TEAM MADE MOD. YIAAAaaaaªªªªª!!!
This mods adds real ammo variants to the game, some prototypes and fictional.
The folder has TWO OPTIONS, "Vanilla" and one called "Realism" which tries to be balanced specifically to work with "SPT Realism Mod" by Fontaine.
IF YOU USE SPT REALISM, YOU MUST PUT IT THE LAST IN THE MOD ORDER (An easy way to do it is editing the folder name and writing 'zz' or 'zzz' at the start) !!!
-
Version 2.0.3
- SiulSC
- 1.3k Downloads
Fixes:
Fixed Ammo Stats for Realism Version.
Cleaned up some files.
-
Version 2.0.2
- SiulSC
- 146 Downloads
Hey, SiulSC Here. I wanted to post this update for the team. Pettan went ahead and fixed basically all of the prefabs. Thanks to anyone who keeps supporting the mod.
Fixes:
Fixed Prefabs - You will see the impact this makes on the models themselves and how they are rendered for icons.
Fixed 7N25 assort (Only for 3.7.x version).
This mod is basically complete and not many major updates will be made FOR NOW.
-
Version 2.0.1
- Sanote
- 1.2k Downloads
oooooiiiiiiiii
REDOWNLOAD IT PLZ, fixed the hotfix
Smol fixes:
- Realistic Prices.
- Cleaning some code from non used items.
- 5.7x28 VBR id fixed in traders/assort.
Mod incompatibilities detected:
VirusTotal:
VirusTotal id:
382a9d768028bb015ff213e55f277bc7bfc3d498ee2e2991dbc5923cce9b9bca
-
Version 2.0.0
- Sanote
- 430 Downloads
GIVA MEA MOAR BOULEEETS!!!!!!!!!
Same mod but with new 3D Models and new variants too.
The team who made it possible:
- KobalTt
- Pettan
- Sanote
- SiulSC
MASSIVESOFT WEAPON MODS CAN CONFLICT WITH EXTRA AMMO!!!!!! (Use New Massivesoft Guns Mod)
Tell about mod conflicting and errors (maybe we can fix it... or not)
VirusTotal Results:
cefda491da5c13c1ffd9ca003efedf888fc429f1bbd6b2bfbc8fbe61ada9cef7
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Version 1.0.7
- Sanote
- 415 Downloads
Little fixes and ammo additions
LINK FIXED
----------------------------------------------------------------------------------------------------------
Ammo added:
"SANOTE7BT3019x21": 9x21mm BT gs (a better SP13),
"SANOTEMK262556x45": 5.56x45mm MK.262 Mod 1(match grade ammo for long range used by Mk12 SPR),
"SANOTE7T2M1762x54": 7.62x54mm R T-46M1 gzh (7T2M1),
"SANOTE7BZ3762x54": 7.62x54mm R B-32M gs (7BZ3-01)(API/Explosive round),
"SANOTEVOG25M40MMRU": 40mm VOG-25M grenade (more explosion radius)
----------------------------------------------------------------------------------------------------------
THE NEXT UPDATE WILL BE HUGE
c4f890f3d494103feeaea6e8d17cb552f4a3cf2ff59b2821d6dce386aa9b4134
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Version 1.0.6
- Sanote
- 472 Downloads
Fixed, yeeeeep!!!
*I don't even know what was wrong so I remade it all
**Sorry for the fxckery
***Deleted some ammo types to avoid complications. Don't kill me
-
Version 1.0.5
- Sanote
- 427 Downloads
This update will be for testing with the new build 3.6.0 and 3.6.1, and will have only two options:
- Vanilla stats.
