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blackrat99

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About this mod

This mod is a reworking of Bilarion's CALIBR Ammo Schematics - CRAFT mod. It removes the CALIBR ammo schematics and dependency, tweaks the formulas and adds the schematics to the Wasteland. Now includes energy ammo schematics.

Requirements
Permissions and credits
Name: Ammo Schematics - CRAFT - Vanilla Edition
Version: 2.0
Date: 26/08/2016
Category: Gameplay Effects and Changes
Requirements: CRAFT
Author(s): blackrat99
Source:

Description
===========
This mod is a reworking of Bilarion's CALIBR Ammo Schematics - CRAFT mod http://www.nexusmods.com/fallout3/mods/4514. It removes the CALIBR ammo schematics and dependancy so it will be useful for people who don't play with CALIBR weapons and don't like the long vendor lists the original mod had. I've also increased the base cost of of the 12 remaining schematics substantially (roughly 2-3 times) and changed all the formulas, to produce less ammo and introduce wastage when you strip down ammo for parts and gunpowder.

Finally, I've placed one of each schematic in game.

My whole purpose with this mod was to balance out a little the difficulty mods I use without undermining them, and to keep the immersion and roleplaying that the original mod provided.

IN VERSION 2:

The mod now has schematics for energy weapon ammo: Energy Cells, Electron Charge Packs and Microfusion Cells. One of each of these schematics can be found in the game. The schematics are no longer permanently available from vendors but will show up on a random basis. The exceptions to this are the energy weapon ammo and mini-nuke schematics, which cannot be bought and must be found in game. There's a location hint and spoiler text file in the archive in case of need.

Locations
=========
Most of the schematics, along with the Gunpowder Cans, can be bought at Craterside Supply in Megaton, at Lydia Montenegro's in Tenpenny Tower and at Flak&Shrapnel in Rivet City. They will show up randomly, with only one schematic available at any one time. However the vendors will carry different schematics and over time will sell all of them apart from the exceptions mentioned above. Gunpowder will always be available to buy.

One of each schematic is scattered throughout the Wasteland. However, they are placed where the player should be able to find them relatively early on in the game, especially for the more common ammo types. The whole point is to be able to use them as you go through the game. I've tried to make the locations logical. Some of the schematics are owned.

Details
=======
Adds most vanilla ammo schematics for sale periodically at Craterside Supply, Lydia Montenegro's and Flak&Shrapnel at Rivet City along with one unique Gunpowder item.

Adds one copy of each schematic to various places throughout the Wasteland.

To make ammo (except for energy weapons) you will need Gunpowder, Scrap Metal and Tin Cans (not bent tin cans). More complex items like Missiles or Mini-Nukes need extra items like Fission Batteries and Conductors. The Gunpowder can be acquired in 2 ways:

1) Buy it
2) Create it, by stripping down various types of ammo (no schematic needed).

List of ammunition:

- 10mm - 1 Gunpowder, 1 Scrap Metal, 1 Tin Can = 40 rounds
- 308 - 1 Gunpowder, 1 Scrap Metal, 1 Tin Can = 20 rounds
- 32Caliber - 1 Gunpowder, 1 Scrap Metal, 1 Tin Can = 35 rounds
- 44Magnum - 1 Gunpowder, 1 Scrap Metal, 1 Tin Can = 30 rounds
- 556mm - 1 Gunpowder, 1 Scrap Metal, 1 Tin Can = 30 rounds
- 5mm - 1 Gunpowder, 1 Scrap Metal, 1 Tin Can = 80 rounds
- Shotgun Shells - 1 Gunpowder, 1 Scrap Metal, 1 Toy Car = 20 shells
- BBs - 1 Toy Car = 50 pellets
- Frag Grenades - 1 Gunpowder, 1 Scrap Metal = 3 grenades
- Frag Mines - 1 Gunpowder, 1 Scrap Metal, 1 Sensor Module = 2 mines
- Missiles - 1 Gunpowder, 1 Scrap Metal, 1 Conductor, 1 Tin Can = 1 missile
- Mini Nuke - 1 Gunpowder, 1 Scrap Metal, 1 Fission Battery, 1 Microfusion Cell = 1 mini-nuke

- Energy Cells - 1 Scrap Metal, 1 Sensor Module, 1 Conductor = 60 rounds
- Electron Charge Packs - 1 Scrap Metal, 1 Sensor Module, 1 Conductor = 60 rounds
- Microfusion Cells - 1 Scrap Metal, 1 Sensor Module, 1 Fission Battery = 50 rounds

Stripping down ammo for gunpowder and parts:

