Features Ammo and Attack Types -Adds several new calibers and ammo variations and the ability to switch between them. -Bulk Ammo Box items can also be optionally distributed to vendor leveled lists. -Calibers added: .223 Caliber, .338 Magnum, .357 Magnum, .45 LC, 9x19mm, .45-70 Caliber (replaced if Far Harbor is installed), 7.62x39mm (replaced if Nuka-World is installed), 7.62x51mm, 7mm (minigun), 20 Gauge shell, Institute Energy Cells -Each caliber has variations (such as AP, HP, JHP, etc) that can be swapped between at any time using the [Swap Ammo] consumable item. -Each caliber and variation has a corresponding amount of armor penetration. -Melee weapons use the ammo swapping system to enable different attack types. Attack Types: Swing, Thrust and Sweep. -If DLCs are found, their ammo and weapons can be optionally distributed to the Commonwealth. Weapon Condition -All ranged and melee weapons have 'health' and can break with use. -Weapon Workbenches can be used to repair them or improve them beyond 100%. -Different ammo and attack types degrade weapons at different rates. -Crafting perks also affect the amount of condition subtracted per shot. (-5% per rank of Gun Nut, Science!, or Blacksmith) -When a weapon's condition reaches 0, it is automatically unequipped and cannot be re-equipped until it is repaired. -An option to destroy them when broken exists in the holotape. Effects: -Ballistic weapons and launchers lose range and value, and gain recoil as they deteriorate. -Energy weapons lose damage, ammo capacity, range, and value, and gain recoil. -Melee weapons lose damage and value. HUD Widget for Ammo Type and Condition -Requires HUDFramework by registrator2000, I've been able to add a hud display. -This mod will automatically detect if HUDFramework is installed and switch from displaying things as messages to a condition bar/icon and a text display for Ammo Types if found. -Condition can be displayed as either a bar or an icon that changes color. -The bar is designed to fit with the style of the standard HUD. SPECIAL Weapon/Armor Equip Restrictions -Larger weapons require Strength to equip, and energy weapons require Intelligence. -Projectile and Visual Tweaks -Ballistic projectiles now have velocity and are influenced by gravity. -Velocity is based on actual statistics derived from muzzle velocity and force (and converted to Fallout's units). -Gravity is not, so bullet drop is probably not accurate. -Projectiles use a performance-friendly glowing sprite when not in VATS. -There are no tracers, but projectiles are still visible (just very fast and small in some cases). -Added several resized muzzle flashes. -Frag and missile explosions have a higher radius. Plasma and Pulse explosions create appropriately colored light. -Mines and grenades can explode when damaged. Ammo and Explosives Crafting -An ammo crafting system using the standard crafting bench menus is included. -New components based on Fallout New Vegas and research are used in all recipes. -3 new workbenches can be found in the workshop menu's Crafting category: -Reloading Bench - recipes for Ballistic ammo -Recharging Bench - recipes for Energy ammo -Explosives Workbench - recipes for Explosive ammo, mines and grenades. -An option exists to alter or disable the amount of standard XP gained while crafting ammo. Standard crafting perk requirements can also be disabled using the configuration holotape. -Different powders required for ammo and explosives can be crafted at Chemistry Stations. -Casings, drained cells and primers can not be crafted. -Casings can be obtained by firing weapons or buying Ammo Boxes. -The chance to obtain casings per shot is affected by the ammo type, your Luck and Agility. -Shipment items have also been added for the new components and can be distributed to vendor leveled lists. Thrown Weapons -Added items: Dynamite Stick, Throwing Knife, Rock, Baseball, Flare -Restored Far Harbor throwing weapons (requires DLC): Saw Blade, Harpoon, Electrified Harpoon, Explosive Harpoon, Switchblade