Fallout New Vegas
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RetroNutcase

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RetroNutcase

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53 comments

  1. Thornstromb
    Thornstromb
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    Hey dude whenever you get this 2 things: one im switching to this mod away from Pucque's Alternate Armor System (it changes ammo a lot so incompatible) due to lack of DLC support and not being updated for a year.... might load up that char again if i can find someone to fix certain things... anyway, so im looking around and yeah nice mod, i like the added Reload bench in Lucky38 (only place better now is the Sink in OWB). i like the new stuff.... SO i was gonna suggest something: i noticed that the crafting limits you to a single skill requirement: my suggestion may require a bit of work but make those ammos need a special crafted item, for example "HE Munitions Charge" for HE rounds, this charge is a crafted item needing X Explosives skill to make, THEN u need those and X whatever skill to make the bullet itself. this means you can set more than one skill required by doing it in stages.

    THought you would like that idea, after all you should not be able to make a 50MG HE round with only 40 Explosives and no repair...
    1. elijahboiman5346
      elijahboiman5346
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      It's compatible with Courier's Stash and Gun Runner's Arsenal. I have them with the mod and its great.
  2. lynnchao
    lynnchao
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    You should add images, it helps get you more downloads.
  3. CCCP1USSR
    CCCP1USSR
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    is it compatible with caliber x?
  4. lshortguy
    lshortguy
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    Hope this gets an update, love this mod.
  5. User_2078018
    User_2078018
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    i have an idea!
    how about adding special loot that must be broken down in order to create some of the components
    like uranium
    or the glass thing.
    maybe even hide schematics for some of the recipes.
    or add an NPC that adapts guns to the special ammunition
  6. RetroNutcase
    RetroNutcase
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    Hey guys, I apologize for not touching this mod in awhile. My inspiration has run dry, but rest assured, when it hits me again, I'll be updating it proper. Right now I just need some drive, not to mention I still need to come up with an ideal solution for the magnum dilemma. Mainly because, well...I don't like the idea of restricting certain ammo types to pistol/rifle when it comes to the magnums.

    I'm also wondering if I should restrict the existing ammo types (incendiary/explosive/acidic) to less weapons in general, though I rather like the idea of being able to adapt guns to various situations with those ammo types.
  7. MarcusStrout
    MarcusStrout
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    Could you put up a full list of your new recipes? I'd like to know how much of materials and skills I'll need for all of these.
  8. MarcusStrout
    MarcusStrout
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    I would put you and this guy together:
    http://www.newvegasnexus.com/downloads/file.php?id=38000
    All of his "possible" mods would be great for your junk breakdown modifications. If together you two could perfect some stun/tranq rounds and figure out the rubber bullets (maybe breaking down toy dinos or something) And sort of mix and match with chemicals that you extract from poison glands, it would be awesome.

    I commented on his page as well with a link to you
  9. The Lone Badger
    The Lone Badger
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    I'd split by ammo type. For example, .44 high explosive is only available for revolvers, and .44 incendiary is only available for rifles. I don't think every calibre should have every subtype available anyway.
  10. RetroNutcase
    RetroNutcase
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    Hey guys, hit a bit of a roadblock on Magnum ammo, and wanted some input on the matter.

    AP/HP for the Magnum weapons will be easy, but because of they way they coded these guns, other ammo types like my usual Incendiary won't be as easy.

    All my custom ammo relies on unique projectiles to create special effects like bursts of flame or acid, but the magnum ammo types already use unique ammo...And it's based on if it's fired from a rifle or revolver. Basically, rifle magnum shots have more range than pistol/revolver ones. The issue here is when you assign a special property like an explosion effect to a projectile, it becomes tied to that ammo type.

    I guess the easiest way to say this would be, if I wanted to make Incendiary Magnum ammo for the .44 caliber weapons, I would have to make TWO ammo types, one for rifles, one for pistols, in order for them to have the proper ballistics/range.

    So the question I have is this, should I just have special ammo (Incendiary/HE/etc) simply have rifle properties, or should I make rifled and non rifled versions of these ammo types?