- Realism RM stats
_______________________________________________________________________________________________________
Ammo added:
"SANOTERIP20ga": 20/70 RIP Slug,
"SANOTEAP20ga": 20/70 AP Slug,
"SANOTEFLECHETTE20ga": 20/70 Flechette,
"SANOTEP41762x25tt": 7.62x25mm TT P-41 (incendiary ap), recommended by Legendary_Dzik
"SANOTETYPEP762x25tt": 7.62x25mm TT TYPE-P (Chinese subsonic),
"SANOTETHV762x25tt": 7.62x25mm TT THV (high speed booooiii), recommended by Legendary_Dzik
"SANOTE7N25M9x18": 9x18mm PM PBM-M,
"SANOTEVBRM9x19": 9x19mm VBR-Belgium,
"SANOTEVBR45ACP": .45 ACP VBR-Belgium,
"SANOTERIP9x33R": .357 Magnum RIP,
"SANOTEVBR9x33R": .357 Magnum VBR-Belgium,
"SANOTEVBR46x30": 4.6x30mm VBR-Belgium,
"SANOTEBLACKFANG300": .300 Blackout BLACKFANG
_______________________________________________________________________________________________________
Virus Total: e730b5f5c7b52847b86adb50d8db80aa34bd6bf44e1110b457694ed19e1324b5
*Enjoy
-
Version 1.0.2
- Sanote
- 1.2k Downloads
- Added Dragon's Breath 12/70. Hot, warm and scorching round (It does not burn, but has a massive chance to cause bleeding)
Now we have 4 options:
- Vanilla full
- Vanilla without non real ammo
- Realism Mod full
- Realism Mod without non real ammo
And also Russian locales thanks to Validoleech
"e3b0c44298fc1c149afbf4c8996fb92427ae41e4649b934ca495991b7852b855"
-
Version 1.0.1
- Sanote
- 413 Downloads
Boyare
How to change the parameter of weapon wear, weapon heating, chance of misfire and failure of the cartridge?
Sanote Author
You would need to add it in "Extra Ammo Realism/database/ExtraAmmo_items.json" for the cartridge you want to edit.
I don't know which are the correct scripts for those statistics, but it shouldn't give you any problem if you add to them correctly.
Boyare
I found a way to do it. You open the Extra ammo items (vanilla) config. There is a mod from MFAK. "MFAK ammo"(explode ammo's), Open the config of mfak ammo items, find the lines: "MalfMisfireChance": 0,
"DurabilityBurnModificator": 0,
"HeatFactor": 0,
"MalfFeedChance": 0
You copy them and paste the lines without forgetting the commas, it works. Otherwise, when the server starts (the window is special, everything swears and red lines with errors are issued). I found it through trial and error:)
Boyare
And in order to change the cost of cartridges, even in vanilla, you need to go to the trader folder, and only change the cost in that config. Otherwise it doesn't change
Boyare
For changes ammo stats
open mMFAK ammo config and copy those lines mMFAK/databes/mmfac_items.json
Then open ExtraAmmo config and changes all in stats:)))))))
Boyare
example:
"ExtraAmmo_762x25tt_P41": {
"clone": "5735fdcd2459776445391d61",
"enable": true,
"item": {
"_props": {
"Prefab": {
"path": "762x25_Tokarev/patron_762x25tt_type_p41.bundle"
},
"Caliber": "Caliber762x25TT",
"Damage": 53,
"PenetrationPower": 33,
"ArmorDamage": 15,
"InitialSpeed": 487,
"HeavyBleedingDelta": 0.1,
"LightBleedingDelta": 0.25,
"StaminaBurnPerDamage": 0.18,
"RicochetChance": 0.4,
"BulletMassGram": 4.8,
"FragmentationChance": 0,
"ammoAccr": 0,
"ammoRec": 12,
"ammoHear": 0,
"CanSellOnRagfair": true,
"TracerDistance": 0,
"Tracer": true,
"TracerColor": "tracerRed",
"MalfMisfireChance": 0,
"DurabilityBurnModificator": 0,
"HeatFactor": 0,
"MalfFeedChance": 0
USECTy
How do you change the price of the ammunition? I found the config file for the values. Changed them went into game and they were still the same. Any idea why? Appreciate the help!
Sanote Author
- Extra Ammo Realism/database/traders/assort.json
Important part: "barter_scheme":
Specifically:
"count": price number, <---- Modify this
"_tpl": "5449016a4bdc2d6f028b456f"
- Extra Ammo Realism/database/ExtraAmmo_items.json
Important part, wherever it says:
"handbook": {
"ParentId": "5b47574386f77428ca22b33b",
"Price": price number <---- Modify this
It's kind of a repetitive work to do it for every item, so take it with chill.
USECTy
Thanks brotha!
Infernal
Great mod overall, although a lot of the ammo should probably be locked behind quests/higher trader levels. Getting access to them at tier 3 traders kind of completely breaks the balance, as well as the fact it can always be bought on flea market.
SiulSC Author
currently, we have not partnered with any custom traders for these type of things and are neither planning on implementing quests for now unfortunately.
angryviking
MODDED AMMO BALANCING PATCH (MABP)
by: MusicManiac
this might help ya
SiulSC Author
we are not directly associated with those who created MABP. However, we are not against anyone wanting to use it.
DJMCBR
what are the ammo stats mods that are compatible?
SiulSC Author
yes
HondaHound
is this compatible with ALP? you require your mod to load last, and ALP requires their mod to load last. I assume if I was to have both, ALP would need to load last to allow bots to have these ammo's in their kits? not sure. I feel like this is a question you have answered a lot in the past I just didnt scroll down past october 2023
Sanote Author
What mod is the ALP?
HondaHound
Algorithmic level progression, the popular mod that lets PMC's (and now all bots) gear scale with your level to simulate a real EFT wipe. its very nice. I could see this mod complimenting that one really well
Ivan_1299
are there any plans for some 12.7x55 ammo variants? id love to run around blasting people with new ash-12 ammo
Sanote Author
The only official variant who wasn't included in the game is the "Двухпульный"(DP).
It's a duplex bullet (two in-line projectiles).
*The second starting from the left:
I will add it in the next AKI version update.
Ivan_1299
the fact that this exists is super cool. please do not feel pressured to add it in, prioritize what you want to do first
MNSTR
I will now be killing my enemies with even more passion than before
VoidIvory
Hey I just noticed the damage and penetration value for the ammos are a lot lower than the last patch, I think it might be an error? The version I'm using is the realism (using it with the realism mod)
This affects all the ammo in the mod, for example, the DM31 this patch has 50 damage and 43 penetration, but the last patch it had 65 damage and 70 pen.
Karlhest
Yeah the damage and pen is a lot lower than it used to be, hopefully the author would look at this. I think the realism version is using the same value as the vanilla that's why it's lower than usually.
SiulSC Author
will fix soon
SiulSC Author
Fixed
SiulSC Author
Just posted an update for the mod. This fixes some stuff for newer AKI versions like 3.7.6. Thanks for the people who keep supporting the mod .
Foxxee
Yeah! I love that they have custom models for them too! makes it a lot easier for me to tell the differences.
VoidIvory
Having an issue with the BBB birdshot icon not loading, got the error message from the in game console. Can you please see what's going on?
[Exception] : NullReferenceException: Object reference not set to an instance of an object
System.IO.File.WriteAllBytes (System.String path, System.Byte[] bytes) (at <eae584ce26bc40229c1b1aa476bfa589>:0)
EFTConfiguration.Helpers.CrawlerHelper+<>c__DisplayClass13_1.<LoadModIcon>b__1 (System.String key3) (at <658b689cb520402ebe9273dc5f3533a5>:0)
System.Collections.Concurrent.ConcurrentDictionary`2[TKey,TValue].GetOrAdd (TKey key, System.Func`2[T,TResult] valueFactory) (at <eae584ce26bc40229c1b1aa476bfa589>:0)
EFTConfiguration.Helpers.CrawlerHelper+<LoadModIcon>d__13.MoveNext () (at <658b689cb520402ebe9273dc5f3533a5>:0)
--- End of stack trace from previous location where exception was thrown ---
System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw () (at <eae584ce26bc40229c1b1aa476bfa589>:0)
System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess (System.Threading.Tasks.Task task) (at <eae584ce26bc40229c1b1aa476bfa589>:0)
System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification (System.Threading.Tasks.Task task) (at <eae584ce26bc40229c1b1aa476bfa589>:0)
System.Runtime.CompilerServices.TaskAwaiter.ValidateEnd (System.Threading.Tasks.Task task) (at <eae584ce26bc40229c1b1aa476bfa589>:0)
System.Runtime.CompilerServices.TaskAwaiter`1[TResult].GetResult () (at <eae584ce26bc40229c1b1aa476bfa589>:0)
EFTConfiguration.Helpers.CrawlerHelper+<GetModIcon>d__12.MoveNext () (at <658b689cb520402ebe9273dc5f3533a5>:0)
--- End of stack trace from previous location where exception was thrown ---
System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw () (at <eae584ce26bc40229c1b1aa476bfa589>:0)
System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess (System.Threading.Tasks.Task task) (at <eae584ce26bc40229c1b1aa476bfa589>:0)
System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification (System.Threading.Tasks.Task task) (at <eae584ce26bc40229c1b1aa476bfa589>:0)
System.Runtime.CompilerServices.TaskAwaiter.ValidateEnd (System.Threading.Tasks.Task task) (at <eae584ce26bc40229c1b1aa476bfa589>:0)
System.Runtime.CompilerServices.TaskAwaiter`1[TResult].GetResult () (at <eae584ce26bc40229c1b1aa476bfa589>:0)
EFTConfiguration.EFTConfiguration+<BindWeb>d__35.MoveNext () (at <658b689cb520402ebe9273dc5f3533a5>:0)
--- End of stack trace from previous location where exception was thrown ---
System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw () (at <eae584ce26bc40229c1b1aa476bfa589>:0)
System.Runtime.CompilerServices.AsyncMethodBuilderCore+<>c.<ThrowAsync>b__6_0 (System.Object state) (at <eae584ce26bc40229c1b1aa476bfa589>:0)
UnityEngine.UnitySynchronizationContext+WorkRequest.Invoke () (at <ca21460feb9c47d0ac337b9893474cc6>:0)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
Class327:UnityEngine.ILogHandler.LogException(Exception, Object)
UnityEngine.UnitySynchronizationContext:ExecuteTasks(
Sanote Author
Ye, some people have the same error with BBB. I don't know what is causing it. I will eliminate the round in the next update.
