Fallout 4
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Edmond Noir

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EdmondNoir

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About this mod

Immersive realistic ammo crafting and breakdown at a Custom ammo crafting workbench, or a the Chem Station, or optionally at the AWKCR workbench - includes all DLC ammo types and a optional file which requires none of the DLCs, and provides support for WEAPON SMITH EXTENDED, LOADS OF AMMO.

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Permissions and credits
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Description
The purpose of this mod is to create an immersive ammo crafting workbench, to eliminate the unneeded crafting items from the AWKCR workbench, and to provide the user with one simple workbench for immersive ammo crafting. I noticed that many existing ammo crafting mods required silly perks/ingredients, did not modify the AWKCR workbench (forcing users to have multiple ammo workbenches that may not all function), or consisted of only one workbench, but retained all the nonsense items from AWKCR's ammo workbench crafting menu.  I made this mod to fix these issues and to provide users with a sleek, intuitive ammo crafting experience.



Whats Included
  • Ammo from all DLC's
  • Immersive ingredient requirements to make ammo (see Ingredients section for details and justification)
  • Immersive ammo breakdown tested to ensure game economic stability (see ammo breakdown)
  • Immersive perk requirements to make ammo (regular ammo does not require a perk, but ammo that would require knowledge of chemistry or nuclear physics requires the science or nuclear physicist perk to create)
  • AWKCR ammo workbench has been modified; it no longer requires a perk to make and the extra, useless items present in the AWKCR workbench have been removed
  • This mod is script-less and can be added to your game at any time
  • As of version 3.0, there is now an optional file that edits the ammo factory form contraptions to be in line with P.A.C.

NOTE: As of version 3.4 I have created a completely custom ammo crafting workbench and added new textures so that the ammo scrap produced is represented by a  actual ammo scrap box. Due to the changes in this version the mod can now work 100% independently from AWKR (which I do NOT recommend you use) and integrates natively into the vanilla game like it was always supposed to be there. No other updates are planned at this time and this version can be considered the final version. Keep in mind however that the FOMOD version of this mod (v3.2) is AWKR dependent and has not been updated as these updates in v3.4 are largely visual ascetic changes in lue of stepping away from using AWKR.


Compatibility
  • This mod is compatible with all mods out of the box (please note the WSE compatibility patch. For Horizons compatibility, just load P.A.C before Horizons. Thanks to Mk15dap3sLVLghnQfIzftlkNU4 for doing the research on this.)
  • Users who use additional ammo crafting mods that require gun powder and primers (which I have removed from the workbench) should use the WSE patch. The WSE patch is the same as the normal mod except that it adds gun powder and primers back to the workbench.
  • Compatible with Crafting Workbenches.  Crafting Workbenches is a mod that makes a duplicate ammo bench whereas this mod alters/fixes the existing one. If you want only one workbench, don't use the CW ammo add-on - just use my mod for ammo crafting.  
  • A compatible patch for Weapons Smith Extended is now available.  If you want to craft both the ammo from the Weapons Smith mod and mine, use this patch.
  • This mod supports Loads of Ammo by consolidating the ammo workbenches into one, renaming the ammo categories for better sorting and immersion, and allowing ammo creation from both our mods in one place.
  • New Calibers -  There are currently no problems between New Calibers and my mod except that you cannot craft ammo from New Calibers at my workbench it is a minor point but worth mentioning. 


Ammo Recipes and Justification
Ammo Factory:
Spoiler:  
Show

An optional file has been added which will change the ammo factory crafting requirements to be in line with P.A.C. However, there are three notable differences:

1) The factory's ammo crafting component requirements are half that of the workbench. My rationale: because it is a factory, the automated machine can do blunt bulk work more efficiently than a human. The player is thus rewarded for using the factory.
2) Crafting conventional ammo at the factory will require 1 fertilizer in addition to the regular ammo crafting components. My rationale: although the factory is more efficient at blunt bulk work, extracting nitrate in large amounts from fertilizer would be more difficult for an ancient, hobbled-together factory. My justification is the fact that the player could extract the small amount of nitrate required for gun powder from fertilizer more efficiently by hand. 
3) I only edited the existing values of the ammo factory to be in line with P.A.C. I did not add new ammo to the factory, so it still can only create conventional ammo, not energy ammo etc.  



Ammo Breakdown and Justification
Spoiler:  
Show

To balance the game and ensure that its economy is not affected by this mod, I have taken the amount of ammo that is made in one batch in this mod and doubled it to get the number of bullets you must break down in order to get almost enough raw materials to create one batch of the same type of ammo.  For example, it takes 3 acid, 2 aluminum, 1 lead, 1 copper, and 1 wood to make 20 10mm bullets, but when breaking down 10mm ammo, it takes 40 bullets to make 1 lead and 1 copper. After considerable testing, I found this organization to be the most fair and balanced method of breaking down ammo. When breaking down ammo into reusable parts, you could also reasonably expect plenty of the original materials to be rendered useless because of overheating, overuse, chemical reactions, etc.



*smaller, simpler rounds will only yield 1 lead and 1 copper upon breakdown. Larger rounds when broken down will provide the user with larger amounts of lead or copper along with aluminum.  Smaller rounds in large bulk (like the 5mm rounds) will yield more materials because of the quantity.  
*wood and acid are lost forever to make gunpowder and cannot be obtained by breaking down ammo



*Adhesive cannot be recovered since it would have dried
*Fertilizer cannot be recovered since it would have been used as the source of nitrate for the combustible component
*Oil used for missile parts or fuel could be recovered in a smaller volume through sifting methods, for example



*Adhesive cannot be recovered since it would have dried
*Since fusion cells and gamma cells are so common, it would be game-breaking for them to return circuitry upon disassembly. It is also reasonable that they would contain less circuitry to begin with since they are simpler than 2mm EC rounds or cryo cells.
*All energy ammo uses an aluminum battery shell that can usually be recovered. Fusion cell cases are destroyed in the process of disassembly



Required Files/Install
-No DLC Required Version 
  • For this version, only fallout 4 is required.

-Professional Ammo Crafting With Loads of Ammo Support  
  • Fallout 4
  • Autonoman
  • Far Harbor
  • Nuka World
  • Workshop 02 (Contraptions Workshop)
  • Workshop 03 (Vault Tech Workshop)
  • AWKCR
  • Loads of Ammo


-All Other Versions Require:
  • Fallout 4
  • Autonoman
  • Far Harbor
  • Nuka World
  • Workshop 02 (Contraptions Workshop)
  • Workshop 03 (Vault Tech Workshop)

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Install:
-Download and use NMM.  There are now two versions of each type: one allows the user to break down ammo and the other only contains my updates to the AWKCR workbench (and does NOT allow the user to break down ammo).  Use only one version.

-For manual install, download and extract contents to your data folder in your fallout 4 Directory.


Known Issues
*There are no issues with this mod.