File information

Last updated

Original upload

Created by

SHAD0WC0BRA

Uploaded by

SHAD0WC0BRA

Virus scan

Safe to use

Tags for this mod

About this mod

Adds a wide variety of new ammo types for rifle and handgun calibers based upon various real-life sources and rebalances most existing ammo types and hand load recipes in those calibers in order to fit the new balancing scheme. Hand load recipes are now sorted into two tiers, with an additional perk required to gain access to the higher tier.

Permissions and credits
Changelogs
There is now a Shotgun Ammo Overhaul as well, designed specifically to pair with this mod.

This mod adds a variety of new ammo types for the following calibers: 10mm, 12.7mm, 9mm, .22LR, .50 MG, .308/7.62mm, .223/5.56mm, .357 Magnum/.38 Special, .44 Magnum/.44 Special, .45-70 Gov't, 5mm (or 5.7mm with an alternate version), and .45 ACP (with DLCs).

It also rebalances most base game hand load or otherwise special ammo types in order to fit them into the new balancing scheme. With such a wide variety of ammo, most (but not all) types now have some effect on damage, accuracy, and condition. Some types also have an effect on enemy DT. These effects are based partially on what the bullet type is designed to do in real life, but with balancing in mind. It gives the player a number of factors to consider when choosing what ammo type to use. The goal of balancing was to ensure that none of the ammo types can be considered wholly inferior or useless.

With this in mind, many hand load recipes have also been rebalanced. It requires considerable skill and greater amounts of powder & lead to create the most powerful hand load types included in the mod. Hand load recipes are now in two distinct tiers. The lower tier (including JHP, JFP, and +P ammo types) is unlocked with the existing Hand Loader perk. The higher tier (JSP, SWC, +P+, and Match) require a new perk called Ballistics Expert. This perk also comes with a small permanent boost to both accuracy with Guns and hull/case recovery chance.

Because one of the goals of this mod was to eliminate useless ammunition types, certain ammo types such as but not limited to the .223 Round, the .38 Special Round, and the .44 Special Round now have an accuracy bonus as well. You will also now get cases for firing these rounds which you can use to make more, if you like them. New Vegas already has an example of lowered recoil imparting higher accuracy (the Compensator weapon mod reduces spread), so I felt comfortable doing this. Hollow point ammo types also have had their DT penalties reduced, within reason.

In addition to all this, every single rifle and handgun ammo type now has an accurate projectile model for use in those bullet-cam VATS moments and/or for anyone who has another mod that adds bullet time or something similar. This means that there are also new projectiles for both .308/7.62mm (which just used 5.56mm bullets in the base game) and .45 ACP (which did not have a projectile anywhere near correct, as it used the .45-70 Gov't projectile). I have also changed the auto tracer projectile to generate a tracer 100% of the time (as it was firing 7.62mm bullets when not generating a tracer, which makes no sense, and I didn't want to change the projectile for every gun that uses it). However, I have also 'darkened' the standard tracer to make this much less noticeable/annoying. The point is, when the killcam follows your hollow point bullet, it will look like a hollow point bullet, etc. Every ammo type also has a unique ammo box texture now as well. 5mm (or 5.7mm) and 5.56mm have new ammo box models.

I have also balanced the value (in caps) of each ammo type. There are no more worthless ammo types for rifle and handgun calibers. It didn't make sense to me that any working ammo would be totally worthless in the wasteland. Unfortunately, it's impossible to assign ammo a decimal value, so you might be of the opinion that some ammo types, such as .22LR, are overvalued. To help mitigate this, the "standard" .22LR is now "High Velocity," and "Plinking" has been replaced with regular .22LR Rounds (again, the goal was to get rid of things that are completely useless). Also, ammo types (other than the plain rounds) are now either hand loaded or purchasable, never both, as it was too difficult to balance the value of craftable ammo types that were also available for purchase.

The hand load ammo types are JHP, JFP, +P, Match, JSP, SWC, +P+, SJFP, and SJHP. All other ammo types are available for purchase.

Also, Jules' note that normally unlocks .44 Magnum SWC crafting now unlocks every SWC ammo type.

Because this mod adds so many more special ammo types, it means that the Gun Runners' store has a TON of ammo available. With the value rebalancing that I did, maybe it won't matter because much of the ammo is now generally more expensive. With that in mind, I hope this won't mess up the ammo availability balancing in the game too much. The store had plenty of ammo as it was for any customer with plenty of caps, so maybe it'll be fine. Let me know.

The ammo types included in this mod are based upon their actual availability for purchase in real life on a certain retailer's online store, as well as several historical/military ammunition rabbit holes that I went down, plus some novelty items (like the .22LR and 9mm Incendiary). Maybe some of the ammo types I included do exist for calibers that I didn't add them for, but they didn't pop up in my search. And at a certain point, I had worked on this mod for so long that I decided to stop myself from searching and going down any more rabbit holes. I just had to finish this thing and move on.

In the future, I plan to release a version of this mod where some of the new ammo types are only obtainable by purchasing them from a new NPC vendor who will stock weird ammo types and lots of weapon mods that are hard to find. I don't know the ins and outs of doing that yet, though, so for now all of the purchasable types are in the standard leveled lists.


Inspirations for various new ammo types:
Spoiler:  
Show
9mm/.45 Auto AP: American Ballistics Co. AP ammo
.357 Magnum/.44 Magnum AP: various "metal piercing" rounds
9mm/.357 Magnum CEP: Lapua CEPP
5mm/5.56mm PFP: various specialty 5mm and 5.56mm rounds, e.g. T6B
.38 Special Bean Bag: "Short Stop" lethal bean bag
.22LR/9mm/7.62mm/5.56mm Incendiary: "Fire Storm" novelty item
Various handgun-caliber tracers: "Streak" brand ammo
7.62mm Duplex: M198 Duplex round
.45 Auto/.44 Magnum/.45-70 Gov't Multiple Projectile: Lehigh multiple projectile rounds

AMMO TYPES LIST (with DLCs)
10mm: JHP (Jacketed Hollow Point), JSP (Jacketed Soft Point), JFP (Jacketed Flat Point), Fluted, HP (Hollow Point), TC (Truncated Cone), SWC (Semi-Wadcutter)
9mm: AP (Armor Piercing), Incendiary, +P+, JHP, JSP, JFP, +P, Fluted, HP, TC, Tracer
.50 MG: AP, Incendiary, Explosive, Tracer, Match, CEP (Controlled Effect Projectile)
.22LR: HP, HV (High Velocity), TC, TCHP (Truncated Cone Hollow Point), Tracer, Incendiary
12.7mm: JHP, JSP, JFP, Fluted, HP
.308/7.62mm: JHP, JSP, Match, AP, HP, Incendiary, Tracer, Surplus, Duplex (2x projectile)
5mm: JHP, Tracer, Surplus, AP, HP, PFP (Plated Flat Point)
.357 Magnum/.38 Special: JHP, JSP, JFP, SWC, +P, WC (Wadcutter), Fluted, HP, TC, Tracer, SWHP (Semi-Wadcutter Hollow Point), AP, Lethal Bean Bag, CEP
.44 Magnum/.44 Special: JHP, JSP, JFP, SWC, +P, Fluted, HP, TCSP (Truncated Cone Soft Point), WC, Tracer, MP (Multiple Projectile), +P+, SWHP, AP
.45-70 Gov't: JHP, SJFP (Semi-Jacketed Flat Point), SWC, +P, HP, MP
.223/5.56mm: JHP, JSP, Match, AP, HP, Incendiary, Tracer, Surplus, PFP
.45 Auto: JHP, JFP, SJHP (Semi-Jacketed Hollow Point), SWC, Fluted, HP, TC, Tracer, MP, AP

AMMO EFFECTS
Spoiler:  
Show
JHP: 1.65x DAM (damage), 1.65x DT
JHP (5mm): 1.65x DAM, 1.50x DT
JHP (.308): 1.70x DAM, 1.15x CND (condition), 1.65x DT
JSP: 1.50x DAM, 1.50x CND, 1.25x DT
JSP (.308): 1.55x DAM, 1.65x CND, 1.25x DT
JFP: 1.20x DAM, 1.20x CND, 0.80x SPR (spread), -3 DT
SWC: 1.30x DAM, 1.75x CND, -6 DT
+P: 1.40x DAM, 1.30x CND, -2 DT
+P (Special): 0.90x DAM, 0.90x CND, 0.85x SPR
Match: 1.15x DAM, 0.65x SPR
Match (.308): 1.20x DAM, 1.15x CND, 0.75x SPR
SJFP: 1.35x DAM, 1.40x CND, 0.85x SPR, 1.20x DT
HP: 1.80x DAM, 2.00x DT
HP (5mm): 1.80x DAM, 1.85x DT
HP (.308): 1.85x DAM, 1.15x CND, 2.00x DT
WC: 1.45x DAM, 0.90x CND, 1.10x SPR, 1.30x DT
WC (Special): 1.20x DAM, 0.60x CND, 1.30x DT
Fluted: 1.15x CND, 0.75x SPR, -5 DT
TC: 1.10x DAM, 1.15x CND, 0.85x SPR, -2 DT
Surplus: 1.15x DAM, 2.50x CND, 1.15x SPR
Surplus (5.7mm): 1.15x DAM, 2.50x CND, 1.15x SPR, -10 DT
TCHP: 1.60x DAM, 1.10x CND, 0.90x SPR, 1.50x DT
TCSP: 1.30x DAM, 1.25x CND, 0.90x SPR, 1.15x DT
AP (5.56mm/.50 MG): 0.90x DAM, -18 DT
AP (7.62mm): 0.80x DAM, 0.90x CND, 0.90x SPR, -18 DT
AP (5.7mm): 0.90x DAM, -28 DT
AP (9mm/.45): 0.90x DAM, -8 DT
AP (.357/.44): 0.90x DAM, -12 DT
Super/+P+: 1.55x DAM, 3.00x CND, -4 DT
.223: 0.85x DAM, 0.75x CND, 0.90x SPR
Special: 0.80x DAM, 0.70x CND, 0.85x SPR
HV: 1.20x DAM, 1.30x CND, 0.90x SPR, -1 DT
SJHP: 1.60x DAM, 1.25x CND, 1.45x DT
.308: 1.05x DAM, 1.15x CND
7.62mm: 0.90x DAM, 0.90x CND, 0.90x SPR
Duplex: 1.55x DAM, 2.70x CND, 1.70x SPR, 2 projectiles
5mm: -10 DT
PFP (5mm): 1.15x DAM, 1.15x CND, 0.90x SPR, -18 DT
PFP (.223): 0.90x CND, 0.80x SPR, -10 DT
MP (.45-70): 2.40x DAM, 3.00x CND, +0.03 SPR
MP(.44): 2.60x DAM, 3.00x CND, +0.02 SPR
MP (.45): 2.30x DAM, 3.00x CND, +0.01 SPR
SWHP (Special): 1.60x DAM, 1.20x CND, 0.85x SPR, 1.90x DT
CEP: 1.35x DAM, 1.10x CND, 0.90x SPR, 1.15x DT
Lethal Bean Bag (Special): 0.60x DAM, 0.70x CND, 1.15x SPR, 175 Fatigue (adjusted)

Note: some ammo types listed above are already present in the unmodded game. This is a comprehensive list of what is already there, plus what I added. The item ID list below only includes item IDs from my plugin (i.e. ammo types that are newly added).

