Apply Munitions' new ammo types to any weapon on the fly from within the game. Also includes crafting and scrapping recipes for the new ammo types. Configurable via holotape/MCM.
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IMPORTANT: this update might produce uninteded results if applied to an already running playthrough due to how Munitions and its scripted INNR injection operates, when in doubt wait with the update until starting a new playthrough
the mod no longer disables Munitions' scripted Instance Naming Rules injection
instead there are now two separate ESL-flagged plugins that make the injection use ECO's INNR format, if you're using ECO's INNR you have to use them or otherwise you'll mess up ECO's INNR
there's one plugin for users who don't run Complex Sorter and another one for Complex Sorter users, this is necessary because Complex Sorter moves all rulesets within original referenced INNR forms down by one, thus INNR injections have to be moved down by one as well
the installer adapts accordingly when ECO's INNR is found active in your load order
Version 1.3.1
the mod comes in a FOMOD installer now
a new optional file got added to the FOMOD installer that allows the use of Munitions' own INNR keywords with ECO's INNR, this is only relevant if you're using other mods that make use of Munitions' INNR keywords, otherwise ECO's own rules for those ammo types will apply
Version 1.3.0
this update requires you to update Munitions to v1.2 or more recent and ECO to v4.8.3 or more recent
Munitions new cartridges .455 and 5.7mm got added to all of the mod's systems: ammo conversion, ammo crafting and ammo scrapping
you can control the availability of both additions via holotape and MCM
Version 1.2.0
requires you to update ECO to v4.4.0
since ECO's most recent update has a separate projectile count slot I combined the shotgun shell ammo conversions (Buckshot and Slug) into a single option that doesn't set projectile count to a fixed number anymore
the two most recently added ammo types from Munitions (5.45mm and 6.5mm) got integrated as well
this mod now extends Munitions' original holotape by "ECO Integration" settings, which let you control the integration of Munitions' ammo types into ECO's ammo framework, this includes ammo crafting/scrapping and Quick Modification
a new and optional MCM specific to this mod (usable as soon as you install F4SE and MCM, otherwise does nothing) was added, it offers the same options as the "ECO Integration" extension for Munitions' holotape
Version 1.1.0
updated for Munitions v1.1
this updates includes conversions for all of Munitions v1.1's new ammo types
if you haven't already, make sure to update ECO to v3.2.2 and Munitions to v1.1 before installing this update
This plugin adds Munitions' new ammo types to ECO's ammo conversion framework so that you can use these ammo conversions on any weapon, either from a workbench or ECO's Quick Modification menu.
Furthermore, it also adds crafting and scrapping recipes for those new ammo types to ECO's workbench (Ammo Station mode). All of them are available in quantities of 10 and 100 (explosives in 1/10) as usual.
The scrapping recipes operate on a 2:1 ratio (1 component for 2 ammo pieces), the same as ECO's scrapping recipes for vanilla ammo.
If you have ECO's improved INNR installed, this mod will make use of it and display custom naming rules for the new ammo conversions.
Munitions' INNR injection was disabled because it is incompatible with ECO's INNR (and most other INNR overhauls) and the rules injected by Munitions are already covered by ECO's INNR anyway. This should work retroactively, in case you already injected Munitions' INNR.
The ammo types that show up in form of crafting/scrapping recipes and within the Quick Mod menu can be configured via Munitions' original holotape or this mod's optional MCM.
AMMO CONVERSION INFO
You can run multiple mods that add new ammo types and make use of ECO's ammo conversion framework, even if they happen to have same/similar/overlapping ammo types. The system will simply use the ammo from the mod with the highest priority (placed below the others in question) in your load order. This is both to combat unnecessary bloat and make it work without requiring fundamental changes to the system itself. Here's an example: You're running two mods that both add .32 calibre ammunition to the game while both of them also add that .32 type to ECO's .32 ammo conversion. In this instance you can control which of the two .32 ammo types will apply to ECO by changing the order of the two plugins in your load order relative to each other. The last one loaded wins.