EVERYTHING IS WIP AND SUBJECT TO CHANGE. ANY CONSTRUCTIVE FEEDBACK IS GREATLY APPRECIATED
Please Remember to download WEAPONLIB in the dependencies tab
The philosophy of the mod is to make Primary, Secondary and Melee weapons hit a little harder while making the ammo economy push you to be more aggressive, making you switch weapons constantly. This mod is primarily balanced around DW as it's the difficulty I play at while making DS skills like crits and stuff still needed. Not only are there damage and pickup changes, but there are conversion kits and differing vanilla attachments. Most make sense, while others are for shits and giggles.
Some notable weapon changes are;
Spoiler!
- Shotgun headshot damage increased
- Melee weapons have much higher damage.
- The melee weapons have been standardized for now, when I have the time I'll nerf the Tazer weapons to make them not de facto.
- RPG and Commando have ammo pickup, though it is comparatively quite large since ammo pickup is disabled pretty much less than 0.6-1. I'm trying to fix but please don't abuse rocket launchers.
- Snipers have lower damage than the base game, but make up for it with a massively higher headshot multiplier.
- Shotguns have higher damage and lower pickup but I haven't gone into too much depth yet.
- 4.6mm guns have shield and armor piercing.
- 9x39 guns have shield and armor piercing.
- 5.7 guns have shield and armor piercing.
- 7.62x51 guns (besides sniper rifles) have a 0.75 chance to penetrate armor
- 12.7x55 guns have shield and armor piercing.
List of damage changes (except some sniper rifles);
Spoiler!
- Melee = 75 min, 500 max (5 charge time)
- 32-ish = 60
- 9x18/19/ 4.6 = 70
- 5.7 = 75
- .45ACP = 80
- 5.56/45 = 90
- 7.62x39/9x39 = 100
- .410 = 100
- 12 Guage = 120
- 7.62x51 = 120
- .44 = 120
- .50 ae = 150
- .50 be/equilivent = 200
With more to come as I research and have time to implement them. They will show up as an ammo modification, similar to shell types for shotguns, while ammo conversions are in the magazine slot.
There are some other changes in the files, but I have not listed them yet as they have not been fleshed out yet.
IMPORTANT
Since this is WIP please give me lots of feedback and suggestions. Also, if you are looking to learn how to use some of the stuff in the mod for your own modding, don't hesitate to dm me I know all too well the inconsistency of the information out right now.
Future additions that I will hopefully get to;
Spoiler!
- ~~Ammo conversions (highest side objective)
- ~~Set maximum ammo for most/all weapons to around 4 magazines for each gun and 2 for boxes.
- Pictures for Ammunition & Magazines
- Changing lasers to boost accuracy instead of stability
- Being able to place lasers on top rails and have sights work with them
MeleeMore attachments
Goes into the mod folder
Warning, though not serious,
I'm not sure what is causing this but do not take an armor piercing primary and secondary, it will remove the primary piercing in my experience. I think it's something to do with the added piercing but I have no clue.


This is a great idea, though it needs much more work put into it for it to be a very good rebalance that is actually realistic and balanced at the same time.
Some noteable problems I see so far are:
-9x18 is a round that is used for example a Makarov pistol, and is pretty close to 9mm, which as far as I know don't pierce armor, especially over distance. There are a couple calibers that also don't make much sense by being armor piercing, so maybe look into it.
-Conversion kits are a great idea, the general mechanic behind switching to higher calibers should be "Less total ammo, less ammo pickup rate, more damage, worse stability (maybe less fire rate but it depends)" and for smaller calibers it's "More total ammo, more pickup rate, less damage, better stability, more fire rate (if converting to much smaller calibers, like 5.56 to 9mm)". Also you should think of adding a wider range of conversion kits, for example 9mm and .300 blackout on Assault rifles, bigger difference in calibers means the magazines will look different (duh), you can do what Vanilla Mod Pack did, and replace the mag with a smaller caliber when converting the weapons.
Thank you for your suggestions! Though there are a few problems.
9x18 Is indeed changed, but its penetration values are the same as the base game, though I could try to alter it, I can pretty much guarantee it wont work. The only calibers that have armor piercing are; 9x39, 5.56 with M995, 5.45 with 7n39, 7.62x39 with BP, 7.62x51 (partially but 100% with M61), .300BLK, .50BE, and finally 12.7mm. Anything regarding any of the 9x18 guns is not changed by me, and is either base game stuff or something on your end.
For the Conversion kits, I am glad you agree with my philosophy with the balancing. I'm always adding new conversion kits and attachments to weapons. The armalite style rifles do have 9mm and .300 blackout, and I am expanding it to more weapons gradually, while also making other pieces of gear like rails, stocks, vertical foregrips and others be interchangeable.
Unfortunatly, I get a feeling that you have not played the mod, as quite a few of the conversion kits are magazine based, while others, like .300blk and ammo types are not for the fact that .300blk mags are pretty much interchangeable with regular armalite style 5.56 magazines. A few instances of magazine based conversions are; M4's AR-10 conversion that uses the Contractor's 308 magazine, the Mutant conversion that adds a 7.62x39 Pmag, or the 10mm MP5 conversion kit.
Once again, I thank you for your feedback and hope you play around with the mod and give more suggestons on attachments and ammo types such as 7n25 (9x18 armor piercing round) or coversion kits that are not implemented yet. Thank you for your time!
@Floofy Woofie Always glad to help, and yes, I haven't played it yet (was a bit busy), just gave suggestions theory-wise.