Source code available on Github.

Warnings

    • This mod will be replaced by WeaponTweaks (no link yet) 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

  • 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 and Attack Types

    • Adds several new calibers and ammo variations and the ability to switch between them.
    • Bulk Ammo Box items can also be optionally distributed to vendor leveled lists.
      • 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.


  • If DLCs are found, their ammo and weapons can be optionally distributed to the Commonwealth.


Weapon Condition

    • 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

  • 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.


SPECIAL Weapon/Armor Equip Restrictions

  • 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 and 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

  • 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).


Edited GameSettings

  • 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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AmmoTweaks v1.11

AmmoTweaks v1.11

Full Version

AmmoTweaks re-release with crash hotfix. Includes ammo switching, additional ammo types, a weapon condition system, ammo/explosives crafting, and more...

AmmoTweaks v1.081

AmmoTweaks v1.081

Full Version

Most recent older version of AmmoTweaks. It's best to use a mod manager to install.

Post comment Comments  (0 - 10 of 15)
Guest
Guest - - 690,504 comments

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Possmom
Possmom - - 1 comments

Is this mod abandoned? I'm rather enjoying V1.11 but it's unfortunate it only covers vanilla weapons. If this had compatibility or patches for other weapons this would be such a crucial mod.

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isathar Creator
isathar - - 6 comments

Hey, sorry about the long response time. Life got in the way. It's not fully abandoned (it's in kind of an extended maintenance mode, I guess).

I'm still planning to replace all the ammo assets with the custom meshes I made for TweaksFramework whenever I finally get around to releasing it - should be a nice upgrade to the lazy texture recolors and scaling of the vanilla assets in the mod. I also want to go over all the scripts again to optimize and fix things with the knowledge I gained over the years since the last substantial release. An XB version is also coming at some point, hopefully before Fallout 4 stops being supported... No ETA on any of that, though.

As for compatibility patches for mod-added weapons (I guess this doubles as a response to thomasrepko1 from March) :
My Nexus account is probably deactivated by now and I don't want to create a new account due to their troll infestation, so getting permission to make compatibility patches for the more popular mods is pretty much impossible even if I had the time to make them. The best I can do is to add an example plugin or two to show how to do it. I also tried making a patcher script for xEdit a couple of years ago and got stuck on it and quit since Pascal scripting wasn't my forte. I'll get to it eventually, but my main focus right now is getting TweaksFramework finished since it's a lot simpler to do all this stuff with a custom F4SE plugin.

Reply Good karma+2 votes
thomasrepko1
thomasrepko1 - - 1 comments

question when will this mod work with weapons made by other people id love to use this mod you made but it only seems to work on vanilla/dlc weapons ive tried both ammo switchers to no avail they only work on ingame weapons the game came with please dont tell me i have to edit every weapon mod i have to make it work?! so aside from that it does work just not on mod weapons out of the box sadly at least for me :(

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Guest
Guest - - 690,504 comments

Impressive scope compared to what was originally there, here's hoping this comes out before F4NV takes your spotlight. Also, I don't mean to pry, but what happened to AmmoTweaks on Nexus?

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isathar Creator
isathar - - 6 comments

Both the F4NV team and I are going for 2077 release dates to fit the setting. :)
Realistically, it won't be much of a competition - I know I'll be playing F4NV soon after it's released, but I doubt most the F4NV team even knows AmmoTweaks/TweaksFramework exists.

I removed my mods from the Nexus because I didn't like the way they went about that recent file deletion policy change. It seemed kind of shady and made me think about what other parts of their ToS could be randomly reinterpreted to grant them even more rights over what's uploaded there in the future.

Reply Good karma+1 vote
Guest
Guest - - 690,504 comments

Is there a specific date being set for when Weapon Tweaks gets released?

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isathar Creator
isathar - - 6 comments

Not yet. I recently got Substance Painter and have been working on some new ammo art, which is turning out to be a massive time-sink.
There's a project page on Github with some details on what's done and what's left to do (https://github.com/isathar/F4_TweaksFramework/projects).

Reply Good karma+1 vote
Guest
Guest - - 690,504 comments

Does this mod work for modded weapons too?

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isathar Creator
isathar - - 6 comments

Not by default. If you're familiar with xEdit, take a look at the weapon forms to see the edits that are needed to make a weapon compatible.
I'll need to get around to writing a tutorial (and fixing that summary page) one of these days.

Reply Good karma+1 vote
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