10mm - the .410 Gauge shell. This converts the 10mm into a pocket semiautomatic shotgun, albeit with fairly small shells. If you also use the Attachment Pack, the Magnum Receiver has been rebalanced to offer more damage, but with significantly increased recoil. I have also added two more calibrated receiver options, if you want to continue
using 10mm or .357 Rounds.
Requires Munitions.
- Adds .357 and .410 gauge receivers.
- .357 offers a further increase to damage, but at the cost of increased recoil. Can also only be used in semi-automatic. Requires Gun Nut 2.
- The .357 Receiver can begin appearing in the world at level 20.
- .410 overhauls the 10mm pistol into a mini semi-automatic shotgun. Requires Gun Nut 3.
- The .410 gauge Receiver can begin appearing in the world at level 22.
- The Calibrated .357 Receiver adds critical damage and improves aim on top of the standard .357 receiver. Requires Gun Nut 3.
- The Calibrated .357 Receiver can begin appearing at level 22.
- The Calibrated Advanced receiver adds critical damage and improves aim on top of the Advanced Receiver. Requiers Gun Nut 3.
- The Calibrated Advanced receiver can begin appearing at level 22.
- A compatibility patch is available!
- All receivers from both mods present in the level list.
- Changes the .357 and .410 Gauge receivers to use the Magnum Receiver model.
- The Magnum Receiver now increases damge by a further 45% beyond the Advanced Receiver, but also increases recoil.

Assault Rifle:
The Assault Rifle is a downright ridiculous weapon. It is a giant water cooled rifle that for some reason fires 5.56mm. Like many people, I don't like this gun. I think the best bet is to lean into the design and make it a heavy rifle/machine gun, so it is rechambered to .308 with options to convert to various early 20th century rounds (like a Vickers Machine Gun).
Requires Munitions and Munitions - Additional Ammo.
- Adds .308 and .30-06 ammo conversions that can be crafted and found on enemies out in the world.
- Adds .303 British, 6.5mm Carcano, 7.62mmR, and 7.92mm Mauser conversion that can be crafted if those rounds are injected into the level list.
Combat Rifle:
The Combat Rifle is a very confusing weapon. It fires .45 rounds... but is a rifle? And can be modified to fire .38 or .308? Yet .308 is what is on the model textures? *sigh*
This patch rechambers the Combat Rifle to 5.56mm rounds instead of .45 Rounds. The ammo converting receivers are simply modified to be "advanced receivers" or are deprecated. Direct Ammo Type conversions are added in their place. A patch deprecating the ammo converting attachment pack receivers is also available.
Requires Munitions, Munitions - Additional Ammo, and Munitions Advance Calibers.
- Adds 5mm, .223, 5.56mm (standard), 7.62mm, and .308 Ammo conversions that can be crafted and found on enemies out in the world.
- Adds .300 BLK, 6.8mm SPC, 5.45mm, 5.8mm, 9mm Subsonic, and 6.5mm Creedmoor receivers that can be crafted if those rounds are injected into the level list.
Combat Shotgun:
The Combat Shotggun is thankfully less confusing - it is a semiautomatic shotgun.
Requires Munitions and Munitions Advance Calibers.
- Adds 20 Gauge and .410 Bore conversions. These progressively decrease damage, the number of projectiles, and recoil while increasing the fire rate and ammo capacity.
- Adds a .700 NE receiver for a very weird semi automatic big game gun. The range doesn't really compare to a proper sniper rifle, but is some good fun. Helpful against aggresive Deathclaws, I imagine.
Deliverer/Compact Pistol + Unofficial Tweaks (Walther PPK):
This is somewhat vanilla, using only vanilla assests at least, so for sorting purposes I'll put it with the rest of the vanilla weapons. The Compact Pistol mod adds a generic version of the Deliverer to the Commonwealth, chambered in .38 Rounds. The Unofficial Tweaks mod adds conversions for .22 Round and .32 Rounds. This patch adds an addtional conversion for the Compact Pistol to be in 9mm Soviet Rounds (closest availbale to 9x18mm Ultra). The patch in Unofficial Tweaks that carries over the changes to the Deliverer should be compatible with no issues.
Requires Munitions and Munitions - Additional Ammo.
- Added ammo conversion 9mm Soviet (proxy for 9x18mm Ultra).
- 9mm Soviet can spawn starting at level 16.
- Adjusted damage, recoil, and speed on other ammo conversions to be in line with my rebalance.
Double Barrel Shotgun:
The double barrel is a fairly simple weapon, so it doesn't really need much. Only one new receiver is added: .700 NE for your big game hunting needs.
Requires Munitions Advance Calibers.
- Adds a .700 NE receiver (based on the Big Game Receiver from the Attachment pack)
- An override patch is available!
- Changes the Big Game Receiver to use .700 NE instead of .50 Rounds.
Hunting Rifle (Remington Model 700):
The Hunting Rifle appears to be based on a Remington Model 700/M24 Sniper Rifle/M40 Sniper Rifle, so these weapons were used as a basis for picking cartridges. The sniper rifle always seemed surprisingly weak to me, so hopefully the new conversions keep it more viable later into the game.
Requires Munitions and Munitions Advance Calibers.
- Added a .30-06 Receiver. The receiver does slightly more damage for slightly more recoil. Craftable at Gun Nut 3. Inspired by Hunting Rifle .30-06 Receiver - Munitions Patch by Brightsteel601 - if you are looking for a simpler change, that is a good option.
- .30-06 Receivers will begin appearing at level 21.
- Calibrated .30-06 Receivers add better critical damage and a faster fire rate. Requires Gun Nut 4.
- Calibrated .30-06 Receivers will begin appearing at level 32.
- Replaces the .38 caliber receiver with a .223 receiver (a real chambering of the Remington 700!). This receiver decreases damage, but fires faster, has increased ammo capacity, and significantly decreased recoil. Craftable at Gun Nut 3.
- .223 receivers will begin appearing at level 18.
- Added a 5.56mm receiver (if you can chamber .223, you can chamber 5.56mm). This receiver slightly decreases damage, but fires faster, has increased ammo capacity, and decreased recoil.
- 5.56mm receivers begin appearing at level 24.
- Calibrated .223 Receivers add better critical damage and a faster fire rate. Requires Gun Nut 4.
- Calibrated .223 Receivers will begin appearing at level 22.
- Calibrated 5.56mm Receivers add better critical damage and a faster fire rate. Requirese Gun Nut 4.
- Calibrated 5.56mm Receivers begin appearing at level 26.
- Adds 6.5mm Creedmoor, .300 Winchester Magnum, and .338 Lapua Magnum receivers.
- 6.5mm Creedmoor offers similar damage to a Powerful Receiver, but has less recoil. Requires Gun Nut 3.
- 6.5mm Creedmoor receivers will begin appearing at level 23.
- Calibrated 6.5mm Creedmoor receivers add better critical damage and a faster fire rate. Requires Gun Nut 4.
- Calibrated 6.5 Creedmoor receivers will begin appearing at level 30.
- .300 Winchester Magnum offers even more damage than .30-06, but fires slower and has lower capacity. Requires Gun Nut 4.
- .300 Winchester Magnum will begin appearing at level 34.
