I was wondering the same thing, I took a few minutes to look at the crafting recipes with FO4Edit and I wrote down the info for myself, I'll share it below in case anyone else also wants to know:
(version 1.0 of the mod at the time of checking this info)
Edit: Crafting recipes requirements: One small suggestion I would make is adding perk requirements to the crafting recipes, it's a bit odd starting a new game, exiting Vault 111 for the first time and immediately having access to crafting Mini Nukes or Alien blaster rounds.
I'll add some perk requirements using FO4Edit but figured I should make the suggestion in case you feel like incorporating them at some point, I'll add the following:
- Ballistic Ammo recipes (including .45-70 rounds and 7.62 mm): require GUN NUT (level 1) Ballistic ammo is the most common type of ammo, and the one most likely to be used at the beginning of the game, so I don't want to put a steep requirement for the most common ones at least. Exceptions: these ammo types become available with the Ammunition plant if you have the Contraptions Workshop DLC so I'll adjust each ammo type requirement and recipe according to the table shown in the wiki for crafting them.
- Energy Ammo recipes: require GUN NUT (level 1) + SCIENCE (level 1) Energy Weapons involve a bit of science to tinker with, so I've added science as a requirement for its ammo aside from Gun Nut. Exceptions: Alien Blaster rounds also require SCIENCE (level 2) given they are rare, and Fusion Cores also require SCIENCE (level 2) and NUCLEAR PHYSICIST (level 1) as well given how important they are as energy source for Power Armor so having access to crafting them should require a high level of skill.
- Explosive Ammo recipes (including Modified Bowling Balls): require GUN NUT (level 1) + DEMOLITION EXPERT (level 1) Demolition Expert seemed like a good candidate as an additional requirement, crafting things like Mini Nukes and Missiles is no joke, and level 1 of Demolition Expert allows you to craft explosives as it is so it makes sense to have it as a requirement here. Exceptions: Mini Nukes also require DEMOLITION EXPERT (level 2).
- Other ammo (Flare gun rounds, Railway Spikes, Harpoons and Paddle Ball strings): require GUN NUT (level 1) + SCRAPPER (level 1) These ammo types are kind of miscellaneous, and as such require a sort of utilitarian perk which is Scrapper. Exceptions: none.
I'm glad you took the time and effort to go into the archives and give such a through description of every crafting recipe.
I didn't think of adding it in the description initially for whatever reason, but alas, i shall do so.
This mod was one of the first ones I've made, so I didn't have such a knowledge of scripts and such. I found your idea of using Perks to craft the different types of ammo excellent, if I have time, I'll make an update that implements these changes into the mod.
It would be nice if it also included ammo from munitions mod. Also, in my opinion, only shotgun ammo is worth crafting. Other options feel like it's not worth it. Rates for other types should be greater. Other than that it's a nice mod.
It works just fine, and the ammo crafting is done at a chemistry station.
Edit: Out of curiosity, I opened the mods up in FO4Edit. As expected, they consist of nothing but one or two keywords and a bunch of crafting recipes for the chem workbench. No scripts, no real room for error at all. It will probably never be updated because it will probably never need it.
