Fallout New Vegas

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Lord Henceforth Ponstlebottom III Esquire

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5 comments

  1. ramare
    ramare
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    Hey, I like this mod and decided to both expand upon it and make it Tale of Two Wastelands compatible. I hope nobody minds (but why would you, though?).

    I used the same formula (1 / (bullet weight / 2) for creation, 1 / (bullet weight / 2) + 1 for breakdown) to add both .45 Auto from Honest Hearts and .32 from Fallout 3/Tale of Two Wastelands to this mod. I also, based on chrisghost21's desire/suggestion, added a reversed version of the breakdown scrap metal to lead recipe, so now you can turn 200 lead into 1 scrap metal.

    Find it on the Tale of Two Wastelands forum soon(tm), unless something goes wrong.
  2. chrisghost21
    chrisghost21
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    I love this mod so far, my only idea is to add the ability to make scrap metal out of lead.
    I have looked for just that part of a mod now for a long time....
  3. GLynham
    GLynham
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    any chance of an update to include the .45 ammo in the latest DLC?
  4. teknofil
    teknofil
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    Nice job. The idea is great and I am adding it to my game today. I have a suggestion though, instead of breaking down into "scrap metal" make a new object "scrap brass" that they break down into and can be made from. Since "scrap metal" can be broken down into lead for the bullets, it seems a bit strange that it could be broken down into brass as well.
  5. Which ones're missing? I've got 5mm, 5.56 mm, 9mm, 10mm, 12.7mm, .308, .357, .44, .50, 12 gauge and 20 gauge. Only one that might be "missing" is .22, but it seems like the devs themselves didn't know if it should have a case or not - the SMG produces visual cases but no inventory ones and the pistol produces neither. Breaking down LR ammo produces only lead and powder, and the game doesn't even have a .22 case item in and of itself (though it'd be pretty dang easy for the devs to just make one and slip it in the next patch). And even then, given how limited the .22's use is it might not even be worth the trouble to include it.

    Drained energy and flamer ammo is missing from this mod, but since handloading and recycling for those runs on a considerably different set of principles I decided it'd be better to leave them out. I have another mod that handles the energy side of things, though, which I suppose I should toss into the description.