- Replaces the .50 caliber receiver with a .338 Lapua Magnum receiver. This offers the most damage, fires slower, has lower capacity, and greatly increased recoil. Requires Gun Nut 4.
- .338 Lapua Magnum will begin appearing at level 36.
- A compatibility patch is available!
- Requires the base patch for this mode and the Attachment Pack
- Both this mod's and the attachment pack receivers are added to the proper mod collection, so all should appear in the level list.
- A compatibility patch is available!
- Duplicates the changes in the above patch, so you only need one!
- Requires the base patch, the Attachment Pack, and the Attachment Pack Unofficial Expansion.
- Swaps the receiver model on the .338 LM to the .50 Cal receiver from Attachment Pack Unofficial Expansion.
- Swaps the receiver model on the .223 and Calibrated .223 receivers to the .38 receiver from Attachment Pack Unofficial Expansion and Refinement

Minigun:
Description coming soon!
Pipe Weapons + Pipe Gun Improvements:
Pipe Gun Improvements alread does a good job at handling most of the changes I would like to make, so that is required for this patch. In addition to the changes done by codeblackcrash's mod, this patch adds similar ammo conversions for even more rounds. I feel like the Pipe Weapons should be really limited in what kinds of rounds they can fire, so I limited it to relatively lower pressure rounds.
Requires Munitions and Munitions - Additional Ammo.
- Rebalances rounds implemented in Pipe Weapon Improvements.
- .30 Caliber option removed from Pipe Gun and moved to the Pipe Bolt Action.
- Adds a 5.56mm Round conversion for the Pipe Bolt Action.
- Adds a .45 Long Round conversion for the Pipe Revolver.
- Adds 7.62mmR and 6.5mm Carcano conversions for the Pipe Bolt Action if they are injected into the level list.
- Adds 7.62mm Tokarev conversion to the Pipe Gun if it is injected into the level list.
- Adds a .38 round conversion for the Pipe Revolver.
- Does everything the first version does.
- Adds an 8-shot .357 receiver.
- Changes the Shotgun Receiver to use .410 Bore shells (a much more reasonable size for a handheld revolver than 12 Gauge).
Submachine Gun (Thompson Submachine Gun):
The Thompson Submachine Gun cannot be undersold as influential - it was the first submachine gun, coining the term. Mostly available in .45 ACP, it did have experimental conversions to .22LR, .32 ACP, .38 ACP, and 9mm. The standard variant now has higher base damage, more fitting for .45 rounds. The other conversions reduce damage in exchange for some combination of faster firing speeds and reduced recoil. In addition, the FBI ordered some experimental 10mm conversions, which are reflected int one of two ways. In the base game only patch, 10mm and .40 are simply more conversions, with 10mm being close to a straight improvement in exchange for louder firing sounds than .45. In the Attachment Pack version, these last two are tied to the new receivers.
Requires Munitions.
- .45 Rounds are the balancing standard, and can be found in the world starting at Level 12 or crafted with Gun Nut 2. Natually subsonic, so it is quieter than usual.
- .22 Rounds greatly reduce damage and recoil, while increasing firing speed and capacity. These can be found starting at level 12 and can be crafted with no perks.
- .32 Rounds have greatly reduced damage and reocil, fire faster and have increased ammo capcity. They are quieter than other options. These can be found starting at level 12 and can be crafted with no perks.
- .38 Rounds greatly reduce damage and recoil, increase ammo capacity, and increase firing speed. They are quieter. These can be found starting at level 12 and can be crafted with Gun Nut 1.
- 9mm Rounds reduce damage and greatly reduce recoil, fire faster, and has better ammo capacity. These can be found starting at level 12 and can be crafted with Gun Nut 2.
- .40 Rounds somewhat decrease damage and decrease recoil, while increasing firing speed and ammo capacity. These can be found starting at level 18 and can be crafted with Gun Nut 3.
- 10mm Rounds increase damage, ammo capacity, and firing speed while decreasing recoil. These can be found starting at level 20 and can be crafted with Gun Nut 3.
Far Harbor:
Lever Action Rifle (Marlin Model 336/Model 1895):
The Lever Action Rifle is based on the Marlin Model 336, with an ammo conversion fitting the Model 1895. So, this patch leans into that. The Lever Action Rifle is now primarily chambered in .30-30 Rounds, like the Model 336. Ammo Types are .30-30 Rounds, .44 Rounds, .45-70 Rounds, and .410 Bore shells. .44 Rounds fire faster and increase ammo capacity, but do less damage. .45-70 Rounds fire a tad slower but do more damage. .410 Bore shells turn the lever action into a shotgun, doing more damage but with reduced range. Also nerfs the receivers to increase damage by the standard amounts.
Requires Munitions and Munitions - Additional Ammo.
- Changes primary chambering to .30-30 Winchester.
- .30-30 Winchester is always available to spawn on this rifle.
- Adds ammo conversion for .44 Magnum Rounds, which is always available to craft. Fires faster and holds more ammo, but does less damage.
- .44 Round conversion can start appearing in the world at level 16.
- Adds ammo conversion for .45-70 Rounds, which is always available to craft. This increases damage but fires a bit slower.
- .45-70 conversion can start appearing in the world at level 20.
- Adds ammo conversion for .410 Bore shells, turning the weapon into a shotgun. Always available to craft.
- .410 Bore ammo conversion can start appearing in the world at level 11.
Radium Rifle (Modified Gustloff Volkssturmgewehr)
Stay tuned!
Nuka-World:
Handmade Rifle (Scrap AK-47/AKM/AK-74/Type 56/Type 87/Type 88):
The Handmade Rifle is based on the AK-platform, more specifically the AK-47.
Option 1 - Base Game:
Adds an ammo type attachment point to the standard magazines, allowing you to change to 5.45mm, 5.8mm, and 9mm Subsonic.
- 5.45mm Round conversion kit greatly decreases damage and recoil, greatly increases firing speed, and increases ammo capacity.
- 5.45mm ammo conversions can begin appearing at level 24.
- 5.8mm round conversion kit decreases damage and recoil, increases firing speed, and increases ammo capacity.
- 5.8mm ammo conversions can begin appearing at level 30.
- 9mm Subsonic rounds do less damage and increase recoil, but are quieter.
- 9mm subsonic rounds can begin appearing at level 36.
Option 2 - The Attachment Pack:
In addition to Option 1, adds more options for the Infiltrator magazines from the Attachment Pack - .223 Rounds and .300 BLK in standard and subsonic rounds.
- Includes changes from Option 1.
- The Infiltrator Magazines have had their damage adjusted to match the relative differences between 7.62x39mm and 5.56x45mm.
- Added .223, .300 BLK, and .300 BLK Subsonic magazines, with balancing as appropriate relative to 7.62x39mm. The .300 BLK Subsonic magazine is also quieter than normal. The .223 magazine requires Gun Nut 2; the large .223 magazine requires Gun Nut 3 and Commando 1. .300 BLK requires Gun Nut 3 and Commando 2 or 3 for small or large, respectively. .300 BLK Subsonic requires Gun Nut 4 and Mister Sandman 2 or 3 for the small or large magazine, respectively.
