Exotic 357 Magnum
Adds 11 new exotic.357 bullets
Screenshots 1 screenshots
About this mod Author’s original text
exotic
adds 11 new exotic real and new factory minted munitions
the descriptions are down below as follows
REAL
ABC - medium-highish penetration round that is slightly more powerful than FMJ
Arcane - A faster FMJ bullet
Geco (steel penetrator) - an API bullet
Gullford Tubular - A light AP round (actually accurate this time)
KTW - acts close to JHP but more damage
Omniprotector - A sabot round that after 5m, splits into an AP and a sabot projectile.
Penetrator - a high armor piercing round
RIP - a flesh damage bullet
Flextip - Like arcane, but red and a bit faster
FICTIONAL
Flechette - A flechette round that fires 4 AP flechettes
Screw - a driver head shoved into a bullet, small and fast.
bugs
very tiny clipping on the Geco rounds
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file.
Install these first, or the mod will not work: