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Optimize your ammo usage with the right mods


jkruse05

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I took some time, a while ago, to build an analysis of how weapons are distributed in Fallout 4 based on their ammo type and perk usage. There are essentially four ranged weapon categories in Fallout 4; Pistol, Rifle, Automatic, and Heavy. Unfortunately, the way weapons are distributed among these different types is pretty uneven, and many weapons are the only one to use the ammo of their given type. I set out to find the right mods to balance this and ensure that every type of ammo can by used by at least two types of weapons, and preferably three, while also avoiding redundancies wherever possible. This was done including weapons from Nuka World and Far Harbor, but would probably be even easier to balance with just one, or neither of them.

Take a look here for the breakdown. There are mod links commented in several 'plan' boxes, please let me know if you can't see comments, I'm not sure I got the share settings right. Linked mods are the best options currently available for the desired effect. From what I can find.

For the basic info, here's what you want. (While staying as lore friendly as possible)

1. (.44) Change Lever-Action to .44, eliminate .45-70. Results in greater usability for both .44 Pistol and Lever Action due to increased ammo availability. I also like to use this, just so the Western Revolver looks different from the .44

 

2. (10mm) 'Rifle' version of 10mm SMG

 

3. (.45, 5.56) Add .45 Auto Pistol, add a .223 Pistol (or this one)

plus

Option 1: Change 'Combat Rifle' to 'Combat Carbine' and make receiver and magazine smaller, .308 option to .44. Conversion of Radium Rifle to 5.56.

or

Option 2: Change Combat Rifle to 5.56 or replace with R-91 or Service Rifle. Leave Radium Rifle as .45.

--Although the original weapon was made with a completely different round in mind, either one works for the Radium Rifles under the logic that they are new productions based on scavenged weapons, adapted to available ammo, rather than the ammo the original weapon was designed for. This makes some sense as the Volksturmgewehr was made for very basic, emergency production. Could also add a non-radium version if desired.

 

4. (5mm) Convert Handmade Rifle to 5mm

--It's seems likely, or at least possible, that 5mm is an analog for 5.45, and it is already established with the AK-112 that the Russians were chambering weapons in it, so this works out fairly well from a lore standpoint.

 

5. (.308) Option 1: Change 'Assault Rifle' to 'Machine Gun' and .308 (or here for new parts), keep auto and semi-auto options.

or

Option 2: Replace 'Assault Rifle' with M60 in .308 and as heavy weapon (needs to be made), or convert 'Assault Rifle' to heavy weapon (with new parts).

plus

Add an FN FAL (or this one) or BAR.

 

8. (.50) Option 1: Add Anti-Materiel Rifle , or Handmade Anti-Materiel Rifle, Wasteland Melody's Heavy Machine Gun, and/or WH-Mk. 22 (Need M2 for complete lore friendliness, recommend removal of .50 receiver from Hunting Rifle if adding another Rifle category weapon)

or

Option 2: Remove/change all .50 receivers, since there are no weapons completely devoted to it. Eliminate .50 from the game.

 

9. (Shotgun Shell) Use Ashot or shotgun shells for flare gun (a pistol sawn-off shotgun would be the best option, but needs to be made)

 

9. (Flamer Fuel) Add Flamer Pistol and Assault Flamer

 

 

Still need a gauss pistol. Also recommend creation of some sort of missile rifle.

There are abundant options for Fusion Cells (Microfusion Cells), and no changes are really needed. Addition of Small Fusion Cell through addition of classic weapons would make things more complicated. In that case I would recommend the creation of some sort of energy rifle/smg that can use SFC.

 

The Plasma Cartridge has three weapon categories covered with a single weapon. So, although I would like to see a greater variety of weapons use this, no change is required to hit the coverage goal.

 

So there you go, around 10-15 mods to make sure you always have options, no matter what weapons and ammo you stockpile.

Edited by jkruse05
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  • 1 month later...
  • 7 months later...

Thanks for sharing your thoughts / design process. I have been going through my own variant of this process in working my own overhaul.

I'm glad it was helpful. Will be interested to see what you come up with.

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  • 5 months later...

Hey there everyone! Old thread I know, but I'd love to add my two cents to the conversation!

 

I agree with almost everything on this list, especially with the removal of the .50 cal receivers from the vanilla weapons list and adding weapons that use said round exclusively! There are of course a few minor details that I would change here and there, but that is just my personal thoughts!

 

What I think however is more than just my personal thoughts, is people's apparent misunderstanding regarding the 5mm round! I think there is a reason the clowns at Bethesda left the 5mm as a GatlingGun/Minigun exclusive round!

I know there are quite a few weapons mods out there that use said round in Assault style weapons such as the "Service Rifle" mod, and speaking of which even Obsidian's FO New Vegas uses it for their version of the Assault Rifle!

Which I think is completely wrong for one reason, that the 5mm round is not actually an "Intermediate Round" like the 5.56/45 or 7.62/39!

It is in fact as stated by it is Bethesda an anti power armor round, or at least a ultra high velocity cartridge coated or made entirely out of very hard materials to make it as devastating as possible in it's anti armor capabilities!

Although Bethesda is unclear on this, I also think this is a much much longer round than the 5.56 or even the 308! I imagine this to be a round similar to what the Germans were using in early WW2 for their anti tank rifles! Which was basically a 7.92 Mauser bullet, with a much bigger cartridge.

As I am writing this I'm actually struggling to find an image for this round, but If I were to describe it the size difference is staggering! Imagine full sized a .50 cal, but instead it has a .308 bullet on top!

I think the 5mm follows this exact concept, except a little bit scaled down from that, it has to be fired from a portable full auto weapon! But the concept is the same! Needless to say this round would not fit in any conventional Assault Rifle Magazine!

Edited by TheAwesomeTRex
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Unfortunately, that doesn't fit its depiction in earlier games. The earliest, the very first use of a round labeled 5mm was in an assault rifle (and miniguns later in the same game), the one simply called 'Assault Rifle' in Fallout 1. Now, in deeper, canonical lore that weapon is an AK-112, a weapon of Soviet design, which is why I treat 5mm as an analogue to 5.45 in everything I do, especially since true 5.45 has never been introduced. Bethesda also has...issues when it comes to guns and ammo and how they work.

 

The Fallout wiki tries to sort things out by saying 5mm was a predecessor to the 5.56, which sort of makes sense. Whether it's that, or a 5.45 analogue, it points to some sort of American-Soviet weapon and/or ammunition sharing or trade in the 21st century.

 

I suspect that, in reality, back in Fallout 1 development days, 5mm was intended to be 5.56mm, seeing as they used .223 for the civilian rifle and 5mm for the military one. I expect weapon balance or lore got bungled a bit after Fallout 1, and they decided to just stick with .223 for both civilian and military weapons (as seen with the Light Support Weapon), and keep 5mm as its own thing. We didn't see actual 5.56 until Tactics, after all, and then the Bethesda era. This interpretation of intent is supported further when you see that the Assault Rifle in Van Buren was also going to use 5mm, and that 5mm was dropped in Tactics, but the same weapons use 5.56 instead.

 

Making it an oversized anti-armor round does make some sort of sense, but is honestly poor for game balance. What I can say for sure is that it is not 5.7mm.

Edited by jkruse05
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