Fallout New Vegas

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Yukichigai

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Yukichigai

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About this mod

Modifies the Junk Rounds perk so... let\'s be frank here, so it doesn\'t suck.

Permissions and credits
UPDATE: Updates the weight of 12.7mm rounds following the most recent patch. Also adds a version specifically for the Gun Runners' Arsenal DLC, though you may still need to use the "Create Merged Patch" feature if you use other mods.
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Of the numerous perks that Dead Money adds to the game, probably one of the LEAST useful is the Junk Rounds perk. Certainly it's maddening in how cool it could have been, versus what we actually get: 1 single round of ammunition for 5 Tin Cans, 1 Scrap Metal, and an ammo casing. At that point you're better off just selling those parts and BUYING the rounds with the caps you get.

Interestingly enough, this doesn't seem to be how the perk was originally going to work. Dead Money's resources include several new calibers of ammunition of a special type called ''Junk'', apparently to be used with the Junk Rounds perk. All ammunition has the same effects: 0.75x Damage and 1.5x Gun Condition.

So with this new information uncovered, I decided to adjust the Junk Rounds perk to use this ammunition, and yet still be useful. The result is that the existing recipes have been altered to provide differing numbers of Junk rounds for the various calibers. Two additional caliber recipes - .22LR and 12.7mm - have been added as well, to go with existing Junk round ammunition.

Finally, the sale value for .22LR and 5mm Junk ammunition has been set to zero, so as to prevent this perk becoming a virtual bottle cap press. All other rounds can be sold to vendors at prices comparable to those for similar-caliber surplus rounds (if present).


RECIPES

All recipes take 1 Scrap Metal, 5 Tin Cans, and an ammo case or hull of the appropriate caliber. Their output is as follows:

.22LR - 32 rounds*
.308 - 8 rounds
.357 Magnum - 18 rounds
.44 Magnum - 10 rounds
.45 Auto - 18 rounds+
.45-70 Gov't - 8 rounds
.50 MG - 5 rounds
5.56mm - 15 rounds
5mm - 50 rounds
9mm - 24 rounds
10mm - 16 rounds
12.7mm - 12 rounds
12 Gauge - 12 rounds
20 Gauge - 16 rounds

*Because there is no spent ammo casing for .22LR rounds, the recipe for this caliber simply calls for one Scrap Metal and five Tin Cans.

+This ammunition is only available with the Honest Hearts DLC installed, and requires you to install a separate plugin (found in the ''Optional Files'' section).


NOTES

Unlike most other mods I make, this mod does NOT use scripts to add ammo to the appropriate lists. This is because these scripted methods were causing display issues for some people (JNK rounds showing as the ''default'' ammo). If you want to use this mod with other mods that alter ammo lists, you will need to use the ''Create Merged Patch'' feature in FNVedit. Otherwise, you can download the dynamic (script) install version, located on the ''Optional Files'' section.



AND NOW FOR SOME MATH...

I understood how crappy the unmodified version of this perk was, but I wanted to get a full, comprehensive feel for how atrociously crappy it really was. Outside of Dead Money it's pretty clear this perk is useless, but what about inside, exploring the Sierra Madre? Seems like there's lots of Scrap Metal and Tin Cans to be had....

Well, first off I did some counting. There are only 45 pieces of Scrap Metal you can find within the Sierra Madre resort reliably (that is, placed in the world). Not a good start. However, there are 122 containers which MAY contain pieces of Scrap Metal. Unfortunately the chance of finding Scrap Metal in those containers in particular is, on average, only 8%. Doing that math, it works out to (rounding) about 10 more pieces, on average.

Doing this math, this means that in an average exploration of the Sierra Madre you can reasonably expect to find just 55 pieces of Scrap Metal. That translates to only 55 rounds of ammunition you can craft with the normal, unmodified perk.

I should point out, that the above calculation doesn't even begin to account for the availability of Tin Cans, nor the supply of shell casings and the like, and the percentages involved in all of THAT too. Being able to craft 55 rounds is a somewhat generous estimate.