yea I mean the p90 fires a .22 caliber bullet, it should be just as weak as the .22 vanilla smg. joking aside, case length and powder charge have a lot to do with how a gun works. http://i833.photobucket.com/albums/zz254/wild_poultry/DSC_0075_zps6abb1594.jpg every one of those is a .22 bullet. but you see how the cases vary. and the bullet of the p90 the 5.7x28 is armor piercing to give you an idea of its velocity.
For some reasion, the .45 surpluus ammo will not go into any .45 ammo gun once FOOK is loaded. I think it is because FOOK changes the name of .45 to .45 ACP. Is there anything you or me could do to fix this, so that I can use your wonderful mod and us FOOK?
I'd have to look at how FOOK alters the lists. Most likely I just need something that re-adds the ammo to the list. I know FOOK relies on NVSE so I can probably use an NVSE function to just check and see if the ammo is on the list and add it if it isn't.
@Blueoval9: Common misconception. 7.62x51mm is NOT the same as a .308 Winchester. The two are mostly interchangeable, but the specifications do differ. Notably, there's a difference in chamber size between the two rounds, and the 7.62 is actually rated for LESS pressure than the .308. It produces this weird situation where using the commercial round - .308 - in military weapons is potentially dangerous, but the military round (7.62) in commercial weapons is (usually) just fine.
Anyway, gun geeking over, that's why 7.62mm rounds do less damage. Less pressure = less damage.
@Yukichigal - I posted on NVEC and to storm3ye about my idea to breakdown surplus ammo based upon your skill level and perks chosen but keep things balanced too.
If your repair skill is 24 or less - 10% of parts available for reuse for higher quality ammo 25 to 49 - 15% 50 to 74 - 20% 75 to 100 - 25%
And any ammo perk also adds 5% more to breakdown reusability. I don't know if it can be done but something like that makes things more realistic and more balanced.
Using NVEC, their is no more magic ammo for companions but you can have up to 6 so surplus can be given to companions so you don't make them overpowered but if you don't use companions you don't overpower yourself with too much high quality ammo given the cost of surplus and the minimal reusability on breakdown. Just seems more immersive giving you more options but keeping the game balanced.
@Storm3ye: 7.62 rounds were intended to be sold in that fashion - boxed from the Arms Merchant but individual elsewhere - because they were modeled after .223 rounds which are sold the same way.
Good catch on the 20 gauge thing. Whooops.
I'm interested to know what other problems you found with the mod
I'm going to try changing that wrong script with 20ga to see if it works.
EDIT: Indeed it works. Just changed it and now it appears in vendors.
EDIT2: Also, I noticed the lack of 7.62 box ammos, and it seems that the box ammos for 7.62 are scripted to only appear on NCR Merchant in 188 Trading Post, but 7.62mm is sold as individual in vendors selling .308 rounds. I am not sure whether it is intended or not, but I can only guess that you somehow mis-scripted the two lines which should be swapped in the first place.
I think what you were intending to write AddItemToLeveledList 188NCRArmsMerchantAmmo Ammo762mm75 1 16 100 AddItemToLeveledList VendorAmmo308 Ammo762mmBox25 1 1 100
EDIT3: There seemed to be more problems than I expected, I uploaded a my fixed version of this mod, so if anyone is interested come on over and try. BTW, I am not sure why, but the fix only works if you restart your game. Maybe its just my com spazzing out.
Actually, none of the surplus ammo types I've added change the projectile type. Given what you've said, I'm kinda glad that's the case, although since the method I uses re-asserts the default ammo as the first entry in the form list it may not have even been an issue if it had.
Regardless, thanks for the heads up. I'll definitely keep it in mind for future projects.
Just as a note from a fellow ammo developer, Never add ammo that has projectile data set as the first ammo in a form list, Or you'll end up with a weapon that does not shoot projectiles when using other ammo that does not have a overriding projectile.
That might be related to the bug GRA talks about. I would assume at least with the 25/40mm/shotgun ammo that they change the projectile.
21 comments
Just like the 5.56x45mm fits inside of a .223 and the other way around,
Why should my bullet damage when it a 1:1 ration for the 5.56x45mm to the .223
Why should It be no different for the .308 and 7.62x51
joking aside, case length and powder charge have a lot to do with how a gun works.
http://i833.photobucket.com/albums/zz254/wild_poultry/DSC_0075_zps6abb1594.jpg
every one of those is a .22 bullet. but you see how the cases vary.
and the bullet of the p90 the 5.7x28 is armor piercing to give you an idea of its velocity.
Anyway, gun geeking over, that's why 7.62mm rounds do less damage. Less pressure = less damage.
If your repair skill is 24 or less - 10% of parts available for reuse for higher quality ammo
25 to 49 - 15%
50 to 74 - 20%
75 to 100 - 25%
And any ammo perk also adds 5% more to breakdown reusability. I don't know if it can be done but something like that makes things more realistic and more balanced.
Using NVEC, their is no more magic ammo for companions but you can have up to 6 so surplus can
be given to companions so you don't make them overpowered but if you don't use companions you don't overpower yourself with too much high quality ammo given the cost of surplus and the minimal reusability on breakdown. Just seems more immersive giving you more options but keeping the game balanced.
Good catch on the 20 gauge thing. Whooops.
I'm interested to know what other problems you found with the mod
Indeed there is something wrong.
The script is written so that it places 12ga surplus instead of 20ga surplus.
AddItemToLeveledList VendorAmmo12Ga Ammo12GaSurplusBox25 1 1 100
AddItemToLeveledList VendorAmmo20Ga Ammo12GaSurplusBox25 1 1 100
I'm going to try changing that wrong script with 20ga to see if it works.
EDIT: Indeed it works. Just changed it and now it appears in vendors.
EDIT2: Also, I noticed the lack of 7.62 box ammos, and it seems that the box ammos for 7.62 are scripted to only appear on NCR Merchant in 188 Trading Post, but 7.62mm is sold as individual in vendors selling .308 rounds. I am not sure whether it is intended or not, but I can only guess that you somehow mis-scripted the two lines which should be swapped in the first place.
Original:
AddItemToLeveledList 188NCRArmsMerchantAmmo Ammo762mmBox25 1 1 100
AddItemToLeveledList VendorAmmo308 Ammo762mm75 1 16 100
I think what you were intending to write
AddItemToLeveledList 188NCRArmsMerchantAmmo Ammo762mm75 1 16 100
AddItemToLeveledList VendorAmmo308 Ammo762mmBox25 1 1 100
EDIT3: There seemed to be more problems than I expected, I uploaded a my fixed version of this mod, so if anyone is interested come on over and try. BTW, I am not sure why, but the fix only works if you restart your game. Maybe its just my com spazzing out.
http://newvegas.nexusmods.com/downloads/file.php?id=45488
Actually, none of the surplus ammo types I've added change the projectile type. Given what you've said, I'm kinda glad that's the case, although since the method I uses re-asserts the default ammo as the first entry in the form list it may not have even been an issue if it had.
Regardless, thanks for the heads up. I'll definitely keep it in mind for future projects.
That might be related to the bug GRA talks about. I would assume at least with the 25/40mm/shotgun ammo that they change the projectile.