29 comments
(version 1.0 of the mod at the time of checking this info)
VANILLA
=======
Ballistic Ammo:
-----------------------
- .308 rounds:x12 (x8 lead, x12 steel, x5 fertilizer)
- .38 rounds: x18 (x6 lead, x12 steel, x3 fertilizer)
- .44 rounds: x15 (x4 lead, x15 steel, x3 fertilizer)
- .45 rounds: x12 (x4 lead, x10 steel, x3 fertilizer)
- .50 caliber: x100 (x10 lead, x40 steel, x12 fertilizer)
- 5 mm rounds: x100 (x15 lead, x30 steel, x8 fertilizer)
- 5.56 mm rounds:x20 (x6 lead, x12 steel, x4 fertilizer)
- 10 mm rounds: x24 (x5 lead, x15 steel, x3 fertilizer)
- shotgun shells: x12 (x4 lead, x10 plastic, x6 steel, x4 fertilizer)
- 2 mm EC rounds: x12 (x5 lead, x15 steel)
Energy Ammo:
----------------------
- Plasma Cartridges: x30 (x6 copper, x12 lead, x6 plastic)
- Fusion Cores: x1 (x25 copper, x25 nuclear material, x50 fussion cells)
- Fusion Cells: x30 (x4 copper, x8 lead, x4 plastic)
- Gamma rounds: x16 (x3 copper, x10 lead, x6 plastic)
- Alien blaster rounds: x30 (x4 copper, x8 lead, x4 plastic)
- Cryo Cells: x25 (x2 crystal, x5 lead, x10 steel)
- Flamer Fuel: x20 (x10 acid, x10 oil, x2 steel)
Explosive Ammo:
-------------------------
- Mini Nukes:x3 (x4 circuitry, x5 adhesive, x3 lead, x5 nuclear material, x10 steel, x10 screws)
- Missiles: x3 (x5 adhesive, x4 springs, x8 steel, x8 screws)
- Cannonballs: x2 (x10 lead)
Other Ammo:
-------------------
- Flare gun rounds: x5 (x2 acid, x1 aluminum, x5 plastic, x5 steel)
- Railway Spikes: x3 (x7 steel)
DLCs
====
Far Harbor:
----------------
- Harpoons: x5 (x3 adhesive, x5 steel, x10 wood)
- Modified Bowling Balls: x1 (x1 acid, x1 oil, x7 plastic)
- .45-70 rounds: x12 (x4 lead, x10 steel, x3 fertilizer)
Nuka World:
------------------
- 7.62 mm rounds:x20 (x6 lead, x12 steel, x4 fertilizer)
- Paddle Ball strings: x50 (x5 rubber, x25 cloth)
Edit:
Crafting recipes requirements:
One small suggestion I would make is adding perk requirements to the crafting recipes, it's a bit odd starting a new game, exiting Vault 111 for the first time and immediately having access to crafting Mini Nukes or Alien blaster rounds.
I'll add some perk requirements using FO4Edit but figured I should make the suggestion in case you feel like incorporating them at some point, I'll add the following:
- Ballistic Ammo recipes (including .45-70 rounds and 7.62 mm): require GUN NUT (level 1)
Ballistic ammo is the most common type of ammo, and the one most likely to be used at the beginning of the game, so I don't want to put a steep requirement for the most common ones at least.
Exceptions: these ammo types become available with the Ammunition plant if you have the Contraptions Workshop DLC so I'll adjust each ammo type requirement and recipe according to the table shown in the wiki for crafting them.
- Energy Ammo recipes: require GUN NUT (level 1) + SCIENCE (level 1)
Energy Weapons involve a bit of science to tinker with, so I've added science as a requirement for its ammo aside from Gun Nut.
Exceptions: Alien Blaster rounds also require SCIENCE (level 2) given they are rare, and Fusion Cores also require SCIENCE (level 2) and NUCLEAR PHYSICIST (level 1) as well given how important they are as energy source for Power Armor so having access to crafting them should require a high level of skill.
- Explosive Ammo recipes (including Modified Bowling Balls): require GUN NUT (level 1) + DEMOLITION EXPERT (level 1)
Demolition Expert seemed like a good candidate as an additional requirement, crafting things like Mini Nukes and Missiles is no joke, and level 1 of Demolition Expert allows you to craft explosives as it is so it makes sense to have it as a requirement here.
Exceptions: Mini Nukes also require DEMOLITION EXPERT (level 2).
- Other ammo (Flare gun rounds, Railway Spikes, Harpoons and Paddle Ball strings): require GUN NUT (level 1) + SCRAPPER (level 1)
These ammo types are kind of miscellaneous, and as such require a sort of utilitarian perk which is Scrapper.
Exceptions: none.
I'm glad you took the time and effort to go into the archives and give such a through description of every crafting recipe.
I didn't think of adding it in the description initially for whatever reason, but alas, i shall do so.
This mod was one of the first ones I've made, so I didn't have such a knowledge of scripts and such. I found your idea of using Perks to craft the different types of ammo excellent, if I have time, I'll make an update that implements these changes into the mod.
Thanks again for your work and suggestions.
(Sorry for taking so long to reply)
Also, super easy to adjust the costs and amount via FO4Edit.
Edit: Out of curiosity, I opened the mods up in FO4Edit. As expected, they consist of nothing but one or two keywords and a bunch of crafting recipes for the chem workbench. No scripts, no real room for error at all. It will probably never be updated because it will probably never need it.
In Vortex, both scripts were disabled by default and had to be manually enabled.