Fallout New Vegas
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Sinraptor and kettchup

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kettchup

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About this mod

Ammo crafting expanded

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This mod picks up where Sinraptor's "Improved Ammo Crafting" (http://newvegasnexus.com/downloads/file.php?id=35302) left off, rebalancing and expanding ammo crafting.

Sorted version is for use with Inventory Sorters (http://newvegasnexus.com/downloads/file.php?id=34950); it only changes the names of all the parts to "CASE: Brass," "CASE: Lead," "CASE: Powder, Pistol," "PART: Teddy Bear," etc. If you want to keep the weight of Lead at .0014, load the sorter later. If you want the weight to be 0 (as defined in this mod), load it later instead.

***NOTE***
Grimey warned me that his mod (now partially incorporated into this mod) causes problematic NPC behaviour during the Silver Rush side quest; however, I did not add any ammo in this mod, I only changed/added recipes, so there *shouldn't* be any glitches. If there are, let me know.
***END NOTE***

Version 1.45
- Fixed error where only 100x version of "Breakdown MFC Overcharge" was available.
- Added recipes for Incendiary, Pulse, and Plasma grenades, and changed recipe name for frag grenades to "Grenades, Frag" instead of just "Grenades." Incendiary grenades require flamer fuel, Pulse grenades require fission batteries (1 battery for 10 grenades) and energy cells to jump-start the pulse, Plasma grenades require max-charge MFCs.
- Added recipe for frag mines; slightly reduced lead cost and added a sensor module. If this works out, I will include Plasma and Pulse mines too (same thing; reduce lead cost and add sensor module).

Version 1.40
- Fixed some of the 100x recipes that were only creating 1 ammo instead of 100 but consuming 100x parts.
- .44 SWC Hand Load recipe now compatible with the compiled patch. (Or at least, it was for me. Let me know if you are still having problems).
- Added Breakdown versions of Max/Overcharge ammo (requires an equivalent number of drained cells to produce regular ammo again.
- Added conversion recipes for bulk energy ammo. Now 5 bulk cells will give you 1 normal cell (or 2 if you have Vigilant Recyler). Science skill requirements are the same as for recycling drained cells.
- Fission batteries can now be used to recharge drained cells. 1 fission battery can be used to recharge 12 drained MFCs, 18 SECs, or 36 ECPs. With the Vigilant Recycler Perk, you can charge 18 MFCs, 24 SECs, or 48 ECPs with one fission battery. Science requirements are the same as for recycling drained cells.
- Modified the recipes requiring Vigilant Recycler for people (like me) that use a perk-altering mod, so that if you somehow have the Vigilant Recycler perk and only 40 Science, you can still recycle/recharge Electron Charge Packs at the lower rate instead of being unable to recharge them at all because the Efficient Recycling recipe requires 65 science. Now, the efficient recipes will only show up if you have both the perk and the skill (which is all the time in Vanilla but not always with some other mods). This doesn't alter the perk itself, so it shouldn't conflict with these other mods.

Version 1.31
- New ammo now usable with their respective parts (doh!), pickup/drop sounds added.

Version 1.30
- AP/HP Ammo now requires repair skill 10 higher than the standard ammo types, and slightly more materials than regular ammo, but not as much as handload/match grade (which also requires repair skill 25 higher than standard ammo).
- 100x recipes for making/breaking ammo types, including recycling/overcharge/maxcharge Energy Ammo! These are found at the workbench, of course, not the reload bench, as usual.
- Breaking cases/hulls/ammo in batches of 100 instead of singularly is more efficient (50% less wasted in breakdown recipe when compared to original construction recipe)
- Breakdown/Melt fix for Shotshell Hulls
- 5mm Magnum, 5.56mm Match Handload, and 12.7mm Match Handload ammo added in addition to previous types added.
- Changed explosives recipes to require the explosives skill.
- .50 BMG Incendiary and 40mm Incendiary Grenades require either Homemade Flamer Fuel or regular Flamer Fuel; the recipes will automatically use Homemade first, then switch to regular flamer fuel once you are out of homemade. If you guys want both available at the same time let me know, but I thought it would be annoying to have both up at the same time as they use the same recipe name.
- Lastly, fixed some recipes that required 0 skill to actually require skill; apparently the GECK doesn't like it when I type in numbers, I *have* to use the little drop down menu to pick "30" instead of typing in "30". >_

Version 1.21
- Fixed 25mm Grenade recipe to create 25mm Grenades, not 40mm Grenades (doh)
- Added normal 40mm Grenade recipe (in addition to 40mm Incendiary grenade)
- Fixed typo in "Incendiary" for 40mm Incendiary Grenades

First version: 1.2.
- Recipes for making and breaking down in-game ammunition like AP, HP, and Inc.
- Adds ammo types where appropriate, like 10mm AP, 12.7mm AP, and .45-70 Gov't AP.
- Adds "Powdercrafting" submenu that allows creation and deconstruction of primers, and conversion of powder from pistol to rifle type and vice versa
- Adds recipes for explosives, including dynamite, long fuse dynamite, grenades, and missiles.
- Adds a new crafting item "brass" that can be used to construct ammo casings. Conversely, casings can be melted down into brass. Scrap Metal can be melted down into Brass or Lead.
- 100x versions of casing, powder, and primer recipes, since brass, powder, and primer tend to accumulate very quickly in large quantities.
- Eliminates the weight from Lead (which, in my opinion, was a nuisance in normal mode and excessive in Hardcore mode where Ammo had weight anyways).



Future Versions?
- Normalize all crafting "amounts" so the recipe for breaking down 5.56mm says (100) instead of (350); 350 is the powder count I believe. Not 100% sure how to do this in GECK though.
- Fully incorporate the rest of ECKO (or a version thereof) into this mod, and hopefully find a solution to the Silver Rush quest in the process.
- Finish up recipes for mines, add mini-nuke recipes, and any other vanilla ammo/explosives that don't have recipes in game, including Holy Hand Grenade recipes (probably will require VERY high explosives skill AND Wild Wasteland trait, and be very expensive). Not sure how to balance Mini-nuke and/or Holy Hand Grenade recipes though.
- TBA. Let me know if you want more.

Check out my other mod, "Remains of Champions": http://newvegasnexus.com/downloads/file.php?id=37986