Having same problem with frag mines as other people. Have 5 in inventory and says need 3...cannot create. I put 10 in inventory and gunpowder was created but it took 8 frag mines. Same thing is happening with other sources like ammo. Have plenty in pack but cannot create. Looks like I might have to unload this one and install the old version. If it works, compare scripts/formulas.
Hi, stupid question. Can I use multiple ammo types for 1 gun? Example, can I use .45 ACP ammo, then switch to .45 G.A.P ammo in the same gun A La New Vegas? Assuming one would have better or different stats, or does this mod simply not work that way.
I'm running into the problem where I can't disassemble frag mines for gunpowder. It says I don't have enough and 3 are required, but I have 7 right now. I can disassemble ammo and frag grenades just fine.
I was curious, since this mod is supposed to work with FWE, don't the available schematics make the Ammunition Engineer perk provided by FWE redundant? Normally you need that perk (and you need to build an ammo press) in order to break down ammo or make other kinds. This seems like it bypasses that entirely. Am I incorrect on this? Or should people who use this mod ignore the Ammo Engineer perk?
Love your mods so far and thanks for your hard work. Endorsed. May I offer some suggestions to what IMO are some problems?
1. Problem: When creating gunpowder from ammo, the list of ammo types is way too long and includes ammo types that you may not have. Suggestion: Add 'decomposition' schematics and add them to the gunpowder submenu at the workbench the same way your current ammo schematics are done.
2. Problem: Creating ammo currently provides too much bang for buck. I can currently craft all my ammo and never need to buy from merchants ever again. Suggestions: Bump up the prices for ammo schematics and decomposition schematics mentioned above. Increase the material requirements (maybe 2 gunpowders per ammo type?) and/or include a relatively expensive 'special material' that is only available via merchants. Maybe create a 'primer' item that is sold at 100 caps a piece and is required for all schematics?
If you're simply too busy to do this, may I have your permission to try and modify this mod?
Once again I appreciate all your work. These guns make fallout a new game again.
Thanks for the considered feedback and suggestions, always Most Welcome, keep 'em coming
Kudos to you
Will release a few more mods and updates over the next few days, so keep an eye open since you like my others ...
1. Hm, okay, so instead of ammo breakdown at no 'charge', make a duplicate set of purchasable schematics REQUIRED for each ammo type you want to extract gunpowder from ... ie 'No-Free-Ride' re Gunpowder extraction, and another way to consume player caps, yes ?
2. Answer, I've already revised the schematic costs(upward by 50%) and reduced the quantities created(Down by 50%) in an about to posted version update
My FWE game settings for Ammo, Chems and Loot is ALL set to RARE ... suggest you do the same, then with the reduction and re-distribution of Vanilla ammo total game quantity dispersed through 5x additional ammos type by '20th -plus- reborn's, the only significant finds of Vanilla ammo is where it has actually been gameworld 'placed' ... try those settings and let me know
Suggestions, bugs, changes/additions always Most Welcome
1. Aye. That way the work bench list remains short and its another way to drain caps.I'm currently working on a list of decomposition schematics to compliment your mod (so many damn ammo types lol) and would gladly turn it over to you once its done.
2. Nice. I think the reduced quantities created is the answer. This will force the player to buy ammo from vendors as a cap drain. However, by having the player craft ammo over and over because of reduced returns, do you think there will be a problem with some materials possibly being exhausted later in the game (i.e., tin cans).
Hmm, I haven't tried your settings for FWE but I'll give them a shot.
Oh by the way, I think I may have found a bug with your 20th Century Weapons mod. An NPC carrying a pipe rifle was missing a texture/mesh/model (Big Exclamation mark). I'm sure I've installed everything properly I'll check again.
Now the three core vendors only have 1-2 Gunpowder Cans stocked each, which respawn every 2-5 days ... so if you rely on the vendors the most you could purchase is ~6 a week, that and the cost should make it less silly re Huge quantities made of second or third tier ammunition. Gunpowder Cans do spawn in FWE, collected ~24 by Level 15 ... so they are out there, but are a rare treasure to find to complement the vendors steady trickle ... it should mean more 'survival' decisions/choices, as to how to effectively manage a crucial resource, Ammunition
Don't foresee a problem with item exhaustion ... I 'vacuum' up every item everywhere my character goes, currently has 2816 tin cans at level 15
Yeah 20th has gone from one piperifle model to about 5 as at v1.40, so thanks, I'll check those now, as I'm about to upload 20th -Plus- Reborn version 1.50 in the next hour or so, includes Claymore mines, so I'll create a Schematic for them as well as a 'Clacker', remote command detonated version, in next update
I'm done with my decomposition schematic plug-in for your mod. All it does it add 'break down' schematics and puts a condition that you must have it in order to breakdown ammo, should be fully compatible. Let me know if you want to see it.
BTW, while I was making my plug in I found some errors in your CALIBRv14 Ammunition Schematics for FWE-WMK-CRAFT-V1_1-18639.esp file.
- The 9x25DillonSCRIPT is giving the player the wrong note, thus not showing up in the Ammunition section of the workbench. - The 9x25Dillon ammo does not show up in the Gunpowder section of the workbench.
Cool, I'll check that in the current Ammo Schematic version just upped.
