Special Ammo
SPECIAL AMMO
This mod allows you to add one of 12 different ammunition effects to your ballistic weapons. These effects are:
Explosive Ammo – Bullets explode on impact doing AOE damage
EMP Ammo – Adds EMP damage to your weapon, with extra damage against mechanical enemies
Corrosive Ammo- Hits your target for acid damage over time and can dissolve enemies entirely
Incendiary Ammo – Sets your enemies on fire
Paralysing Ammo – Adds electrical damage to your weapon with a chance to stun your target
Hollow-point Ammo – Wounds your enemy for extra bleeding damage
Armour-piercing Ammo – Ignores a portion of the enemy’s damage and energy resistance
Cryo Ammo – Does extra cold damage to your target, with critical hits freezing them solid
Plasma-Infused Ammo – Does plasma damage and can goo-ify your target
Charged Ammo – Does electrical damage to your foes (more than the Paralysing Ammo, but no chance to stun)
Depleted Uranium Ammo – Irradiates your target for extra damage
Poison Ammo – Poisons your enemy over time
Each ammunition type has its own effect (if appropriate), whether it be the crackling blue flashes of the EMP ammo or the sizzling brown of the Corrosive ammo as it dissolves that super mutant.
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How do I add ammo to my weapon?
To add an Ammo type to your weapon, just go to any weapon bench and add it as you would any other weapon mod. It uses the “Legendary” slot for the weapon, so unless you already have a mod that lets you add legendary effects, this mod will add a new weapon modification slot for you to put your chosen Ammo type into. You can only use one Ammo type at a time on a particular weapon, so to change the Ammo you’ll need to visit a weapon bench again to get a different one.
If you do already have a mod that lets you add Legendary effects, this mod uses the same modification slot, but doesn’t appear to conflict with those mods.
I have also attempted to balance these effects per weapon type. 15 extra damage per hit will add considerably more damage to an automatic Assault Rifle than it does to a Revolver, and will in turn add more to a Minigun than to an Assault Rifle. To account for this, the additional damage for each Ammo type has been balanced between Automatic weapons, non-Automatic weapons (Revolvers, Semi-Automatics, etc) and Miniguns. So a .44 Revolver with Explosive Ammo will do an extra 50 damage per hit, but only 15 for an Automatic and 5 for a Minigun.
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Things to be aware of
1. This mod does not change the ammo type of a weapon – it’ll still use .44 rounds or .308 rounds or whatever.
2. As these ammunition effects take up the Legendary slot, don’t put an ammo effect on a Legendary weapon unless you don’t mind losing its current (unless you have a mod that allows for more than one Legendary effect). It you replace it, it’s gone. Likewise, these ammo mods can’t be put back in if you replace it without building another one. For example, if you put the Incendiary Ammo in your pistol and then decide to replace it with the Cryo Ammo, you’ll have to build another Incendiary Ammo mod if you want it back in there again later. To compensate for this, you don’t need many materials to craft these ammo mods.
3. Currently only ballistic weapons (ie, weapons that use bullets) can have ammunition effects. It doesn’t make much sense to have a Plasma-Infused laser weapon, for example, or a plasma weapon that can fire Hollowpoint rounds. In the future, I plan on adding some effects to these weapons that do make sense – I could see a laser weapon that sets enemies on fire or a Missile Launcher that fires corrosive missiles.
4. Some weapons can be both automatic or non-automatic depending on the receiver you put on the gun. There’s nothing to stop you putting the higher-damage non-Automatic ammo on your Assault Rifle and then adding the automatic receiver, so you benefit from both the higher damage and the rapid fire. That will throw out the balance of the mod, but if you want to do it, go for it. It’s a single-player game; you’re not hurting anyone.
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Installation
The mod can be installed with Nexus Mod Manager. The file and instructions on how to use it can be found here.
To install the mod manually, follow this guide.
A quick summary of the manual process:
Unzip the .esp from the .rar archive and and put it in your Fallout 4 “[Installation path]\Data” folder. If using Steam, for example, this path may be:
C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\
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Compatibility
This mod only actually overrides one file in the game, so in theory it should work with most if not all mods – I tested it with teaLz’s Legendary Modification mod. As another mod that affects the Legendary slot for weapons, if there’s any mod out there that would conflict with mine it would be that one, but both mods appear to work fine with each other.
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Optional files
Special Ammo (with Legendary) – this optional file will allow you to add an Ammo type to a Legendary weapon without replacing the existing Legendary effect (crits with the Ashmaker minigun look damn cool with Cryo Ammo added – ice cube on fire). However, it’s also a lot more likely to conflict with other weapon mods, so use at your own risk. Be aware that you’ll likely only see the weapon text and damage boost of one Ammo type/Legendary effect on the weapon’s description, but both effects will be applied when shooting.
And yes, you can also use both files at once to apply two Ammo types to your gun. Somewhat OP, but lots of fun.