Yes, you will now be able to use multiple types of ammo with each gun. (when the script gets written )
http://www.fallout3nexus.com/downloads/file.php?id=9636
no known bugs: if you find em, tell me!
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In my attempt to make fallout feel more like an RPG, this mod will make it so all weapons have a specific damage type, and each armor has a set of resistances.
This mod also includes reductions in actor health values, increases in weapon damage values, and balancing in armor DR values (and of course a fix to the heavy power armor)
There will be DLC conversion packs available eventually
Explosive weapons will be buffed to more realistic damage (mines being able to 1 hit unarmored humans, rocket launchers that actually knock stuff down)
Weapons will be tiered into a few different tiers:
Tier C:
Dart Gun
Rock-It Launcher
railway rifle
Tier B:
all .32 cal weapons
all 10mm cal weapons
all Assault Rifles
all shotgun variants
Tier A:
all .44 magnum weapons
all .308 caliber weapon variants
energy weapons:
all energy weapons
explosives:
all explosives
with few exceptions, the higher the tier of the weapon, the less armors are resistant against it (since it is of course stronger)
armor will be tiered, in tiers of 1-4, with 4 being the strongest (PA only)
armors of the same tier share the same characteristics:
1: casual clothing; small amount of low caliber resistance
2: average travel wear: raider clothing, leather armor etc: medium amount of low caliber resistance, low amount of medium caliber resistance
3: combat equipment: combat armor, any other heavy-non power armors; high LCR, medium MCR, low HCR, small amount of energy resistance
4: power armor: duh; totally resistant to LCR, highly resistance to MCR, moderately resistant to HCR, semi low amount of energy resistance
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For actor stats, this mod removes the HP bonus from leveling up, this applies to enemies as well as the PC.
For DLCs (when released), it will fix those enemies with stupidly high HP while keeping them at their originally intended difficulty level (no need anymore to nuke a tribal to get a 1hko)
HP will still be affected by endurance, so the range of HP will be 110-200 (100 base + 10 per endurance)
stimpacks are nerfed to 1/2 hp
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For weapons, they are all either left alone completely or have increased damage