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Special cartridges
About This Mod
This mod allows you to add one of 12 different effects of ammunition to ballistic weapons. These effects are as follows:
Explosive cartridges - bullets explode on impact, dealing AOE damage.
EMP Ammo - Adds EMP damage to your weapon, with additional damage against mechanical enemies
Corrosive cartridges - deals acid damage to targets over time and can completely dissolve enemies.
Incendiary cartridges - set fire to enemies.
Paralyzing cartridges - adds electrical damage to your weapon with a chance to stun your target
Bullet rounds - Hurt an enemy while dealing additional bleeding damage
Armor-piercing cartridges - ignore part of the damage and resistance to enemy energy
Cryo Ammo - Deals additional cold damage and critical hits freeze the target.
Plasma cartridges - deal plasma damage and can fool the target.
Charged cartridges - deal electrical damage to enemies (more than paralyzing cartridges, but without a chance to stun).
Depleted uranium cartridges irradiate the target, dealing additional damage.
Poisonous munitions - poison the enemy for a certain time.
Each type of ammunition has its own effect (if it is appropriate), whether it is the cracking blue flashes from EMP rounds or the hissing brown from Corrosive rounds when they dissolve a supermutant.
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How do I add ammo to my weapon?
To add a type of ammunition to a weapon, simply go to any weapons booth and add it, just like any other weapons mod. Maud uses the Legendary slot for weapons, so if you don't already have a fashion that allows you to add legendary effects, this mode will add a new weapon modification slot in which you can fit the chosen type of ammo. You can only use one type of cartridge at a time on a particular weapon, so to change the cartridges you will have to visit the gun shop again to get another.
If you already have a mod that allows you to add legendary effects, this mod uses the same slot for modifications, but does not conflict with them.
I also tried to balance these effects for each type of weapon. 15 extra damage per hit will add significantly more damage to an assault rifle than a revolver, and in turn will add more damage to a minigan than to an assault rifle. To account for this, additional damage for each type of cartridge was balanced between automatic weapons, non-automatic weapons (revolvers, semiautomatic weapons, etc.), and minigans. A .44 revolver with explosive cartridges will deal an additional 50 damage per hit, but only 15 for the rifle and 5 for the minigan.
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Things to Know
1. This mod does not change the type of cartridges of the weapon - it will still use .44, .308 or any other cartridges.
2. Since the effects of ammo occupy the Legendary Weapon slot, don't put the effects of ammo on Legendary Weapon unless you are against losing it (unless you have a fashion that allows you to use more than one Legendary Effect). If you replace it, it will disappear. Likewise, the ammunition mod cannot be put back if you replaced it without creating another. For example, if you put incendiary cartridges in the gun and then decide to replace them with cryopatrons, you'll have to build another mod incendiary cartridges if you want to bring them back. To compensate for this, you don't need a lot of materials to create these mod cartridges.
3. Currently, only ballistic weapons (i.e. bullet-fired weapons) can have ammunition effects. It makes little sense to have, for example, a plasma-sprayed laser weapon or a plasma weapon that can fire Hollowpoint rounds. In the future, I plan to add some effects to this weapon that will make sense - I can see a laser weapon that sets fire to enemies, or a rocket launcher that fires corrosive missiles.
4. Some weapons can be automatic or non-automatic, depending on which receiver you install on the weapon. Nothing prevents you from installing non-automatic bullets with heavy damage on your assault rifle, and then adding an automatic receiver to take both more damage and rate of fire. It will upset the fashion balance, but if you want to do it - act. This is a single-player game, you will not harm anyone.
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Installation
The mod can be set using Nexus Mod Manager. The file and instructions for using it can be found here.
To set the mod manually, follow this guide.
A brief description of the manual process:
Extract the .esp from the .rar archive and place it in the Fallout 4 folder '[Installation Path]\Data'. If you are using Steam, for example, this path might be:
C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\
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Compatibility
This mod overrides only one file in the game, so theoretically it should work with most, if not all, mods - I tested it with the TeaLz's Legendary Modification mod. Since this mod affects Legendary's weapon slot, if there's any mod that might conflict with mine, it's him, but both mods seem to work fine with each other.
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