- The 5.56mm Infiltrator magazine now begins appearing at level 28.
- The Small .223 Infiltrator magazine is always available. The Large .223 Infiltrator magazine can appear at level 24.
- The Small .300 BLK magazine begins appearing at level 36. The Large .300 BLK magazine begins appearing at level 40.
- The Small .300 BLK Subsonic magazine begins appearing at level 42. The Large .300 BLK Subsonic Magazine begins appearing at level 46.
Option 3 - Extra Conversion Mags:
Extra conversion mags (ECM) - HMAR attachment pack adds several magazines for 5.56mm, .308, Fusion Cells, and shotgun shells. This patch changes those to Russian and Chinese rounds - 5.45mm, 5.8mm, and 7.62mR - changes to Electron Charge Packs in the case of the RCW magazine, and changes to .410 Bore on the shotgun drum.
- Converts ECM 5.56 magazines to use 5.45x39mm rounds, as found in the Soviet/Russian AK-74 and Chinese Type 88.
- Adds another line of 5.56-style magazines chambered in Chinese 5.8x42mm, as used in the Type 87.
- The 5.8x42mm magazines appear in the same level lists as 5.45x39mm rounds.
- Converts ECM .308 magazines to use Russian 7.62x54mmR rounds.
- Converts ECM shotgun drum to use .410 Bore shells instead of 12 Gauge, and reduces the number of projectiles from 7 to 5.
- Converts ECM RCW drum magazine to use Electron Charge Packs instead of Fusion Cells.
- A short and long 9mm Subsonic magazine have been added using the ECM assets. These require Mister Sandman 2 or 3, respectively, as well Gun Nut 2 for the large magazine. I am assuming no one in their right mind would make bigger magazines for this round.
Option 4 - The Attachment Pack + Extra Conversion Mags:
A couple of mods have expanded attachments on this weapon already, and this patch differentiates them. Extra conversion mags (ECM) - HMAR attachment pack adds several magazines for 5.56mm, .308, Fusion Cells, and shotgun shells; the Attachment Pack adds "infiltrator" magazines, chambered in 5.56mm. The ECM magazines are converted to much more appropriate Russian and Chinese rounds, while the Attachment Pack magazines get some more options. Subsonic options have also been added.
Requires Munitions, Munitions - Additional Ammo, and Munitions Advance Calibers.
- Converts ECM 5.56 magazines to use 5.45x39mm rounds, as found in the Soviet/Russian AK-74 and Chinese Type 88.
- Adds another line of 5.56-style magazines chambered in Chinese 5.8x42mm, as used in the Type 87.
- The 5.8x42mm magazines appear in the same level lists as 5.45x39mm rounds.
- Converts ECM .308 magazines to use Russian 7.62x54mmR rounds.
- Converts ECM shotgun drum to use .410 Bore shells instead of 12 Gauge, and reduces the number of projectiles from 7 to 5.
- Converts ECM RCW drum magazine to use Electron Charge Packs instead of Fusion Cells.
- A short and long 9mm Subsonic magazine have been added using the ECM assets. These require Mister Sandman 2 or 3, respectively, as well Gun Nut 2 for the large magazine. I am assuming no one in their right mind would make bigger magazines for this round.
- The Infiltrator Magazines have had their damage adjusted to match the relative differences between 7.62x39mm and 5.56x45mm.
- Added .223, .300 BLK, and .300 BLK Subsonic magazines, with balancing as appropriate relative to 7.62x39mm. The .300 BLK Subsonic magazine is also quieter than normal. The .223 magazine requires Gun Nut 2; the large .223 magazine requires Gun Nut 3 and Commando 1. .300 BLK requires Gun Nut 3 and Commando 2 or 3 for small or large, respectively. .300 BLK Subsonic requires Gun Nut 4 and Mister Sandman 2 or 3 for the small or large magazine, respectively.
- The 5.56mm Infiltrator magazine now begins appearing at level 28.
- The Small .223 Infiltrator magazine is always available. The Large .223 Infiltrator magazine can appear at level 24.
- The Small .300 BLK magazine begins appearing at level 36. The Large .300 BLK magazine begins appearing at level 40.
- The Small .300 BLK Subsonic magazine begins appearing at level 42. The Large .300 BLK Subsonic Magazine begins appearing at level 46.
- Bakelite magazines come in three flavors: 7.62mm, 5.45mm, and 5.8mm. The 7.62mm versions now have less capacity, while 5.45mm magazines have the original capacity (matching the AK-74). Bakelite magazines in 5.45mm and 5.8mm have lower crafting requirements than 7.62mm, reflecting that they are the standard issue for the 5.45mm.
- The standard 5.45mm and 5.8mm Bakelite magazines can begin appearing at level 34. The extended 5.45mm and 5.8mm Bakelite magazines can begin appearing at level 44.
Western Revolver (Smith & Wesson K-Frame Revolvers):
This is based on K-Frame Smith and Wesson Revolvers, so this changes the main chamber to .38 (with an appropriate damage reduction). You can increase the damage with standard upgrades (i.e., Standard->Advanced Receivers) and rechambers to new rounds - .357 Rounds, .45 Long Rounds, .44-40 Rounds, and .44 Rounds - all of which can be found in the world as well. I recommend the Attachment Pack to handle the recoil changes.
Creation Club Content:
Creation Club Anti-Materiel Rifle (PGM Hécate II):
The Anti-Materiel Rifle is based on the PGM Hécate II, so that was used as inspiration for picking ammo conversions. In the real world, there is only .416 Barrett, but the gun does have two smaller related weapons: the PGM 338 and the PGM Ultima Ratio. Balancing required a buff to the weapon's damage, but if you prefer some other kind of adjustment, you should be able to simply place it lower in your load order. The anti-materiel rifle is balanced such that the .308 receiver does the same damage as the vanilla Hunting Rifle, while the standard receiver is scaled up appropriately by muzzle energy for .50 Rounds.
Requires Munitions and Munitions Advance Calibers.
- The suppressor now modifies the sound level instead of setting the sound level. This will quickly be relevant.
- Inspired by the Ultima Ratio, the patch replaces the .38 caliber receiver with a .308 caliber receiver (anti-materiel pistol rounds definitely are not a thing). The damage is significantly reduced, but firing speed is increased, weight is decreased, and the gun has a "normal" sound level. You can also equip it faster, simulating a smaller gun.
- Added a line of standard modifications for the .308 receivers.
- Inspired by the PGM 338, a new receiver adds a .338 Lapua Magnum conversion. The damage is reduced from the standard receiver, but firing speed is somewhat increased, weight is somewhat decreased, and the gun has a "normal" sound level. Requires Gun Nut 4. You can also equip it faster, simulating a smaller gun.
- Added a line of standard modifications for the .338 Lapua Magnum receivers.
- The rifle may now be rechambered into .416 Barrett. This conversion offers less damage than the previous maximum upgrade, but fires faster and has decreased recoil. Requires Gun Nut 4.
- Adjusted the level list, so you no longer encounter very powerful anti-materiel rifles in vendors until later.
- The .308 Receiver is always available. The Hardened .308 Receiver is available at level 18. The Calibrated .308 Receiver is available at level 20. The Powerful .308 Receiver is available at level 24. The Advanced .308 Receiver and Calibrated Powerful .308 Receiver are available at level 28. The Calibrated Advanced .308 Receiver is available at level 32.
