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.