[WIP/POC] Swappable Ammo Types

Post » Sun Aug 08, 2010 8:02 pm

http://www.fallout3nexus.com/downloads/file.php?id=13309

In the old Fallouts there is were Armor Piercing (AP), Jacketed Hollow Point (JHP) and Full Metal Jacketed (FMJ) bullets. In Fallout 3 there was only one type of round per weapon. This is my attempt to bring the different ammo types from the previous games to the Capital Wasteland. As the title of this thread says this mod is very much a Work in Progress/Proof of Concept. I would like to have players try this out and let me know if some are more/less powerful than they should be against some targets. The ammo types added are:

10MM AP
10MM JHP
14MM AP
32Cal FMJ
32Cal JHP
44Cal FMJ
45Cal FMJ
45Cal JHP

AP rounds are typicaly a solid metal "pin" encased in a softer metal, similar to a SABOT round when the bullet hits the armor the kenetic energy of a larger round is transfered to the pin wich punches right through the armor. In this mod AP rounds do less damage to unarmored/lightly armored targets but cause more damage to medium/heavy armored targets. Standard bullets expand somewhat when fired an spread thier force across the target, FMJ rounds do not expand and maintain thier bullet shape when they hit the target. This allows them to easily penetrate thier target. I made FMJ rounds have some armor piercing ability, they are the best choice for all but the most heavily armored of targets. JHP rounds expand to about 3 times thier original size when fired, when you shoot someone with these that stay shot! As the kinetic energy of the round gets spread out so much JHP rounds are easily stopped by decent armor, cloth, leather and bare skin do not count. JHP round will do more damage to unarmored/lightly armored targets (and cause a bigger mess) but are very much a waste against anyone else.

You must have FWE 5.x to use this (a big sorry to those of you who don't use FWE) and I plan to expand it to require WMK.

To swap ammo types you must have the alternate ammo types (sold by most merchants) and a suitble weapon. Go into the AID section of your inventory and choose the appropiate Swap Ammo to item.
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Vickey Martinez
 
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Post » Sun Aug 08, 2010 9:41 pm

Color me interested.
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Big Homie
 
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Post » Sun Aug 08, 2010 12:36 pm

There was some sort of problem with the Nexus so I've re-uploaded and the file and fixed the link.

Thanks T3T. If your interest should by chance prompt you to create some icons, I won't complain,
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Robert Garcia
 
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Post » Sun Aug 08, 2010 1:09 pm

awwww....FWE only?
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Dina Boudreau
 
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Post » Sun Aug 08, 2010 6:36 pm

Well I still need to do a lot of playtesting to find the right balance. I use FWE so I've based all the initial calculations on FWEs weapon re-balancing. If someone were to try this without FWE they would find every ammo type to be way too overpowered. Once I get the various ammo types balanced so they feel right, which will take lots of playtesting, I'd be happy to remake it for the other overhaul mods. In fact if there are other modders that want to adapt this themselves, let me know, I'm very open to sharing. And again I do apologize to all you who don't use FWE, and to those of you who have made your own alternatives to FWE, but when I started putting this together I wasn't even sure it would work!
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Britney Lopez
 
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Post » Sun Aug 08, 2010 3:56 pm

I've been getting some feedback on this (which is good because I need good feedback to decide how to move it forward) however it has been all "Why must this be dependant on FWE??!?" types of feedback. So in the interest of both popular demand and my need for constructive responses I will get to work on non FWE versions of this mod. Here is where you come in. Right now I can easily make a version for the vanilla weapon settings and for the vanilla weapons in Arwens Realism Tweaks. For you FOOKers out there it will take some time to one made for FOOK as there are so many weapons added. If you do not use FWE and you want to try this out let me know what weapon rebalancing overhaul, if any, you use. I'm somewhat limited in the amount of time I can spend modding so I would like to start with whatever mods are most popular with the players that want to use this.
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Kerri Lee
 
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Post » Sun Aug 08, 2010 5:09 pm

SteveDog - I've been playing around with AP ammo myself and came up with a technique that ties the effect to the projectile rather than the weapon, and only adds damage if the target is a robot or wearing power armor. If this is something useful to your further development, ping me and I'll be glad to share.
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Cayal
 
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