- The .338 Lapua Magnum Receiver is available at level 34, but can be crafted at any time. The Hardened .338 LM Receiver is available at level 36. The Calibrated .338 LM Receiver is available at level 38. The Powerful .338 LM Receiver is available at level 40. The Calibrated Powerful .338 LM Receiver is available at level 42. The Advanced .338 LM Receiver is available at level 44.
- The Standard Receiver (.50 Caliber) is available at level 36, but can be crafted at any time. The Light Frame Receiver is available at level 38. The Heavy Frame Receiver is available at level 40. The Tuned Receiver is available at level 42. The Hardened Receiver is available at level 44. The .416 Barrett Receiver is available at level 46. The Powerful Receiver is available at Level 48. The Calibrated Powerful Receiver is available at level 50. The Calibrated .416 Barrett Receiver is available at level 52.

Creation Club CR-74L + Unofficial Update:
The CR-74L is a custom wasteland rifle (hence, why the UU renames it the Wasteland Rifle). The original weapon is a lot like a reskinned combat rifle that can't be rechambered into .308 Rounds. The Unofficial Update changes it to more of a dedicated scrap assault rifle, chambered in .223 and 5.56mm. That distinction is kept here, with additional rounds being available for your raider-killing needs. This patch adds a handful of new conversions, but only in relatively low energy rounds. A scrap rifle would only be able to take so much before bursting! Intentionally, several rounds behave essentially the same; you have options, but they are fairly interchangeable and you can switch depending on taste.
Requires Munitions, Munitions - Additional Ammo, and Munitions Advance Calibers
- Adds a 5mm conversion. This is weaker than the standard .223 rounds, but more plentiful when you find typically find the Wasteland Rifle outside Sanctuary.
- Adjusts the 5.56mm conversion to increase damage while increasing recoil. Now requires Gun Nut 1.
- The 5.56mm conversion will now begin appearing on Minutemen, Gunners, and as a legendary weapon after level 22.
- Adds a 7.62mm conversion. The conversion greatly increases damage, while substantially increasing recoil, substantially decreasing the fire rate, and decreasing capacity. Requires Gun Nut 2.
- The 7.62mm conversion can start appearing as a legendary weapon at level 24.
- Adds a 6.8mm SPC conversion. The conversion further increases damage, while increasing recoil, decreasing the fire rate, and decreasing capacity. Requires Gun Nut 3.
- The 6.8mm SPC conversion can start appearing on Gunners at level 32.
- Adds a .300 AAC Blackout conversion. The conversion greatly increases damage, while substantially increasing recoil, substantially decreasing the fire rate, and decreasing capacity. Requires Gun Nut 3.
- The .300 BLK conversion can start appearing on Gunners at level 32.
- Adds a .300 BLK Subsonic conversion. Sacrifices damage from the .300 BLK round to have a quieter gun. Requires Gun Nut 4.
- The .300 BLK subsonic conversion can start appearing on Gunners at level 36.
- Adds 5.45mm Receiver and 5.8mm Receiver. The 5.45mm and 5.8mm receivers replicate the behavior of 5.56mm in Russian and Chinese flavored rounds. Requires Gun Nut 3.
- The 5.45mm and 5.8mm Receivers can start appearing as a legendary weapon at level 26.
- Adds a 9mm Subsonic Receiver. Less damage and more recoil, but it is much quieter. Requires Gun Nut 4.
- The 9mm Subsonic Receiver can start appearing at level 36.
- Adds a mod collection of 5.45mm, 5.8mm, 7.62mm, and 9mm Subsonic for the Nuka World Raiders (currently unused)
- Adds a mod collection of .223, 5.56mm, 6.8mm SPC, and .300 BLK for the Gunners.
- Adds a mod collection of .223 and 5.56mm for the Minutemen. The new rounds effectively differentiate the Gunners, so they can have 5.56mm as well.

Mod Bundles:
A Bundle of Tape - A weapons pack + Unofficial Update (Crude Blowback, Handmade Revolver, M1 Garand/Battle Rifle, SVT-40, Ruger American Rifle/Varmint Rifle):
A patch for the ballistic weapons in the Bundle of Tape Pack, as modified by the unofficial update.
Requires Munitions, Munitions - Additional Ammo, and Munitions Advance Calibers.
Varmint Rifle (Ruger American Rifle Ranch Model):
- Added ammo conversion for .22. This is intended to be used along with the .22 Round patch to the Unofficial Update, so the varmint rifle appears at level 2.
- Added ammo conversion to .223, which begins appearing at level 6 or can be crafted with no requirements. For balancing, this is the standard chambering.
- Added ammo conversion to 5.56mm, which begins appearing at level 12 or can be crafted with Gun Nut 2
- Added ammo conversion to .300 BLK which begins appearing at level 21 or can be crafted with Gun Nut 3. Includes Subsonic subtype.
- Added ammo conversion to 7.62mm which begins appearing at level 30 or can be crafted with Gun Nut 3
- Changed the LazGun to use Energy Cells instead of any other ammo type
- Restores spawn of the LazGun. It probably won't be useful by the time you get it. If you don't like it, throw it in a workbench somewhere.
- The Ratslayer can be converted to any ammo type, but will always spawn with a 5.56mm conversion.
- Deprecated the .38 receiver in favor of direct ammo conversions
- Added ammo conversions for .22 Rounds, which can be found starting at level 1 or crafted with no requirements.
- Added ammo conversions for .32 Rounds, which can be found starting at level 1 or crafted with no requirements.
- Added ammo conversions for 9mm, which can be found starting at level 4 or crafted with Gun Nut 1.
- Added ammo conversions for .40 Rounds, which can be found starting at level 9 or crafted with Gun Nut 2.
- Added ammo conversions for .38 which can be found starting at level 3 or crafted with no requirements.
- Added ammo conversions for 10mm which can be found starting at level 10 or crafted with Gun Nut 2.
- Added ammo conversions for 9x18mm Soviet and 7.62mm Tokarev that can be built if these rounds are injected.
- Added ammo conversions for .30-06 (standard) and .308 which can appear in the world, at any point the Battle Rifle is available
- Added craftable ammo conversion for 7.92mm Mauser if it is already injected (inspired by conversions found in Pakistan)
- Added craftable ammo conversion for .280 British if it is already injected (inspired by conversions done when experimenting with the round)
- This Machine will always spawn chambered for .308, but can be converted to .30-06 or 7.92mm Mauser
- Blue Betty will always spawn chambered for .30-06, but can be converted to .308 or 7.92mm Mauser
- Added and changed rounds to be consistent with this being a revolver (that means rimmed or something that is sometimes loaded with a moon clip). The weapon comes with several cylinder lengths, noted here.
- Short receiver can fire .38 or .45 rounds
- These can spawn in the world starting at levels 1 and level 8, respectively, or can be crafted
- Short can fire .455 Webley if it is injected and you craft the ammo conversion.