- 10mm - 50 rounds = 1 Gunpowder, 1 Scrap Metal
- 308 - 25 rounds = 1 Gunpowder, 1 Scrap Metal
- 32Caliber - 45 rounds = 1 Gunpowder, 1 Scrap Metal
- 44Magnum - 40 rounds = 1 Gunpowder, 1 Scrap Metal
- 556mm - 40 rounds = 1 Gunpowder, 1 Scrap Metal
- 5mm - 100 rounds = 1 Gunpowder, 1 Scrap Metal
- Shotgun Shells - 25 shells = 1 Gunpowder, 1 Scrap Metal
- Frag Grenades - 4 grenades = 1 Gunpowder, 1 Scrap Metal
- Frag Mines - 3 mines = 1 Gunpowder, 1 Scrap Metal, 1 Sensor Module
- Missiles - 2 missiles = 1 Gunpowder, 1 Scrap Metal, 1 Conductor
- Mini Nuke - 1 mini-nuke = 1 Gunpowder, 1 Scrap Metal, 1 Fission Battery, 1 Microfusion Cell

Note: you can't strip down energy ammo to create gunpowder.

REQUIRED MODS:
CRAFT by Highsight - http://www.fallout3nexus.com/downloads/file.php?id=4447

Notes
=====
1. If the player blows up Megaton, Moira will still be able to sell the schematics if she makes it to Underworld, but she won't be able to sell gunpowder. You'll have to make it.
2. If the player sides with the ghouls and helps them take down Tenpenny Tower, the schematics will not be found amongst Lydia Montenegro's loot. Nor will Bessie Lynn or Michael Masters have them for sale afterwards.
3. If you enslave Flak and Shrapnel goes walkabout looking for his mate, the schematics will not be available at Rivet City, but may still be available from Shrapnel if you can find him. (Untested supposition - I haven't actually seen the Shrapnel bug in the GOTY edition).
4. You can now steal whichever schematics the vendors currently have for sale, except for Moira's after she moves to Underworld.

Testing
=======
The mod has been tested, but please let me know if you find any bugs. The placed schematics are all retrievable but the player has to use his/her wits on a couple of occasions.

Install
=======
1. It's recommended that you install via FOMM package manager.
2. For manual installation, simply unzip the archive into your Fallout 3 game folder.
3. Alternatively, unzip the archive into a temporary location.
   Copy the 'Ammo Schematics - CRAFT - Vanilla Edition.esp' file into your data folder.
   Copy the meshes and textures folders into your data folder.

Installing over version 1: use FOMM, or just copy the .esp into your data folder, overwriting the original file.

Uninstall
=========
1. Remove the mod via FOMM.
2. Alternatively, delete the files/folders mentioned in 3. above.

Specifically, these are:

Fallout 3\Data\Ammo Schematics - CRAFT - Vanilla Edition.esp
Fallout 3\Data\Meshes\Clutter\Junk\GunPowderCan.nif
Fallout 3\Data\Textures\Clutter\Junk\GunPowderCan.dds
Fallout 3\Data\Textures\Clutter\Junk\GunPowderCan_n.dds
Fallout 3\Data\Textures\Interface\Icons\pipboyimages\items\items_gunpowdercan.dds

Load Order
==========
Load this mod after CRAFT.esm and CRAFT - Activation Perk.esp

Incompatibility
===============
It will be incompatible with the original mod but shouldn't break anything if both are used. Whichever loads last will win out.

Known Issues or Bugs
====================
The menus are a bit slow. You can click through them but there is probably a way to speed them up. However, I think it's down to CRAFT which I don't want to fiddle with.

History
=======
2.0. Added energy weapon schematics
     Removed schematics from vendors' permanent lists
     Removed mini-nukes from vendors completely
     Moved one schematic from it's old location in game to another, to make way for an energy weapon schematic, which is more appropriate for that location.
     Reduced the wastage rates when making gunpowder
1.0. Initial release.

Future Plans
============
None. I consider the mod to be in it's final state barring bug fixes.

Contact
=======
Send me a pm on the Nexus or post a comment.

Credits
=======
Thanks to Bethesda for creating Fallout 3 and GECK!.
Thanks to Highsight for CRAFT.
Thanks to Bilarion for the original mod and for allowing it to be used freely. And for providing elements of this Readme!
Thanks to antistar for allowing me to modify and use one of the scripts from Weapon Mod Kits.
Thanks to all Fallout 3 modders for their great work in making the game so much better.

Permissions
===========
To re-use version 2 of this mod in your own mod you must give credit to Highsight and Bilarion. Because I used a script from WMK you must also get permission from antistar. This doesn't apply to version 1. You don't need permission from me but credit would be nice.