SiulSC Author
Update has been pushed
ALacKOfLife
All ammos show up as the doge box as if the bundles are not there.
Sanote Author
I need to update it. What version are you using?
ALacKOfLife
3.7.4 for SPT AKI
1.0.1 for mod
Sanote Author
You need to use the mod for the 3.7.x versions. You need to uprgrade your mod version to 2.0.x versions.
Delete all the previous modded ammo to avoid problems!
ALacKOfLife
OH shi- I completely typo'd, yeah no it's 2.0.1!
Sorry my bad! I tried to refresh the icon cache, but that didn't help.
Sanote Author
Which mods are you using?
fdg1997
The Little Dummer Boy isn't compatible?
Sanote Author
I can make it compatible.Let me some time and I'll edit the json for the Little Drummer Mod to make it work :3
DraktharBlack
TypeError: Cannot read properties of undefined (reading '_parent')
at RandomizeTraderAssort.randomizeStockHelper (G:\Games\SPT AKI\user\mods\SPT-Realism\src\traders\traders.js:332:49)
at TraderRefresh.modifyTraderAssorts (G:\Games\SPT AKI\user\mods\SPT-Realism\src\traders\traders.js:551:37)
at TraderRefresh.myResetExpiredTrader (G:\Games\SPT AKI\user\mods\SPT-Realism\src\traders\traders.js:525:40)
at TraderAssortHelper.resetExpiredTrader (G:\Games\SPT AKI\user\mods\SPT-Realism\src\mod.js:126:38)
at TraderController.update (C:\snapshot\project\src\controllers\TraderController.ts:100:41)
at TraderCallbacks.onUpdate (C:\snapshot\project\src\callbacks\TraderCallbacks.ts:26:38)
at App.update (C:\snapshot\project\src\utils\App.ts:58:44)
Scheduled event: 'aki-traders' failed to run successfully.
After installing this mod along with SPT Realism i get this error, and the traders don't get randomized.
Sanote Author
SPT Realism should be last in the mod order.
Edit the mod folder and write 'zz' or 'zzz' at the start of the name.
DraktharBlack
https://imgur.com/a/AoPX2MP
Did that, didn't work at all.
Jack6366
I had to disable spt traders for it to stop throwing errors.
DraktharBlack
ye, i don't have an issue with the errors but i like the randomized traders, having little to no stock and randomized prices is cool if you want a hardore aspect to the game.
Sanote Author
Then I don't know how to fix that issue with randomized traders. I'll try to fix it for the next update. But for now I can't do a thing.
DarkEsteves
have error when i select the TraderModding mod option in the game :
Item ExtraAmmo_762x25tt_9x18pm_7N25M not found in item base cache, regenerating cache
Error: Item ExtraAmmo_762x25tt_9x18pm_7N25M still not found in base cache after regeneration
Error: Item ExtraAmmo_762x25tt_9x18pm_7N25M still not found in base cache after regeneration
Sanote Author
Oh, shet. So I have some incompatibilities. I don't know how, but I'll try to fix it (I have no guarantees os success)
Sanote Author
Did you installed Custom Interactions ?
DarkEsteves
yap, the game fail to load if i dont install that
Sanote Author
Maybe the mod order is the issue. I don't understand why it gives you that error.
