Will there ever be a possibility in the future for adding in a new calibers patch? I really like this mod and new calibers too! and would love to have the immersion crafting those munitions as well!
Thanks for making the mod! A suggestion for your consideration, maybe you can add recipes to strip ammo down to components? I have excess .38 ammo which I want to strip down but no way to do so for now?
I recommend you mod one of your miniguns to use the .38 ammo.
If I add breakdown recipes you simply would split the .38 ammo into .38 bullets, .38 casings, gunpowder and the SP primer. not much conversion you can do with that. I would need to add remelt recipes to get the casings back to copper and the bullets back to lead. Way too tedious for too little result imo.
the next update will be the fabrication support, when I find the time to do it
I'm curious as to how you plan on balancing the economy (such as it exists in Fallout 4) with ammo crafting. If ammo crafting is too easy then you've effectively given the PC unlimited caps, particularly if the separate components of the bullet can be sold individually. That was actually a problem I had with other bullet crafting mods, I could make a base bullet component cheaply in bulk and each one of them sold for a cap each. Resulting in thousands of caps in short order, very easy to abuse.
One solution would be to make components nearly or actually worthless, and give perk requirements for crafting the actual ammunition (although I assume you're doing at least some of the latter already). The economic concern is particularly important for those of us using scarcity mods where bullets are, supposed, to be much harder to get in large quantities.
Very good point, new version without component value is up.
- Perk requirements are currently indirectly in for the conventional ammuntion, as gunpowder itself already requires the GunNut perk. - Simple projectiles like the harpoon and the cannon ball don't require perks - currently all the energy ammuntion has high intelligence perks as requirements.
Lead gets scarce very fast when crafting conventional ammunition, for energy ammuntion nuclear material is the main limiting factor.
Harpoons and railway spikes are only limited by the amount of steel you have, but these are dirt cheap to sell (steel itself has more value) and weight quite a bit.
I think in all of my recipes you would get more by selling the components itself.
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this and combinated with unbogus fallout really really makes the game much more fun
http://www.nexusmods.com/fallout4/mods/8588/?
Once again, thanks for doing up the mod.
If I add breakdown recipes you simply would split the .38 ammo into .38 bullets, .38 casings, gunpowder and the SP primer. not much conversion you can do with that. I would need to add remelt recipes to get the casings back to copper and the bullets back to lead.
Way too tedious for too little result imo.
the next update will be the fabrication support, when I find the time to do it
One solution would be to make components nearly or actually worthless, and give perk requirements for crafting the actual ammunition (although I assume you're doing at least some of the latter already). The economic concern is particularly important for those of us using scarcity mods where bullets are, supposed, to be much harder to get in large quantities.
- Perk requirements are currently indirectly in for the conventional ammuntion, as gunpowder itself already requires the GunNut perk.
- Simple projectiles like the harpoon and the cannon ball don't require perks
- currently all the energy ammuntion has high intelligence perks as requirements.
Lead gets scarce very fast when crafting conventional ammunition, for energy ammuntion nuclear material is the main limiting factor.
Harpoons and railway spikes are only limited by the amount of steel you have, but these are dirt cheap to sell (steel itself has more value) and weight quite a bit.
I think in all of my recipes you would get more by selling the components itself.
Interesting suggestion though.