- Medium receiver can fire .44, .44-40, .357 Magnum, .45 Long
- These spawn at level 16, level 8, level 6, and level 1, respectively, or can be crafted
- Long receiver can fire .30-30 (instead of .308), or .410 shells
- These spawn at level 10 and level 16, respectively, or can be crafted
- Oversized can fire 20 Gauge shells or .45-70
- These spawn at level 20 and level 24, respectively, or can be crafted
- Oversized receiver can also fire .303 or 7.62x54mm if injected and the appropriate ammo conversion is crafted
- Rechambered to 7.62mmR (necessarily reproduces other patches)
- Added ammo conversion for 7.62mm (like the SKT-40). Not part of the level list because it is very rare.
- Added ammo conversion for .303 British if it is injected into your game (the Finns did it, so can you).
- For redundancy, all legendaries are updated to spawn with the 7.62x54mmR conversion
Pistols and Revolvers:
9mm Pistol (Browning Hi-Power) Redux + Unofficial Update (Browning Hi-Power):
The Browning 9mm, as featured in Fallout New Vegas and Fallout Tactics. This combination of mods is already fairly complete, so only a few minor adjustments were made.
Requires Munitions.
- Adds an injection of .40 Caliber, so the .40 Caliber receiver in the Unofficial Update will appear without manual injection using the configuration tape.
- The .40 Caliber Receiver now requires Gun Nut 3 and the Advanced Receiver now requires Gun Nut 2. This makes the modifications for an otherwise quickly outclassed pistol available earlier, and thus keeps the weapon viable longer.
The Varmint Revolver (Taurus Judge):
The Taurus Judge is a Brazilian revolver. This mod implemented the weapon as a hand-revolver shotgun, firing .410 gauge shells. There is also an option for .45 rounds, making it a "regular" revolver. This changes it to the real caliber, .45 Long Colt. There are also 3 new receivers in the same ammo type, allowing you to upgrade the Judge while keeping revolver rounds.
Requires Munitions and Munitions - Additional Ammo.
- The Hardened Reveiver will now begin appearing at level 5, instead of always being available.
- Changes the .45 Receiver to a .45 Long Receiver.
- Adds a Hardened .45 Long Receiver.
- The Hardened .45 Long Receiver will begin appearing at level 5.
- Adds a Powerful .45 Long Receiver. Requires Gun Nut 1.
- Adds an Advanced .45 Long Receiver. Requires Gun Nut 2.

Submachine Guns and Carbines:
Militia Carbine (Spitfire Carbine):
The Spitfire Carbine is essentially a semiautomatic Thompson, so it has all of the same receiver options as the Submachine Gun. The gun begins spawning at level 12.
- .45 Rounds are the balancing standard, and can be found in the world starting at Level 12 or crafted with Gun Nut 2. Natually subsonic, so it is quieter than usual.
- .22 Rounds greatly reduce damage and recoil, while increasing firing speed and capacity. These can be found starting at level 12 and can be crafted with no perks.
- .32 Rounds have greatly reduced damage and reocil, fire faster and have increased ammo capcity. They are quieter than other options. These can be found starting at level 12 and can be crafted with no perks.
- .38 Rounds greatly reduce damage and recoil, increase ammo capacity, and increase firing speed. They are quieter. These can be found starting at level 12 and can be crafted with Gun Nut 1.
- 9mm Rounds reduce damage and greatly reduce recoil, fire faster, and has better ammo capacity. These can be found starting at level 12 and can be crafted with Gun Nut 2.
- .40 Rounds somewhat decrease damage and decrease recoil, while increasing firing speed and ammo capacity. These can be found starting at level 18 and can be crafted with Gun Nut 3.
- 10mm Rounds increase damage, ammo capacity, and firing speed while decreasing recoil. These can be found starting at level 20 and can be crafted with Gun Nut 3.
Assault Rifles:
SA80 British Rifle (L85 and L86) + Unofficial Update (SA80/L85A1/L85A2/L86A2/L85A3/XL70E3/Light Support Weapon):
The SA80... some say it is the worst assault rifle ever made. Perhaps more infamous than famous. However, a lot of the problems were fixed when the internals of the weapons were completely redesigned from scratch into the L85A2, so who is to say! Joking aside, this is a loreful British bullpup assualt rifle, which made its first appearance in Fallout 2 as the XL70E3 and the Light Support Weapon. In the process of making this patch, I ended up cleaning up the internals, which I uploaded separately for the people who don't want all of these new ammo types. This patch builds on that and adds an alternative final receiver and a new attachment point to the weapon for ammo conversions.
Requires Munitions and Munitions Advance Calibers.
- Adds a Semi-Automatic Calibrated Advanced Receiver, which requires Gun Nut 4.
- Adds ammo conversion attachment point.
- Adds 5.56mm conversion as the standard conversion.
- Adds .223 Round conversion, reducing damage and recoil. No requirements.
- Adds a 5mm Round conversion, so you can have a proper XL70E3. 5mm reduces damage and recoil further than .223. Requires Gun Nut 1.
- Based on cadet L85s, adds .22 Round conversion, greatly reducing damage and recoil, while increasing firing speed. Requires Gun Nut 2.
- Adds .300 BLK Round conversion, giving a further increase to damage while increasing recoil. Requires Gun Nut 3.
- Adds .300 BLK subsonic conversion, reducing damage and increasing recoil, but is quieter. Requires Gun Nut 4.
- Changes to the modcols and weapon injections so that the new ammo types appear. The Minutemen and Railroad have access to "basic" options - .22LR, .223, 5mm, and 5.56mm. The Brotherhood of Steel and Gunners have access to "military" options - 5mm, 5.56mm, .300 BLK, and .300 BLK Subsonic.
Service Rifle + Unofficial Update (AR-15/M16/M4):
The Service Rifle mod is based on the AR-15 platform. This is one of the most popular and flexible weapons in the world today, and has several cartridges designed specifically for it. The unofficial update splits the Service Rifle into a standard service rifle (M16-like) and a marksman rifle (M4-like), and that has been kept here. The modern rounds will only spawn on the Marksman Rifle variant, but you can modify either rifle to fire the rounds.
Requires Munitions, Munitions - Additional Ammo, and Munitions Advance Calibers
- Adds 10mm, .40, .45, and .22LR receivers, based on the 9mm receiver and pistol round magazine. The 10mm and .40 conversions are slightly lower capacity (22 round magazine) but higher damage option over 9mm. The .22LR conversion sacrifices damage for high capacity (40 round magazine) in a lightweight package. .45 round offers higher damage than 10mm for slightly lower capacity (20 rounds).
- Added new pistol-round receivers to the makeshift service rifle level list from the unofficial update. These are added to the level list in the same place as the 9mm receiver in the Unofficial Update, so you may find them on Raiders starting at level 18.
- Adds .30 Caliber, 6.8 SPC, .300 BLK, .300 BLK Subsonic, .458 SOCOM, and .50 Beowulf receivers.
- .30 Caliber reduces damage, but increases speed and decreases recoil. Requires Gun Nut 2.
- The .30 Receiver can appear on Service Rifles starting at level 24.
- 6.8 SPC offers slightly higher damage for slightly reduced capacity (18 round standard magazines) and increased recoil. Requires Gun Nut 3.
- .300 BLK offers somewhat higher damage for somewhat reduced capacity (16 round standard magazines) and increased recoil. Requires Gun Nut 3.