DarkEsteves
here is my mod order;
"order": [
"xodt-softcore-1.6.0",
"ServerValueModifier",
"zzDrakiaXYZ-Waypoints",
"zSolarint-SAIN-ServerMod",
"SWAG",
"!Realistic Trader Icons",
"shredder-MoreHideoutCrafts",
"Fontaine-FOV-Fix",
"Wara-TraderModding-1.0.0",
"BoopsQuestAPI-1.1.1",
"Virtual's Custom Quest Loader",
"PNK GEAR 1.0.0",
"ATLAS-GEAR",
"AssAssIn-Olympus",
"JustNUCore",
"KMC-CORE",
"KMC-WEAPONS",
"shredder-MoreCombatStims",
"AdditionalClothing-VanillaExtended",
"zAdditionalGear-VanillaExtended",
"revingly-micc-3.9.1",
"Gilded Key Storage",
"refringe-customraidtimes-1.5.0",
"refringe-openextracts-1.3.0",
"SariaShop",
"Ms.Stola",
"AAAArtemTrader",
"GoblinKing",
"ArtemEquipment",
"gunsmith",
"Urasai-CaptNascimento-2.0.1",
"CNN-Container",
"Dirtbikercj-ExpandedTaskText-1.2.2",
"MoreCheckmarksBackend",
"BotCallsigns-v1.4",
"PMCsHaveEOD",
"PunisherBoss",
"PunisherGear",
"PunisherHead",
"zzPunisherVoice",
"RaiRaiTheRaichu-AllTheClothes-1.4.0",
"Realistic-Thermals-1.0.0",
"Dirtbikercj-EasySkillOptions",
"ODT-ItemInfo-3.2.0",
"better-lasers",
"TorturedChunk-LevelRewards-1.0.5",
"CivicMagLoader",
"DanW-SPTQuestingBots-0.2.7",
"JoshMate-BetterBackpacks",
"zExtra Ammo Vanilla"
]
}
DraktharBlack
Appreciate the mod, i've always thought vanilla was always lacking in terms of ammo variety.
Sanote Author
Whenever someone tell me this I laugh because I don't know if it's sarcasm or if it's serious. Thanks bro
DraktharBlack
I'm serious, the base game has only 1 or 2 bullets per armor level, which i think is too few there should be more variety like PP and BP ammo they are similar but serve different purposes, i think it's way better when you have ammo that exactly fits your needs.
Diggy5884
Beigger weipouns
Sanote Author
wa?
Diggy5884
I was referencing the guy in the image, that's one of the things he says.
Sanote Author
Then should be: "Beigger weipouns"
Sanote Author
Now is perfect
Jack6366
A few rounds that shouldn't be tracer are a tracer for me. Is this just a bug on my end? This is happening mainly with the 5.45 rounds this mod adds. I am using the Realism set.
Sanote Author
No, it is an error from my part. I will fix that in the next update. You can deactivate it in:
- user/mods/zExtraAmmo/database/items.json
Then edit this as you want:
"Tracer": true,
to
"Tracer": false,
Jack6366
Ok, thank you!
QDkivish
When will the dragonbreath be back, I'm just so curious what would it be like in tarkov.
Sanote Author
Like a BBB birdshot (60-80 pellets) with some penetration, more damage, a lot of bleeding probability and also tracer
Sanote Author
Error with the PP 7n27 obr. 43 fixed. Now Fixed
Fatalnightshade
thank you, you blessed bastards for adding 3.6.x version to latest update despite 3.7.x being out as i am still waiting for other mods i feel is needed for my enjoyment to be update i can still at least enjoy yours while waiting for them so yeah thank you a thousand times you blessed bastard :-p
Sanote Author
Jeremymayer
.45 ACP quakemaker? Also quakemaker exists as a 12 gauge slug, which are the heaviest slug in the world.
Sanote Author
73.8 grams. That's thicc
Jeremymayer
@Sanote
hell yeah must hurt like a MOTHERFUCKER to tank that shit, even with body armor. probably espiscally with body armor.
Jeremymayer
how come there is realism version for 3.7 but no realism update out yet ? does it work the 3.6 realism with 3.7 or were you just able to make it in advance from old values
SiulSC Author
The realism values were made in advance from last version of realism, ready for when 3.7 realism comes out
Edit: Also why you see 3.6.1 realism added in the zip file (for people still running 3.6.1 with realism)
Jeremymayer
thank you for the answer and thank you for the amazing mod
SiulSC Author
look, realism 3.7 got released!
