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Nitan22

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Nitan22

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About this mod

Adds new ammo variants for all of Caliber Complex's ammunition using Loads of Ammo's framework.

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What Is CCAV?

Caliber Complex Ammo Variants takes the unique switchable ammo types that the mod Loads of Ammo provides and applies them to Caliber Complex, the comprehensive ammunition library.

This mod also expands upon the original Loads of Ammo concept with some balancing adjustments and eventually, some new ammo types.

How To Use CCAV

On its own, Caliber Complex Ammo Variants will allow weapons that use CC calibers as their Default Ammunition* to switch ammo types using [Ammunition Switchers].

To switch ammo types, equip your weapon and consume an [Ammunition Switcher], note that you can only have 1 copy of the weapon in your inventory, otherwise the switch will not work.

You can craft all of the ammo types and [Ammunition Switchers] at Loads of Ammo's Ammunition Workbench.

*Weapon rechamber modifications will require additional patching to switch to the correct caliber's ammo type.
Without patches, rechambered weapons will switch to the ammo type of their default caliber instead of the rechambered caliber. This Article will show you how to patch rechamber modifications.

Ammunition Variants For Caliber Complex Include:
Standard Cartridges (Handgun, Intermediate, Cowboy, etc.):
  • Armor Piercing (AP): 75% More Armour Penetration, Deals 25% Less Damage.
  • Depleted Uranium (DU): Deals 25 Radiation Damage, Constant Radiation Exposure When Loaded.
  • Explosive (Exp.): Deals 15 Explosive Damage, Increases Recoil by 50%.
  • Incendiary (Inc.): Deals 5 Fire Damage/Second for 4 Seconds, Reduces Range by 25.
  • Subsonic (Sub.): Reduces Recoil and Sound by 25%, Slower Bullet Speed.
  • Supersonic (Sup.): (Alternative for Subsonic Calibers) Increases Recoil and Sound by 25%, Faster Bullet Speed.
  • Hollow Point (HP): 75% Less Armour Penetration, Deals 25% More Damage.
  • Caseless (Cas.): Increases Fire Rate by 50%, Increases Spread by 75%.
  • Cased (Cas.): (Alternative for HK 4.73x33mm) Reduces Fire Rate by 50%, Reduces Spread by 75%.
  • Snakeshot (Sna.): Fires 25 Pellets, Deals 75% More Damage, Increases Spread by 100%, Reduces Range by 100.
  • Shock (Shk.): Deals 5 Electrical Damage/Second for 2 Seconds, Increases Spread by 50%, 5% Chance of Paralyzing Target.
  • Match (Mtc.): 50% Lower Spread, 50% More AP Cost.
  • Overpressured (+P): 5% Critical Chance Outside of VATS, 75% More Recoil.
  • Homing (Hom.): Marks and Locks Onto Targets, 75% Slower Bullet Speed.
  • Ricochet (Ric.): 75% Less Damage, Chains to Nearby Enemies.

Shotgun Shells:
  • Slug (Slug): Fires a Single Slug, Deals 25% Less Damage, Reduces Spread by 50%, Increases Range by 100.
  • Beanbag (Bean): Fires a Single Slug, Deals 75% Less Damage, Knocks Down Targets.
  • Flechette (Flech.): 75% More Armour Penetration, Deals 25% Less Damage.
  • Birdshot (Bird): Fires 25 Pellets, Deals 75% More Damage, Increases Spread by 100%, Reduces Range by 100.
  • Dragon's Breath (DB): Deals 5 Fire Damage/Second for 4 Seconds, Reduces Range by 25.
  • Explosive Slug (Exp.): Fires a Single Slug, Deals 15 Explosive Damage, Increases Recoil by 50%.
  • Shock Slug (Shk.): Fires a Single Slug, Deals 5 Electrical Damage/Second for 2 Seconds, Increases Spread by 50%, 10% Chance of Paralyzing Target.
  • Cap Shot (Cap): 100% Faster Critical Charge, Increases Spread by 50%
  • Bolo (Bolo): Fires 2 Slugs, Deals 500% More Limb Damage, Increases AP Cost by 50%.
  • Irradiated (Rad.): Deals 25 Radiation Damage, Constant Radiation Exposure When Loaded.
  • Caseless (Cas.): Increases Fire Rate by 50%, Increases Spread by 75%.
  • Magnum (Mag.): Fires 4 Slugs, 10% Critical Chance Outside of VATS, 75% More Recoil.
  • Homing (Hom.): Marks and Locks Onto Targets, 75% Slower Bullet Speed.

Electromagnetic Cartridges:
  • Charged (Charge): Deals 5 Electrical Damage/Second for 2 Seconds, Increases Spread by 50%, 10% Chance of Paralyzing Target.
  • Heavy (Hvy.): 50% Slower Charge/Firing Speed, Increases Recoil by 50%, Knocks Down Targets.
  • Light (Lt.): 50% Faster Charge/Firing Speed, Reduces Recoil by 50%, Deals 25% Less Damage.
  • Shock (Shock): Fires 10 Projectiles, Deals 50% More Damage, Increases Spread by 500%, Reduces Range by 100, Slows Targets.

MFC2:
  • High Voltage (Hi-V): Deals 25% More Damage, Reduces Ammo Capacity by 50%.
  • Breeder (Bred.): Doubles Ammo Capacity, Increases Recoil by 50%.
  • Superconductive (SC): 75% More Armour Penetration, Deals 25% Less Damage.
  • Low Interference (Low-I): Reduces Fire Rate by 50%, Reduces Spread by 50%, Applies Recon Effect on Targets.

Requirements

Fallout 4
Far Harbor DLC
Nuka World DLC
Automatron DLC *As of v.1.2 of CCAV*
Loads of Ammo v. 1.52
Caliber Complex v. 3.0

Make sure that Caliber Complex Ammo Variants is loaded after all of the above.

Other Notes

I have released Custom Caliber Complex Models which includes a patch for CCAV.

I have a large list of new ammo variants that I plan on adding to this mod, you can see them in the sticky post.

I'm open to any suggestions regarding balancing and new ammo variants so please feel free to share them.

If you run into any issues, please report them in the bugs or comments section, I'll try my best to fix them.

Credits
Creating Caliber Complex Ammo Variants - Me, Nitan22
Loads of Ammo - TheTalkieToaster
Caliber Complex - robbythekidd
FO4Edit - ElminsterAU
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