ITEM IDs
Spoiler:  
Show
10mm
SWC: XX009AFC

Fluted: XX013ED

TC: XX0013EE

JSP: XX0013EF

JFP: XX0013F0
9mm
+P: XX001706

TC: XX001707

Fluted: XX001708

JSP: XX001709

JFP: XX00170A

+P+: XX002EF7

AP: XX00A6FF

Incendiary: XX00A705

CEP: XX00A709
.
50 MG
Tracer: XX0016FF
.22LR
TC: XX0013F5

TCHP: XX0013F6

Tracer: XX0013FF

Incendiary: XX00A70D
12.7mm
Fluted: XX0013F1

JSP: XX0013F2

JFP: XX0013F3
.308/7.62mm
Duplex: XX00890C

7.62mm Round: XX001401
Incendiary: XX001402

Tracer: XX001403

Match: XX001407

JHP: XX001408
5mm
Tracer: XX001705

PFP: XX008306

JHP: XX00F4C9 (base game versions only)
.357 Magnum/.38 Special
+P: XX00140B

WC: XX00140C

JHP: XX00140D

JSP: XX00140E

SWC: XX00140F

Tracer: XX001410

Fluted: XX001411

TC: XX001412

SWHP: XX00A713

AP: XX00A715

CEP: XX00A716

Lethal Bean Bag: XX00A727
.
44 Magnum/.44 Special
+P+: XX002EF6

MP: XX008904

SWHP: XX00A71E

AP: XX00A721

JHP: XX001413

JSP: XX001414

JFP: XX001415

+P: XX001416

Fluted: XX001417

TCSP: XX001418

WC: XX001419

Tracer: XX00141A
.45-70 Gov't
Fluted: XX00141B

MP: XX0016FB

JHP: XX0016FC

SJFP: XX0016FD

+P: XX0016FE
.223/5.56mm
JHP: XX001700

JSP: XX001701

Incendiary: XX001702

Tracer: XX001703

PFP: XX008303
.
45 Auto
JHP: XX00170B

JFP: XX00170C

SJHP: XX00170D
SWC: XX00170E

+P: XX00170F

Fluted: XX001710

Tracer: XX001711

MP: XX00890A

AP: XX00A711

Note: due to various leveled list/balancing problems (namely, ensuring that certain ammo types can only be crafted or bought, never both), 9mm Tracer uses the Form ID of 9mm +P from the base game, .45 Auto Truncated Cone uses the Form ID of .45 Auto +P from Honest Hearts, and 5mm JHP uses the form ID of 5mm JSP from Gun Runners' Arsenal (DLCs version only).

REQUIREMENTS
Versions are available either for use with the base game, or with the DLCs. The base game version is kind of weird because it just has everything except the few GRA ammo types.

KNOWN ISSUES
The fluted bullets don't look all that great because I did the whole thing by modifying existing projectiles.

.38 Special +P has a slightly messed up ammo box texture (you might not have noticed, but I did). I forgot to set the unique .45 Auto Pistol to use the correct projectile. AP rifle ammo ought to have 'flat base' projectiles and not the boat tail. The 5mm/5.7mm Surplus ammo uses its own projectile when it shouldn't. Also, a lot of the ammo types need to be set to "Pass Thru Small Transparent." These are all on the list for the next update.

Please report anything else you find in the comments.

CONFLICTS
This mod has a number of conflicts. It will conflict with any mod that relies on editing the base game projectiles for the included calibers, since the mod adds a whole bunch more for accuracy's sake. It will also conflict with anything that edits the various ammo types rebalanced by this mod, as well as their respective recipes. The non-NVSE DLC versions will conflict with anything that edits the .45 Auto Pistol. There are a few additional conflicts with edits of: miscellaneous items (ammo boxes for various surplus types), the SWC hand load schematics note, the Hand Loader perk, and the cut content Spicy Casserole perk (I had to use this for Ballistics Expert to avoid creating headaches of titanic proportions for compatibility with some of my other mods, but I can't imagine anyone would restore this useless perk because its effect could be accomplished just fine with a note). This mod does not directly edit any leveled lists or form lists.

Don't use my mods 5mm to 5.7mm Full Rename or .308 to 7.62mm Full Rename with New Texture together with this mod. They conflict, and this mod accomplishes what they set out to do much better anyway.

Because of the various balancing challenges with this mod, I am unable/unwilling to create a version that only adds the new ammo types without modifying existing ones. It just wouldn't make much sense, unfortunately. If you really want, you can take a crack at it with the modder's resource included in Miscellaneous Files, or use these projectiles in your own mods.

RECOMMENDATIONS
I made Shotgun Ammo Overhaul specifically for use with this mod. It has the same balancing scheme and new perk.

I recommend my mod Minigun and Shoulder-Mounted Machine Gun Rechambers (it has a version that only affects the miniguns) if you are going to use one of the "5.7mm" versions of this mod. The 5mm ammo type never made too much sense to begin with, but a 5.7mm minigun doesn't make too much sense either (to me, at least). If you're going to use that mod, then I also recommend my mod 5mm Assault Weapons Pack, which is designed around the '5mm as 5.7mm' idea.

OPTIONAL FILES
The "5.7mm" versions change the name of all 5mm items/recipes/textures to 5.7mm. It has always seemed to me like the closest real-life cartridge because of the inherent armor-piercing capabilities.

The "NVSE" versions require New Vegas Script Extender (NVSE) and are provided to change the .45 Auto Pistol's default projectile to the new, proper .45 Auto projectile without editing the weapon form.

INSTALLATION
Only download ONE of the six files, depending on your preference. Put the contents of the mod folder (the folder with the .esp inside of it) into your Data folder, or use a mod manager. To uninstall, delete the mod's files (.esp, meshes, and textures) or uninstall using a mod manager.

CREDITS
I would like to thank DevastatinDave for the 12.7mm ammo icon fix.

ADDENDUM
I have made a lot of mods. Because I like to create different versions to give the user plenty of options, it's extremely difficult for me to bundle my mods together. I recommend getting the FNV Mod Limit Fix by iranrmrf, or try using a tool like Merge Plugins by Mator.