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Name: Ammo Bench
Version: 3.71
Date: 8/1/9
Category: Weapons
Game: Fallout 3
Requirements: Win-Zip, Win-Rar e.t.c, Craft.esm for CRAFT compatible file, CALIBR.esm for CALIBR files and Zeta.Esm for Alien Power Cells
Author: Stewb (My User name on Fallout3nexus.com), Acwaz-Mare (My user name on Bethesda Game Studios Forum)
Source: http://www.fallout3nexus.com/downloads/file.php?id=2693


Description
===========

3-tier Schematics allow for greater ammo produced with more copies of same schematic, just like weapons. CRAFT and Calibr compatibility now
A workbench for making ammo, Located at Craterside Supply and Tenpenny Tower(now in extra esp).


Details
=======

Portable Toolkits to make gunpowder ammo out of Frag Grenades/Mines and Scrap Metal or Energy Ammo out of Fission Batteries and Scrap Metal.
Schematics and the Toolkits can be bought form Moira Brown of Lydia Montenegro and a secret Hidden place with one of each schematic. Owning 3 of a schematic produces
thrice the amount of ammo, 2 yields double ammo. Calibr Toolkits and Schematics can be bought from Flak 'n' Shrapnels and Tulip and once again a third set hidden away.
Clues for the hidden sets are "Elect to find T51b" and "When is a tree not a tree?" <-- cryptic crossword clues affect me...
The Car Mechanic add-on allows you to strip cars for Fission Batteries and Scrap Metal. This was due to rarity of fission batteries but them being the
only viable ingrediant for energy ammo. The Work-benches plug-in returns the old static benches i used when i first made the mod, purely for nostalgia.
The Toolkits have a Base price of 3000 caps, this will be affected by you barter skill. Schematics base price ranges from 500 - 2000. Alien Power Cells and Modules
can be made with the Alien Power Cells Plug-in, this requires the Mothership Zeta expansion to use. Scatter Schematics does just what it says on the tin, the schematics
hidden around the wasteland and i mean HIDDEN, some people are gonna be screaming at me for this... Finally decreased output was a request to lower ammo yield, don't use
with ammo artisan.



Install
=======

1. Extract the selected file, see below, and readme to C:\(Install Directory)\Data
2. Start Fallout 3, select Data Files, Check "Ammo Bench.esm" file, plus appropiate plugins.

Ammo Bench.esm: Just the schematics and Portable Toolkits
Ammo Bench - old Work-Benches.esp: Same as above but with static workbenchs
Ammo Bench - CRAFT Plugin.esp: (Craft.esm needed for this) Craft compatibility
Craft.esm can be downloaded at: http://www.fallout3nexus.com/downloads/file.php?id=4447
Ammo Bench - Artisan: Adds the new perks in-game, the perks are not CRAFT ammo made compatible (the .esp is compatible though).
Ammo Bench - Car Mechanic.esp: Strip car engines for fission batteries and scrap metal after reading "Auto Repair" magazine in Rivet City Science Lab.
Ammo Bench - CALIBR: Adds a Calibr toolkit and schematics to wasteland merchants.
Ammo Bench - Alien Power Cells: Adds an Alien Toolkit, unique textures, and 2 new schematics for Alien Power Cells and Alien Power Modules.
Ammo Bench - Scattered Schematics: Schematics are very hidden across the wasteland.
Ammo Bench - Decreased Output: Drastically lowers the amount of ammo received, a request from Bethesda Game Studio Forum user (jwh).
Ammo Bench - Remodelled: Uses a custom model for the normal toolkit (Alien and Calibr are unaffected so far) which is just a quick model made by me.


Uninstall
=========

Delete the "Ammo Bench.esm"/"optional esps"/"Ammo Bench v3.0 Readme.txt"
files and "(These are in both Meshes and Textures folders)/StewB/Ammo Toolkits folder" from (Install Directory)\Data\


Known Issues or Bugs
====================

Once a car is stripped in with Car Mechanic no model is added afterward, this is to do with a PlaceAtMe issue when it is used continuiosly, rather than
as a once off. It causes savegames to become huge, thus load times are increased e.t.c. I opted for no model, but faster load times.

The new toolkit model is rather... bouncy when hit. It has a tendacy for me to fly the length of the room if knocked by accident.


