Fallout New Vegas
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Wobbataco

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wobbataco

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About this mod

Adds 12 recipes for draining energy ammunition, such as Microfusion Cells, at workbenches.

Permissions and credits
Energy Ammo Draining v1.0.0, by Wobbataco

Overview
In short, this mod adds 12 recipes for draining energy ammunition, such as Microfusion Cells, at workbenches.

Features
  • The three major types of energy ammo in the game, Microfusion Cells, Electron Charge Packs, and Small Energy Cells, can all be drained.
  • All the ammo variants of these three core types, including Bulk, Over Charge and Max Charge, can also be drained, with no difference between them and the regular ammo.
  • All recipes require nothing except the cell you wish to drain, a workbench, and the required Science skill:
  • Draining Small Energy Cells requires 20 Science skill.
  • Draining Microfusion Cells requires 30 Science skill.
  • Draining Electron Charge Packs requires 45 Science skill.
  • All recipes work on a 1:1 input/output ratio (i.e. for every one MFC you put in, you get one drained MFC out)
  • Only drainage recipes for the cells you have in your inventory will appear, reducing recipe clutter.

Rationale
If you're wondering why on earth anyone would want a mod for recipes which are literally worse than useless, you're half-right. For vanilla FNV, it's true, using the recipes in this mod is basically shooting yourself in the foot, unless for some reason you need a massive surplus of drained energy cells.

However, what this mod does play well with is the ammo crafting system in antistar's Ammo Crafting Schematics (ACS). With this system in place, empty cells become much more useful: you can refill them with other cells, or break them down into raw materials. As such, this mod offers a way to recycle energy ammo you don't want to use – particularly useful for non-Energy Weapons users, who can drain cells, break them down, and then use the raw materials to make Guns ammo or other things that go boom. In a way, it's analogous to breakdown recipes for Guns ammo.

Requirements
This mod requires nothing besides vanilla Fallout: New Vegas. As previously mentioned though, it'll be pretty useless without ACS.

Installation, Load Order & Conflicts
Standard mod manager installation is fine; no special prep required. Load order is also a complete non-issue for this mod; it doesn't even matter whether it's loaded before ACS or not, just stick it anywhere.

Conflicts too are a non-problem, unless you happen to be using a mod that does the same thing this one does, in which case you'll end up with a bunch of duplicate recipes. But hey, far be it from me to tell you not to be extra-thorough.

Permissions & Legal
Permissions are open season; go nuts. No credit/permission required. Use at your own risk.

Props to antistar for his awesome mod.