Jeremymayer
u guys defo coordinated
SiulSC Author
maybe
Jeremymayer
bEAUTIFUL MOD WOW
KobalTt Author
Thx
SiulSC Author
it's done, wow
ShearedLugs
i get an error on server startup saying-
Mod (EXTRA AMMO v1.0.7) is missing package.json
not sure what that means but its just like that from the download off of the dropbox link
Sanote Author
FIXED (I think)
SiulSC Author
hey, we are working on a major update. Don't think that the ammo will look like this in the next update
Surma
plz tell me dragon breath rounds will make a return im sad to not see them
Sanote Author
They will, but I need to see how to balance it correctly.
bluewolf194
For anyone intrested the ammo is incompatible with Goewert's M16A4 By Miralyn .
Sanote Author
Any weapon added to the game as a mod will not be ablo to use EXTRA RM AMMO.
You must add it manually.
I'll send you a DM with the edited .json so you can use my mod.
Roraima
I'd like a DM with that info as well
bluewolf194
@Sanote Thank you for the patch, I suggest in your next update you add a folder with compatability patches for the most popular weapon mods.
Sanote Author
bluewolf194
I need to learn how to do it first
Sanote Author
Yes, the .json who has the weapon stats (and magazines if the mods add it too).
The part called "patron_in_weapon" have the ammo list.
Anyway. I can send you the edited .json if you need it no problemo.
ForgeKid
Hi, is this ammunition added to traders in a balanced way? I'm currently using "ALGORITHMIC LEVEL PROGRESSION" and was hoping these two mods could work beautifully in tandem.
Sanote Author
Yes. Based on Penetration values, and slightly in damage and bleeding capabilities.
ID: -----------------------Trader level:
"SANOTEBIRD12ga": 1,
"SANOTEBUCK612ga": 1,
"SANOTEBUCK912ga": 2,
"SANOTEFLECHETTE12ga": 3,
"SANOTERIP20ga": 2,
"SANOTEAP20ga": 4,
"SANOTEFLECHETTE20ga": 3,
"SANOTEP41762x25tt": 4,
"SANOTETYPEP762x25tt": 2,
"SANOTETHV762x25tt": 3,
"SANOTE7N25M9x18": 4,
"SANOTEM11529x19": 2,
"SANOTEM11539x19": 2,
"SANOTE7H219x19": 2,
"SANOTE7H309x19": 3,
"SANOTE7H31M9x19": 4,
"SANOTEVBRM9x19": 3,
"SANOTEVBR45ACP": 3,
"SANOTE7H429x21": 4,
"SANOTEAP9x33R": 4,
"SANOTERIP9x33R": 2,
"SANOTEVBR9x33R": 3,
"SANOTEVBR46x30": 3,
"SANOTET6B57x28": 4,
"SANOTE7H6M545x39": 1,
"SANOTE7T3M545x39": 1,
"SANOTE7H10M545x39": 2,
"SANOTE7H20M545x39": 2,
"SANOTE7H24M545x39": 4,
"SANOTEM193556x45": 1,
"SANOTESS109556x45": 2,
"SANOTEDM11A1556x45": 2,
"SANOTEDM31A1556x45": 3,
"SANOTEBLACKFANG300": 4,
"SANOTE7H26762x39": 3,
"SANOTE7H27762x39": 2,
"SANOTETYPE56762x39": 1,
"SANOTEM67762x39": 2,
"SANOTEM80A1762x51": 3,
"SANOTEM62A1762x51": 3,
"SANOTEMK316762x51": 3,
"SANOTEMK319762x51": 3,
"SANOTE7H43762x51": 4,
"SANOTE7H1M762x54": 3,
"SANOTE7H13762x54": 3,
"SANOTE7H41762x54": 4,
"SANOTE7H4586x69": 4,
"SANOTEAPI86x69": 4
schiz
first, big thank you for sharing
secondly question to anyone that knows: do I put before or after realism mod in load order?
same question for added weapons, guessing same answer.
Also will AI use this ammo?
Thx again Sanote!!!
SiulSC Author
I believe AI do use the ammo, unless he added instructions to make the loot pool not have RM ammo. I haven't checked but since this isn't a special case unlike other mods that play with cartridges, AI should be able to use them.
Sanote Author
It depends. If you let activated SPT Realism Mod loadaouts for bots (or any mod who changes AI loadouts), you will not see any AI using the new ammo. That's a thing I want to change, but I need more time.
It is possible to manually add the new ammo to those mods.