Found the bug with the ,mesh path for a .22LR Pipe rifle, as you mentioned, and two other minor errors in other pipers, added into proofing for the 20th 1.5 upload, cheers
I give him 30-06 too ... but a M1-Garand (EC,LS,SC,SI) ... large calibr semi-autos that 'Critical Hit', IGNORE Damage Resistance (Full Autos divide Critical Chance % by ROF - negligable) ... less ammo use, potentially more overall damage ?
Have you checked out the Ammo Press, now includes an unmarked 2-part quest to enable it
Please, please post if you notice any bugs M8Y ... Cheers
17 comments
Endorsed.
May I offer some suggestions to what IMO are some problems?
1.
Problem: When creating gunpowder from ammo, the list of ammo types is way too long and includes ammo types that you may not have.
Suggestion: Add 'decomposition' schematics and add them to the gunpowder submenu at the workbench the same way your current ammo schematics are done.
2.
Problem: Creating ammo currently provides too much bang for buck. I can currently craft all my ammo and never need to buy from merchants ever again.
Suggestions: Bump up the prices for ammo schematics and decomposition schematics mentioned above. Increase the material requirements (maybe 2 gunpowders per ammo type?) and/or include a relatively expensive 'special material' that is only available via merchants. Maybe create a 'primer' item that is sold at 100 caps a piece and is required for all schematics?
If you're simply too busy to do this, may I have your permission to try and modify this mod?
Once again I appreciate all your work. These guns make fallout a new game again.
Thanks for the considered feedback and suggestions, always Most Welcome, keep 'em coming
Kudos to you
Will release a few more mods and updates over the next few days, so keep an eye open since you like my others ...
1. Hm, okay, so instead of ammo breakdown at no 'charge', make a duplicate set of purchasable schematics REQUIRED for each ammo type you want to extract gunpowder from ... ie 'No-Free-Ride' re Gunpowder extraction, and another way to consume player caps, yes ?
2. Answer, I've already revised the schematic costs(upward by 50%) and reduced the quantities created(Down by 50%) in an about to posted version update
My FWE game settings for Ammo, Chems and Loot is ALL set to RARE ... suggest you do the same, then with the reduction and re-distribution of Vanilla ammo total game quantity dispersed through 5x additional ammos type by '20th -plus- reborn's, the only significant finds of Vanilla ammo is where it has actually been gameworld 'placed' ... try those settings and let me know
Suggestions, bugs, changes/additions always Most Welcome
Cheers M8Y
2. Nice. I think the reduced quantities created is the answer. This will force the player to buy ammo from vendors as a cap drain. However, by having the player craft ammo over and over because of reduced returns, do you think there will be a problem with some materials possibly being exhausted later in the game (i.e., tin cans).
Hmm, I haven't tried your settings for FWE but I'll give them a shot.
Oh by the way, I think I may have found a bug with your 20th Century Weapons mod. An NPC carrying a pipe rifle was missing a texture/mesh/model (Big Exclamation mark). I'm sure I've installed everything properly I'll check again.
Now the three core vendors only have 1-2 Gunpowder Cans stocked each, which respawn every 2-5 days ... so if you rely on the vendors the most you could purchase is ~6 a week, that and the cost should make it less silly re Huge quantities made of second or third tier ammunition. Gunpowder Cans do spawn in FWE, collected ~24 by Level 15 ... so they are out there, but are a rare treasure to find to complement the vendors steady trickle ... it should mean more 'survival' decisions/choices, as to how to effectively manage a crucial resource, Ammunition
Don't foresee a problem with item exhaustion ... I 'vacuum' up every item everywhere my character goes, currently has 2816 tin cans at level 15
Yeah 20th has gone from one piperifle model to about 5 as at v1.40, so thanks, I'll check those now, as I'm about to upload 20th -Plus- Reborn version 1.50 in the next hour or so, includes Claymore mines, so I'll create a Schematic for them as well as a 'Clacker', remote command detonated version, in next update
Find anything else, please let me know, cheers
I'm done with my decomposition schematic plug-in for your mod. All it does it add 'break down' schematics and puts a condition that you must have it in order to breakdown ammo, should be fully compatible. Let me know if you want to see it.
BTW, while I was making my plug in I found some errors in your CALIBRv14 Ammunition Schematics for FWE-WMK-CRAFT-V1_1-18639.esp file.
- The 9x25DillonSCRIPT is giving the player the wrong note, thus not showing up in the Ammunition section of the workbench.
- The 9x25Dillon ammo does not show up in the Gunpowder section of the workbench.
Found the bug with the ,mesh path for a .22LR Pipe rifle, as you mentioned, and two other minor errors in other pipers, added into proofing for the 20th 1.5 upload, cheers
Check your messages
Now I can keep Charon in 30-06 for his Lewis Gun.
Saves me a run to Ft. Independence to 'trade' w/outcasts evry other day. Charon uses ALOT of 30-06. And %mm....
You're very welcome indeed
I give him 30-06 too ... but a M1-Garand (EC,LS,SC,SI) ... large calibr semi-autos that 'Critical Hit', IGNORE Damage Resistance (Full Autos divide Critical Chance % by ROF - negligable) ... less ammo use, potentially more overall damage ?
Have you checked out the Ammo Press, now includes an unmarked 2-part quest to enable it
Please, please post if you notice any bugs M8Y ... Cheers
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