- .300 BLK Subsonic uses subsonic .300 BLK rounds to reduce the sound of the gun at the cost of damage. Requires Gun Nut 4. (still uses .300 BLK rounds)
- .458 SOCOM offers superior damage for increased recoil, decreased range, and lower capacity (8 round standard magazines). Requires Gun Nut 4.
- .50 Beowulf offers improved damage for increased recoil, decreased range, and lower capacity (8 round standard magazines). Beowulf rounds also use the Beowulf effect from the base mod, adding a chance to stagger or knockdown. Requires Gun Nut 4.
- 6.8 SPC, .300 BLK, .458 SOCOM, and .50 BW receivers added to the Unofficial Update Marksman Rifle level lists.
- 6.8mm SPC will begin appearing in full and semiauto marksman rifles at level 32.
- .300 BLK will begin appearing in full and semiauto marksman rifles at level 36.
- .300 BLK Subsonic will begin appearing on semiauto marksman rifles at level 40.
- .458 SOCOM will being appearing on semiauto marksman rifles at level 46.
- .50 Beowulf will begin appearing on semiauto marksman rifles at level 48.
- 5.56mm has been adjusted down to start spawning at level 26, to give it a bit more time to shine without affecting balance too much.
- The .223 receiver has been adjusted to be slightly weaker than 5.56mm for reduced weight because the .223 is a weaker round than 5.56 and two identical conversions except for ammo type are a bit boring.
- The 7.62 mm has been adjusted to fire slightly faster (a 33% debuff instead of 35%), but have a far smaller buff to damage, comparable to what you find using 6.8mm SPC or .300 BLK. 7.62mm isn't that much bigger than 5.56mm!
- Added 5.45mm. It is functionally the same as 5.56mm, but uses the AK magazine. Will appear on the Nuka World raiders, like 7.62mm.
- Added 9mm Subsonic receiver. Like .300 BLK subsonic, it sacrifices damage, speed, and ammo capacity to fire quieter rounds. Will appear on the Nuka World raiders, like 7.62mm.
- The 5mm receiver has been adjusted to increase ammo capacity and reduce recoil at the cost of damage. Now appears earlier, at level 16.
- The 9mm and .22LR receivers now fire significantly faster - +50% and +100%, respectively. They still have reduced damage.
- Adjusted perk requirements for crafting the receivers from the original mod and unofficial update.

Rifles:
Capital Wasteland Hunting Rifle + Unofficial Update (Winchester Model 70):
The hunting rifle from Fallout 3 and Fallout New Vegas. In Fallout 3 this was chambered in .32 and in Fallout New Vegas this was chambered in .308. The gun appears to be based on the Winchester Model 70 and Winchester Model 54 - I think in Fallout 3 ".32" was supposed to stand in for .32 Winchester Special. So, this gun has two upgrade "paths" available: one based on being a (weird) rifle that fires pistol rounds very fast or a more traditional rifle based path. ".32 Hunting Rifle" doesn't make any sense for the name anymore, so inspired by the Model 70, this is now the "Rifleman's Rifle". If .32 Winchester Special is added to Munitions or a spin-off or there are requests for .30-30 Winchester as a substitute, I may add that as well. This gun was provided a very different challenge than most of the other weapons, with regards to balancing. To keep things somewhat balanced, I decided to break the typical receiver type progression, offering more choices, with some receivers being nerfed and new stronger receivers being added. The new calibers available are .30-06 Springfield, 6.5mm Creedmoor, and .300 Winchester Magnum. I was considering adding 6.5mm Swedish as well, but, frankly, I couldn't think of anything interesting to do with it - it is less powerful and longer than .308, so should be weaker and fire slower if I follow my own design rules! If there was a weapon maintenence mechanic, I would make it reduce wear, but, alas.
Requires Munitions and Munitions Advance Calibers
- Renamed to the Rifleman's Rifle because ".32 Hunting Rifle" doesn't fit with the new receivers
- .32 Receivers maintain the damage balance from the Unofficial Update and have magazines of 5 rounds. They now also have reduced recoil and increased firing speed. It will probably feel very silly firing pistol rounds in a bolt action, but it is still an option.
- Rifle receivers restore the original mod's damage, matching the vanilla Hunting Rifle.
- Advanced receivers on this weapon no longer increase fire speed (this is a very strong upgrade on a bolt action without an overwhelmingly strong round as a final damage option)
- Added Options for conversion to 6.5mm Creedmoor, .30-06 Springfield, and .300 Winchester Magnum.
- 6.5mm Creedmoor fires faster, but doesn't do as much damage as .308. Requires Gun Nut 3.
- .30-06 fires slower than .308, but does more damage. Requires Gun Nut 3.
- .300 Winchester Magnum does the most damage, but cannot be calibrated. Requires Gun Nut 4.
- Added "Calibrated Advanced" receivers in standard chambers or "Calibrated" receivers in other rechambers except .300 Winchester Magnum and .38, opening up a build on this weapon that takes advantage of critical hits at high levels. These receivers double critical damage and make the gun fire as fast the typical Advanced receiver, but require Gun Nut 4.
- The new receivers are injected into the level list.
- Standard .308 Receivers are always available.
- Heavy and Light .308 Receivers will spawn at level 9.
- Calibrated and Tuned .308 Receivers will spawn at level 10.
- Hardened .308 Receivers will spawn at level 13.
- Powerful .308 Receivers will spawn at level 17.
- Calibrated Powerful .308 Receivers will spawn at level 20.
- Advanced .308 Receivers will spawn at level 22.
- Stanadard .30-06 Receivers will spawn at level 23.
- Calibrated Advanced .32 and 6.5mm Creedmoor Receivers will spawn at level 24.
- Calibrated Advanced .308 Receivers will spawn at level 25.
- Calibrated 6.5mm Creedmoor and Calibrated .30-06 Receivers will spawn at level 28.
- .300 Winchester Magnum Receivers will spawn at level 30.

DKS-501 Sniper Rifle - Standalone + Unofficial Update:
The DKS-501 mod is based on the classic sniper rifles from Fallout, Fallout 2, Fallout 3, and Fallout New Vegas. In the first two games, it is chambered in .223 with a hatched hazard pattern, in the latter two it is chamered as in .308 and is solid grey-black. The mod already includes four freely-available rounds: .223, 7.62mm, .308 Caliber, and .50 Caliber. .38 Rounds can also be used, but only on the Hub Special. The mod has ammo conversions as a separate attachment point, so those are all that needs to be touched.
This weapon is fictional, but takes design notes from real weapons: the SR-25, the SR-50, and the SV-98. Noting that, most of the new options for the weapon are modern Western rounds, and the .30-06.
Requires Munitions and Munitions Advance Calibers
- .223 rounds now do less damage, but you can fire significantly faster over .308. Still requires Gun Nut 1.
- .223 rounds will now begin appearing at level 18, including on Raiders.
- Adds several intermediate rounds. These rounds use the hatched black-and-yellow "hazard" receiver.
- Adds 5.56mm Round conversion, as essentially a direct upgrade to .223. Requires Gun Nut 2.
- 5.56mm converted rifles will begin appearing at level 22.