Contact
=======

You can find me on Fallout3Nexus as 'Stewb', Bethesda Game Studios as Acwaz-Mare or alternatively you can email at: [email protected]


Credits
=======

Thanks to LHammonds for making this Readme Generator.
Thanks to people who offered advice on the comments section of this mod's page.
Offkorn for allowing me to borrow elements of his script to upgrade to Version 2 :)
Highsight for the CRAFT.esm
Tubal for the Calibr.esm
Razorxy for translating this mod into german.
Konji for letting me use his re-textured workbench as my static benches.
Karburke and Q for the Fomod Scripts.
Rekicker for his article on re-texturing, which got me started on texturing then modelling as a consequence.


Tools Used
==========

Readme Generator - http://lhammonds.game-host.org/obmm/tools_readme_generator1.asp


Licensing/Legal
===============

NifSkope
G.I.M.P
You can do whatever you want with this mod, just remember to credit me if you put it in one of your own mods.


History
=======

Saved this till last as its most boring ;)

**19/7/10**

Added the new model plug-in.


**27/2/10**

Added two new plug-ins, Scattered schematics and Decreased output. The latter being a request. Please don't ask me where xxxx schematic is
as i truly will not be able to answer you, there is 80 schematics hidden, i can't remember every single one.


**7/1/10**

Updated the CRAFT plug-in and main .esm so Flamer Fuel works better


**13/11/9**

Made changes to the script and added a quest to track ammo made to the main .esm. This allows me to have the Calibr and Craft plug-ins
add the ammo they made to the total made, meaning all the ammo you make is added to the total for ammo artisan. I also added a new
texture for the Calibr toolkit. I made some changes to the script too so the ever-lasting ammo production bug should go away.


**5/8/9**

Added Alien ammo toolkit and schematics.


**15/7/9**

Fixed CALIBR toolkit errors.


**29/6/9**

Finished adding CALIBR stuff.


**4/6/9**

Removed all Production Failure messages due to bug causing scripts to run perpetually when hitting an error message. Figure this is a patch 1.5 problem.
Either way the bug is gone now.



**30/5/9**

Car Mechanic.esp added, now cars can be stripped for Fission Batteries


*16/5/9**

Fixed script errors in scrap metal menu, should use scrap all correctly now. Both Ammo Bench.em and Ammo Artisan.esp had these errors.


**2/5/9**

Fixed huge script error due to recent overhaul. Fixed CRAFT plugin problems too.


**29/4/9**

Changed ammo yield for missiles to 5 and nukes to 1, ingredients are all upped to 5 for Mini-Nuke and Missile. Their Ammo Artisan yields have been changed as well.
Scripts hugely condensed now, making room for CALIBR if i ever decide to add it, assuming i get the author's permission :D. Now i'm gonna finish off another mod
before adding anything to this.


**28/4/9**

This is like waiting for buses, nothing for a while then 3 come along at once :P. Amended errors in CRAFT plugin, also changed Flame Fuel from Vodka to Scotch.
Added Ammo Bench - Artisan.esp. This adds a new Perk to the game, when you make enough ammo you get the perk. This perk increases
ammo yield when making ammo. There are 3 levels to the perk, so thats 3x the increase (10% per perk level, roughly).


**27/4/9** (again)

An inspiration hit me, now i have compressed my scripts right down and have fit everything onto ONE menu!! :D Now there is 1 Toolkit and 1 workbench if you
use the workbench plugin ;)

Sorry for the double update folks :(


**27/4/9**

Finished CRAFT Plugin for Ammo Bench.Esm, ironed out a few bugs in Plasma/Pulse Grenade/Mine scripts in main Ammo Bench.esm. Missiles and Mini-nukes
are now located in explosives menu of CRAFT.

Changed how toasters are scrapped for CRAFT now when you scrap a toast the post-war are scrapped first then Pre-war. So say you wanted to scrap 1 at a
time, you have 3 post and 5 pre, it would scrap the 3 post one at a time first then do the pre 1 at a time. For 10, scrap 10 post first, then 10 pre a
time when post are done. if you have less then 10 of each but they add up to more than 10 it will take all post-war first then take the remainder for the
10 from the pre-war. Like 6 Post and 7 Pre, it would take 6 post and 4 pre. Bug with All toasters if you say have 10 and 10, pre/post, it will report in the
top left that 30 scrap metal has been made, when it should be 60, but sixty is still added to your inventory. Don't worry about this, it to do with how i
scripted the All function of toasters ;)


**26/4/9**

Complete re-vamp of how esps work. A central .esm, Ammo Bench.Esm, with plugin support for CRAFT and the old static ammo benches. The CRAFT plugin isn't finished but the
original file for toolkits and plugin for old benches is up and running. CRAFT plugin will take some time to add all the ammo, as i have to go through it all again :(
Changed how toolkits are bought, they are now added directly to your inventory.


