OK, so I found a new bug yesterday while testing out the kill a deathclaw with a .22 pistol idea. I shot the .22 until it broke and then went over to the weapons bin in the test cell I use and picked up a BB gun, went to the ammo bin, picked up some bbs and equipped the BB gun. I noticed that when I equipped it, it still showed .22 hollow points as ammo. Sure enough, I was getting the extra x1.75 dam on my bbs. Wow. I thought this would be a great way to exploit the ammo types to get AP or hand load specs for weapons that normally don't have them. Not much luck there, though. Today I tried to break a varmint rifle while using AP and equipped a 10mm to see if it kept the AP buff. Nope. What the hell? So I grab the .22 again, break it, pick up the BB gun and voila! HP on my BB gun again. I checked to see if it was actually doing the extra damage, and it was. When I switched the ammo in the pipboy back to BBs, the damage went down to normal. So I tried it again with a LMG, switching to a 9mm, making sure I did it the exact same way I did the .22/BB switch: Have only .22 pistol and .22 HP in inventory. Shoot gun until broke. Pick up BB gun. Pick up BBs. Equip BB gun. Check damage stats. Worked for the BB gun, but not the 10mm or 9mm. I will do some further testing to see if it's only the HP stats that kick over, or just the combination of .22/BB gun. I wonder if I can get the BB gun to shoot Wadcutters?
Anybody wanna check to see if this is verifiable on their system? The only mod I was using was the one that adds some length to the testjoshweapons cell. Nothing that messes with ammo or guns.
-Gunny out.