Fallout New Vegas
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Storm3ye

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Storm3ye

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About this mod

Fixes and tweaks made to the \"More Surplus Ammo Types\" made by Yukichigai

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Update 4 Mar 2012 (ver 2.0)
The breakdown of all surplus bullets are possible, and it scales with your repair skill. Better your repair skill is, more salvageable components you can extract from each bullet (from batch of 10). If you have hand loader perk, you are instantly given the maximum value recipe.

I am sure the mod works without bugs, as is (I went through flippiin 5 betas & testing to get it right...), but if you find anything wrong with it, please leave a comment. Thanks.

Update 28 Feb 2012 (ver 1.1)
Now includes recipes to breakdown surplus ammos, except for breaking down surplus ammos not introduced in this mod. So you will not see breakdown recipes for 5mm, 5.56mm, and .38 Special ((and etc, if I missed any),but you should see everything else.

The way the recipe is made is so that it only appears when you have at least 1 of that particular surplus ammo to breakdown. So don't be alarmed by not seeing, for example, 10mm Surplus breakdown, because more than likely, you don't own one.

I would greatly appreciate any feedback or bug reports. Thanks.

QUICK UPDATE (ver 1.11)
.50 surplus breakdown was missing condition object. Its now updated.

Announcement
This mod is included in the "NV Error Corrections and Bug Fixes - Reduce CTD" by Tommy as of version 2.7. Currently the version included in NVEC is 1.01
http://newvegas.nexusmods.com/downloads/file.php?id=44204

His work is HIGHLY recommended for everyone, as it not only includes bug fixes, but a compilation of useful mods as well. I suggest you try it out, if you still have not introduced it to your game.

I will still work on the mod, if someone finds something odd (but I doubt), so do not hesitate to leave a comment.

Description
I have used "More Surplus Ammo Types", made by Yukichigai, for some time and enjoyed it much, as I'm a cheap bastard when it comes to ammo, especially when I am going to hand it over to my companions. The mod even uses a very non-intrusive method in adding these new objects into the game, which I never even knew how to do before I started taking a peek at the file in GECK.

So much so that I though this mod was brilliant, I even nominated the mod to be included in the "NV Error Corrections and Bug Fixes - Reduce CTD" by Tommy, and btw if you don't already have this WHAT THE HECK ARE YOU DOING?!? Go get it now!

However, I have noticed that some of the items are either never seen, or only seen specific vendor and not in another more obvious vendor.

I decided to take a look at the file in GECK to see if there was something wrong with the scripting or mistakes made while adding in new objects. And I have found some things that needed to be fixed, and some things needed to be tweaked.

I made this file mainly so that I can submit a fixed version of the original mod before it passes consideration to be included in the NVEC, but I decided that it might be useful for those that are currently already using this mod, or those who are looking to add more surplus ammo in the game, and have things fixed.

Storm3ye fixes
- Fixed wrongly scripted 20Ga ammo box
- Fixed script for 7.62mm NATO to appear in all vendors that sell .308 rounds

NOTE: Original mod is NOT required to play. This fixed version replaces the original mod entirely. Though, if you want to use .45 calibre surplus ammo for Honest Heart related weapons, you have to download Honest Heart version of the mod (located http://newvegas.nexusmods.com/downloads/file.php?id=44741), which only adds .45 surplus. You can use Honest Heart version and my fix side by side, as they do not conflict with each other in any way.

Following list of ammos added are copied directly from the original mod's page (http://newvegas.nexusmods.com/downloads/file.php?id=44741)
.45-70 Gov't, Reduced Power
0.75x Damage, 0.75x Gun Condition
Sold individually
Price: 2 caps per round

.50 MG, Surplus
1.15x Damage, 3x Gun Condition, 1.2x Spread
Sold in boxes of 35
Price: 100 caps for 35 rounds

10mm, Surplus
1.15x Damage, 3x Gun Condition
Sold in boxes of 250
Price: 100 caps for 250 rounds

12 Gauge, Surplus
1.15x Gun Condition
Sold in boxes of 50
Price: 50 caps for 50 shells

12.7mm, Surplus
1.15x Damage, 3x Gun Condition
Sold in boxes of 250
Price: 100 caps for 250 rounds

20 Gauge, Surplus
1.15x Gun Condition
Sold in boxes of 50
Price: 25 caps for 50 rounds

25mm Practice Grenade
0.75x Damage, 0.85x Gun Condition
Sold individually
Price: 4 caps per grenade

40mm Practice Grenade
0.75x Damage, 0.85x Gun Condition
Sold individually
Price: 6 caps per grenade

7.62mm NATO Round (compatible with .308 weapons)
0.9x Damage, 0.8x Gun Condition
Sold individually and in boxes of 20
Price: 2 caps per round

9mm, Plinking
0.85x Damage
Sold in boxes of 80
Price: 20 caps for 80 rounds

Flamer Fuel, Bulk
0.85x Damage, 0.85x Gun Condition
Sold in boxes of 200
Price: 100 caps for 200 units

Missle, Practice
0.75x Damage, 0.85x Gun Condition
Sold individually
Price: 25 caps per missile

Updated 24 Feb 2012
While discussing with hairylegs222(Tommy), it is discovered that 9mm script is scripted the same way as the 7.62mm, which was posing problem (which of course I have fixed as it is listed under my fixes). So to keep things consistent, 9mm script is also updated.

If you see 9mm plinking ammo box in vendors, you do not need to update the file, and keep on using my original 1.0 file. If you never seem to encounter the 9mm surplus box, then try the optional file that I have uploaded, which is the version that changed the script for 9mm.

Suggested by hairylegs222 (Tommy)
- 9mm unpacking script has been updated to keep everything consistent