**23/3/9**

Added 1, 10 and All options to junk melting items, i.e Iron e.t.c, fixed problems with the toolkits being owned by store owner, hopefully once and for all.


**18/3/9**

Fixed script errors in scrap metal menu.


**7/3/9**

Added compatibility for CRAFT and removed static benchs from original file. Three esps now, pick the one you want.


**6/3/9**

Added portable Ammo Toolkits to Moira Brown and Lydia Montenegro, these cost 3000 caps, base price, for the pair. Once dropped from your inventory they can be used to do anything the workbenchs can and also have the option to pack-up back into your inventory. There is two sets, but no bonus for buying both.


**1/3/9**

Cleaned up my bench scripts, they still had a load of the useless junk from the weapon workbench script in them, basically i cut my scripts from 1300 lines to 750 lines, also cutting 5kb off the 32kb of info. Added Melting Ingredients lists to Moira and Lydia, use Bench 2 with these and you can melt various items down for scrap metal. A side effect of this is since tin cans can be melted now i have decided to alter Flamer Fuel from Tin Can + Booze to Scrap Metal + Booze.


**28/2/9**

Sorry folks, i screwed up a lil on the plasma/pulse schematics, they were checking for microfusion cell schematics to determine which note to add. :( All fixed now.
Plasma/Pulse Mine/Grenade were added as a option to the now vacant bench 2, didn't want to scrap it, so i added them. Any suggestions to be added to bench 2 are welcome, just post it on the comments, with viable ingredients to make it. Weapon, Armour or whatever, i just wanna fill out the bench's list a little.


**25/2/9** (Again)

Version 2: Scripts updated for better ammo creation. Thans to Offkorn for this script. Frag grenade or mine choice for gunpowder source now.


**25/2/9**

Fixed Vendor bug of other mods sharing altered container preventing one of the mod's lists appearing. Thanks to Manny1995 for spotting and finding the solution to this.

**21/2/9**

Found and fixed Schematic buying bug, where schematics were added as a Misc Item rather than as Notes


**20/2/9**

Changed time for message box for ammo success down from 10 to 2, as request by a user wishing faster ammo creation. Only a minor update here


**8/2/9**

Changed flamer fuel ingredients to Vodka and Whiskey
Crud, forgot to change remove items list for flamer fuel on last update, all fixed now.


**11/1/9** v1.1

Increased ammo yield from crafting by about 250%, consequently the price of schematics also went up..
small diference in automatic ammo from single shot ammo, ie 5mm and .32 caliber. Remember though, once you collect 3 schematics the 3x multiplier will increase that difference ;)


**8/1/9**

Finished adding all the ammo, except Alien Power Cell which i don't intend to add.

Added 3 schematics for all ammo, Moira Brown has 1 of each, Lydia Montenegro has 1 of each and another set hidden together somewhere.

Added benches to Tenpenny Tower for all Sadistic Megaton Massacre folk.

Ironed out a few bugs, unfortunately not yet the one for buying schematics and having them appear in your inventory rather than Notes. <-- Would appreciate help with how to fix this.


**7/1/9**

Added 10mm, 5mm, BB, Missiles, Shotgun Shells and .44 magnum ammo to the bench, and appropiate schematics to Moira.
Fixed some bugs in the script, it checked only for 556 schematics before handing out ammo, which was due to me copy/pasting code and forgetting to change all needed bits. Happily it is fixed now.

Unfortunately i can only get 9 items per message box, so i will just create a new bench for the rest of the ammo. This is mostly energy ammo, so it seems appropiate that seperate work tools would be required, thus a seperate bench. After this i will add more schematics so you can get double or triple yield ammo ;)

Haven't tested this plugin yet, due to lateness of finishing and needing to uplad quickly, i will check it out tomorrow myself, but leave comments if you find any.

Lastly i will need to make a readme now :(


**6/1/9**

Updated the esp to add schematics for .308 and .32 ammo, moved all ammo schematics to moira's inventory to sell.
Updated the all schematics so multiple schematic improve amount of ammo made, just like with Nuka-grenades and Bottlecap mines.
Will add multiple schematics to game after i finish adding basic ammo to the bench.
One bug i spotted so far, when buying schematics it doestn't automatically add schematics to your notes section, but to your misc item section. Don't know why, just drop the schematic and pick it back up and it will work fine after that.


**5/1/9**

A workbench for creating ammo in Craterside Supply. Just testing the idea out, will add more ammo types at the weekend, would appreciate your view on how to balance the ammo gained and what items could be used to create the ammo. I'm currently using Scrap Metal and Frag Grenades as components. The Metal for the casing and actual bullet, the grenade for it's gunpowder. Any better ideas? just post them in comments.