- Adds 6.8mm SPC Round conversion, sacrificing some speed and adding some recoil for some more damage. Requires Gun Nut 3.
- 6.8mm SPC will begin appearing at level 30.
- Adds .300 BLK conversion, sacrificing speed and adding recoil for more damage. Requires Gun Nut 3.
- .300 BLK will begin appearing at level 30.
- Adds .300 BLK subsonic conversion, reducing damage from .300 BLK for a quieter gun. Requires Gun Nut 4.
- .300 BLK subsonic will begin appearing at level 34.
- Adds .30-06 conversion, doing more damage for slower reload speed. Requires Gun Nut 2.
- .30-06 will begin appearing at level 16, including on Raiders.
- Adds 6.5mm Creedmoor conversion, doing less damage than .30-06 for a faster reload speed. Requires Gun Nut 3.
- 6.5mm Creedmoor will begin appearing at level 30.
- Adds a .300 Winchester Magnum conversion; it is an upgrade of .30-06, adding more damage. Requires Gun Nut 3.
- .300 Winchester Magnum will begin appearing at level 26.
- .300 Norma Magnum offers more damage, but with higher recoil and less speed than .30-06. Requires Gun Nut 3.
- .300 Norma Magnum is craftable if injected.
- Adds .408 Cheytac and .416 Barrett conversions. They do significantly more damage than .300 Winchester magnum, at the cost of further loss in speed and more recoil. Requires Gun Nut 4.
- .416 Barrett will begin appearing at level 42. .408 Cheytac is craftable if injected.
- Adds .338 Lapua Magnum and .338 Norma Magnum conversions. They do somewhat more damage than .300 Norma Magnum at the cost of more recoil. Require Gun Nut 4.
- .338 Lapua Magnum conversions will begin appearing at level 38. .338 Norma Magnum is craftable if injected.
- .50 BMG now offers even more damage, an massive increase over .300 Winchester Magnum at the cost of significantly reduced speed and significantly more recoil. It kicks like a mule, and hits like a truck. Still requires Gun Nut 4.
- .50 BMG will now begin appearing after level 40.

M82A3 AMR Revamped [M82A3 Barrett]:
Description coming soon!
Marine Anti-Materiel Rifle - Barrett M82 50 Cal - Cobra Assault Cannon [M82 Barrett]:
Description coming soon!
Mosin Nagant - Sniper Rifle (Mosin-Nagant):
The Mosin-Nagant is one of the most produced weapons in history, originally issued in the Russian Empire in 1891, seeing use in the Russo-Japanese War, World War I, and World War II, before eventually being replaced with the AK-47 as the standard service weapon. Notably, as part of the war effort in World War 1, the United States manufactured over a million Mosin-Nagants... ready to ship in 1917. With the fall of Russia, the US government bought the stockpile, before they were sold at a loss to Bannerman who converted the surplus to .30-06 and sold them as hunting rifles.
Requires Munitions and Munitions - Additional Ammo
- Rechambers the gun from .308 to 7.62mmR and removes the damage modifier mods, as in the official MAA patch. This is replicated because the weapon is also severely nerfed, to a new base damage of 33 as opposed to the original base damage of 67. This is appropriate for the relative energies of 7.62mmR and .308 adjusted relative to the vanilla Hunting Rifle.
- Reworked level list distribution. The weapon now spawns much earlier, starting at level 12 on raiders and in stores. At level 16 it can begin spawning on Minutemen and Railroad agents in .30-06 and at level 20 it can appear as a sniper rifle on the Operators in Nuka-World in 7.62mmR.
- Removed from the Gunner Level List. While a legendary weapon, the Mosing is legendary because of its persistence and pervasiveness, not its legendary quality.
- Added Advanced and Calibrated Advanced Receivers, increasing damage and then critical hit bonuses.
- Added ammo conversions for .30-06, representing the conversions done by Bannerman and that proliferated throughout the United States. This is also the choice of the Minutemen and Railroad (given other mod weapons they typically get, I imagine they have more .30-06 on hand than 7.62mmR).
- Added a 7.92mm Mauser Receiver. This is a very high damage final modification, at the cost of much greater recoil.
- Optional patch renames to the "Russian Rifle" and vanilla-fies weapon mod names.
Energy Weapons:
Glock 86 - Plasma Pistol:
This is the Plasma Pistol from Fallout 1, Fallout 2, and Fallout: Tactics. This patch rebalances the weapon to be more in-line with vanilla offerings, changing the damage to 12 balistic and 36 energy, keeping some balistic damage like other plasma weapons but leaning more into energy to be more consistent with the Fallout 1 and 2 Plasma Pistol which just did energy dmage; compare this to the vanilla plasma gun with an even 24/24 split. Muntions wise, this changes the main ammo to Small Energy Cells (the ammo type in Fallout 1 and 2). The Stingray barrel now uses Electron Charge Packs (more for variety and consistency - rapid fire weapons in Fallout use Electron Charge Packs) and the Hammerhead barrel will make it use standard plasma cartridges.
Requires Munitions.
- Rebalance. Does 12 balistic damage and 36 energy damage (compare to plasma rifle's 24/24 split).
- Changes main ammo to small energy cells
- Stingray barrels switch ammo to electron charge packs
- Hammerhead barrels change ammo to plasma cartridges
Wattz Laser Gun (Legacy) + Unofficial Update:
Small patch. Adds an ammo injection of Electron Charge Packs, so you can find ammo for your automatic Laser Rifle. For better compatibility with the Wattz 3000 MkII, renames the "Wattz 3000" unique to "Wattz 3000 Prototype".
Requires Munitions.
- Adds ammo injection of Electron Charge Packs, so you can find ammo for your automatic laser rifle.
- Renames "Wattz 3000" to "Wattz 3000 Prototype"
Wattz 3000 MkII Laser Gun:
Relatively small patch. Changes some of the built in re-skins to change ammo type appropriately.
- The Combat barrels (regular, long, and overcharged) change ammo type to Electron Charge Packs.
- Frostbite unique now changes ammo to Cryocells. Adds 3 weapon-unique combat barrels for Frostbite that do not change ammo type.
