I understand that it is good too have a standardized platform for weapon mods, but i think if every gun gets its real ammo it makes the game too complicated and maybe less fun.
Imagine you play a mod that gives you the following guns: MP7, P90, MP5, MAC. I think gameplay wise these guns would fall into the same category of SMG's.
Now you play a mod where you find less ammo (e.g FWE) and have all these guns in your inventory. When all these guns use their real life rounds like in the description above, every gun would need its own ammo type and you'd find less ammo for one specific gun because the ammo you find would be distributed between all these ammo types .
If I have 50 rounds for SMG A and find a slightly better SMG B do not want to find another ammo type so that I can use it.
Imo the vanilla system is reasonable enough. It has one ammo type for 1 specific type (gameplay wise) of weapon (e.g 5.56mm for assault rifles, .308 for snipers, 10mm for semi auto pistols and smg's, ...)
Of course it all depends on how the modders set up their mods.
Yup, that was one of my original concerns. I haven't been following this project as much recently, but I believe Tubal did implement the Form List suggestion I made - any idea if modders are using that? If yes, then something can be done about this problem. If not, then it'll be entirely up to the modders.
But if we have that list, then a script could run and squish several similar ammo types together, and change all the guns that use the differentiated versions to use the "squished" version. It'd be done completely during run-time (i.e. no file nightmare of having dozens of different patches), and would be entirely up to the user.
I have three Oblivion projects, plus I'm now helping out on OBSE, and I don't have huge amounts of free time to begin with, so in all likelihood, I will not get to this project in the near future. If anyone is interested, however, I would definitely be willing to help/answer questions.
That flag doesn't appear do actually do any difference though, I've checked. I made 2 identical 10mm pistols (new versions to make sure other mods didn't screw with them), and 2 new 10mm ammo types, one with the flag ticked. They did the same damage with or without the flag, as tested on both an unarmoured NPC and one with power armour. Also, the GECK wiki says it's "No longer used".
I'm guessing it's a leftover from Oblivion.
In Oblivion, Ghosts and similar monsters had "Normal Weapon Resistance", in that regular iron and steel could not injure them. Silvered, Dwemer (Dwarven), Elven, and Daedric weapons had that flag checked to indicate that they ignored that resistance. I don't know if creatures in Fallout can still have that stat, but if not, the flag to ignore it won't do anything. If they can, then it will.