Big Guns:
Next Version:
Content: Subsonic versions of 9mm, .40, and 12.7mm
Weapons: Laser Pistol/Rifle (using Munitions material swap instead of a dedicated one), Institute Pistol/Rifle (using Munitions material swap instead of a dedicated one), Laser Musket and Laser Musket Improvements (ECP for automatic receiver), Ak5C - A Nordic Relic + Light Edition (+5mm, .223, .300 BLK), DKS Sniper Rifle - DKS-501 Sniper Rifle Redux (+6.5mm Creedmoor, .458 SOCOM (if injected), .50 Beowulf (if injected), .223, 5.56mm, .300 BLK, 6.8mm SPC, .300 Winchester Magnum, .30-06, .300 Norma Magnum (if injected)) , Mark XIX Pistol - Desert Eagle (minor balancing and subsonic ammo options)
Planned Patches (subject to change/corrections): Rifles Rebith (+.416 Barrett for the IFAM-50; it reminds me of a M82; +5.8mm for the Chinese Assault Rifle); M3D - Sig Sauer P220 [Sig Sauer P220] (+.38, 10mm, .40, .45 ACP, and .22LR); .30 Carbine Pistol - Automag III [Automag III] (+.44 to represent the original Automag and +12.7 mm to represent the Automag V); Steyr Aug A3 - Modular Assault Rifle [Steyr Aug] (+.300 BLK, 9mm, and 10mm); Infantry Battle RIfle (T48 and FN FAL) [FN FAL] (+.280 British); Grease Gun SMG M3 - Redux Version [M3 "Grease Gun"] (+.30 Carbine and 9mm; .45 ACP if patched for 9mm); The Automatic Rifle (Colt Monitor BAR) and AnotherOne Browning M1918A2 [Browning Automatic Rifle] (+.303 British, 7.92x57mm Mauser); F4NV Trail Carbine [Marlin Model 1894] (+.44-40, .357 Magnum, and .38 Special); IMI Uzi - SMG [IMI Uzi] (+.22LR, .45 ACP, 9mm conversions as necessary; optional rename); Fallout London - Bren Gun [Bren Light Machine Gun] (+.30-06 Springfield, .308, 7.62mm, and 7.92x57mm Mauser); Scorpio 61 - Vz.61 Machine Pistol (+ .38 for Munitions version; optional rename); The Lewis Gun (+.30-06, 7.92x57mm Mauser, 7.62x54mmR); .38 Machine Pistol (Mac-11) [MAC-11](+9mm); Marksman Pistol (Super Comanche .45-70) [Comanche Super Break Action Pistol] (+.45 Long Colt and .410 Shells — Dak is right that these would be pretty useless, but why not let everyone do something stupid?); Capital Wasteland 10mm Pistol + Unofficial Update (standard) (+.40 Caliber); Fallout 3 10mm SMG (+.40 Caliber); Bullpup Bozar + Unofficial Update and/or Bozar Rifle (+.223, .300 BLK, 6.8 SPC); Capital Wasteland .32 Caliber Pistol + Unofficial Update [Smith & Wesson Model 13 and Model 17] (+.22LR, .38, .357; optional rename to Service Revolver); The Rolling Block Rifle (Cowboy Sniper Rifle) (.303, .30-06, 7.62mmR); Pig's Wasteland Weaponry - A Best Of Pack (A LOT, stay tuned); Glock Party Pack [Glock 17, Glock 18c, Glock 20] (Glock 17: +.40, .357 - proxy for .357 SIG, ; Glock 20: +.40, .45 ); Glock 19x [Glock 19] (+9mm, .38, .40, .22); Wasteland Melody's Chinese Assault Rifle + Chinese Assault Rifle - Reborn (Munitions version) and/or Chinese Assault Rifle - Fallout 3 Recreation (+5.8mm, .300 BLK, .223); Springfield Armory M1A [M14/M1A] (+6.5mm Creedmoor; optional rename to Marksman Rifle); Heckler und Koch - MP5 Complex [MP5] (9mm, +10mm, .40 Rounds, .22 Rounds; optional rename to Police Submachine Gun); Hunting Revolver and Ranger Sequoia [Magnum BFR] (.44, .45 Long, .410, 12.7mm, .30-30, .45-70, .50 Beowulf); Handmade Pistol (Metro Lolife) (5.45mm, 5.8mm, 9mm Subsonic); Bullpup Scout Rifle (Keltec M43 Prototype) (.223, .300 BLK); The Assault Pistol (Colt SCAMP) (.223, .300 BLK); Makeshift .32 SMG (Handmade Borz SMG) (9mm Soviet); Vintage Revolver Rifle [Colt Model 1855] (.44-40); Handmade Assault SMG (Raider Vityaz) [PP-19 VItyaz and PP-19 Bizon] (.38, 9mm Soviet, 9mm); .45 Pistol - 1911A1 - Another Another Millenia, M1911A1 - Standalone Handgun, and .45 Auto Pistol (Colt M1911) + Unofficial Update (.38, 9mm, 7.62mm Tokarev, .455, 10mm, .40 - last 2 inspired by the Colt Delta Elite, if you don't want to inject a new weapon with basically the same form factor); M1903 Infantry Rifle - M1903 Day of Infamy Redux [M1903 Springfield] (.308, .22); Gatling Gun - Rat Runners Arsenal (+.30-06); Advanced Battle Rifle Remake [AR-10 and AR-15] (10: 6.5mm Creedmoor; 15: 5mm, .223, .300 BLK, 6.8mm SPC, .458 SOCOM, .50 Beowulf; ar-15 disabler for compatibility); Wasteland Melody's Service Rifle [AR-15] (5mm, .223, .300 BLK, 6.8mm SPC, .458 SOCOM, .50 Beowulf); Surplus Rifle - M16A2 - Another Another Millenia [AR-15] (5mm, .223, .300 BLK, 6.8mm SPC, .458 SOCOM, .50 Beowulf); Accuracy International L96A1 (+.300 Win. Mag., .338 Lapua Magnum); Escape from Boston - Desert Tech SRSA2 [Stealth Recon Scout] (+.300 Winchester Magnum, .338 Lapua Magnum, .338 Norma Magnum); Select Marksman Rifle (Primary to .30-30. +6.5mm Carcano, .45-70, .44, .44-40 - Why: pointed bullets are incredibly unsafe in tube fed magazines because you can make all of the rounds go off and blow up your gun!)
Mods and patches others have done:
The Attachment Pack:
Adds numerous attachments for the vanilla weapons, without any other dependencies.
Attachment Pack Unofficial Expansion and Refinement:
Adds even more attachments. Also includes an optional missile launcher attachment that uses Munitions Rockets instead of missiles, so I won't be touching the missile launcher.
Rapid Fire Lasers Use Electron Charge Packs:
Changes the automatic receivers on the laser pistol/laser rifle to use Electron Charge Packs (like the lore says they should) instead of fusion cells. Also changes the model appropriately. 10/10, no notes.
Electron Charge Packs with The Attachment Pack and AR2 Attachment Patch:
Extends the above mod to the Attachment Pack and (optionally) to America Rising 2 if needed.
Makeshift Weapon Pack - Munitions Patch with Options:
Changes the new Makeshift Nailgun and Grenade Launcher to use Munitions ammo instead of the new stuff. Useful if you don't expect past mods to be updated to use the new stuff.
Acknowledegments:
- codeblackcrash for Munitions - An Ammo Expansion Project
- PIZZASPULUNKER for Munitions - Additional Ammo and deyensi for Munitions - Advanced Calibers (MAC)
- The publishers and authors of all the various mods patched here, including but not limited to 3nikhey, Alexerator, Alexscorpion, Amoveve, Arbiter225, Ardent, Bwones, ConradTheThird, DeadPool2099, DegenerateDak, Diakyuto/Diacute, FX0x01, GrilledTurkey (aka TheFriedturkey and HcG x Grill), IraMorti, jkruse05, jhardin, LtCommander, lucasncolombo, micalov, neeher, OscarN1N7, OhDeerSKR, Pig, Selakii, shavkacagarikia, Shiagur, Spadey01, StamperDoesMods, The6thMessenger, TheShinyHaxorus, ToastyFresh, xCADAVVER, and Wanaming0