Fallout New Vegas

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Antistar

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About this mod

Ammo Crafting Schematics (ACS) allows the player to craft - and breakdown - any ammo type or explosive in the game, by finding or purchasing the appropriate schematics. It also expands ammo crafting options generally, with new items including brass, hull plastic, hand grenade and land mine shells, explosive powder, explosive fuses, and more.

Requirements
Permissions and credits
Donations
Highly recommended: JIP Improved Recipe Menu to remove the base game's maximum crafting limit of 100 items at a time.


Fallout New Vegas:

==================
Ammo Crafting Schematics

Version: 1.0.6
Date: 26-01-2014
Author: Antistar (Joseph Lollback)
E-mail: [email protected]
==================


1. Description
2. Requirements
3. Installation/Uninstallation
4. Playing the mod
5. Frequently Asked Questions (FAQ)
6. Save games
7. Conflicts/Known Issues
8. Credits
9. Modder's Resource Info
10. Contact Information
11. Legal Stuff/Disclaimer
12. Version History

===============
1. DESCRIPTION
===============

Ammo Crafting Schematics (ACS) allows the player to craft - and breakdown - any ammo type or explosive in the game, by finding or purchasing the appropriate schematics. It also expands ammo crafting options generally, with new items including brass, hull plastic, hand grenade and land mine shells, explosive powder, explosive fuses - and shell casing types missing from vanilla FNV. On top of that, new sub-categories are added to the crafting menu to better handle the large number of new recipes; categories such as '9mm Ammo', '10mm Ammo', 'Explosives', 'Primers and Powder', etc.

Please see the Playing The Mod section below for detailed information on the contents of ACS.

===============
2. Requirements
===============

- Fallout New Vegas

========================
3. INSTALLATION/UNINSTALLATION
========================

Installation:

- Using 7-Zip (http://www.7-zip.org), extract the contents (everything - ALL files and folders) of the AmmoCraftingSchematics.7z archive file to your Steamsteamappscommonfallout new vegasData directory. If asked if you want to overwrite files and folders, click 'Yes to all' (or equivalent for your operating system).

- In the Data Files section of the Fallout New Vegas Launcher - or using a mod manager tool like Fallout Mod Manager - place a tick in the box next to AmmoCraftingSchematics.esp.

- ArchiveInvalidation *may* be necessary if you have not performed it already. Try this tool: http://www.nexusmods.com/newvegas/mods/35935



Uninstallation:

- In the Data Files section of the Fallout New Vegas Launcher - or using a mod manager tool - clear the tick in the box next to AmmoCraftingSchematics.esp.

- If desired, delete all files copied to your Steamsteamappscommonfallout new vegasData directory during installation (check the AmmoCraftingSchematics.7z archive file to identify these files).

=====================
4. PLAYING THE MOD
=====================

The features added by ACS should be self-explanatory to the point where you can just install it and play the game as normal, but detailed information on the mod can be found here for the sake of reference.

Schematics can be bought from a number of merchants around the Mojave Wasteland, though different merchants may have different selections. Schematics can also be found in certain locations in the Wasteland. Don't worry about finding schematics for recipes you already know; in these cases, you can sell the schematic to merchants for a tidy profit.


These are the new items added by ACS:

Brass - Shell cases can be constructed from - or broken down into - brass.
Case, .22LR - New Vegas does not include shell cases for the .22LR calibre by default; ACS changes that.
Case, 25mm - Same as above, but for 25mm grenades.
Case, 40mm - Same as above, but for 40mm grenades.
Explosives Fuse - Used in recipes for explosive devices like dynamite and hand grenades.
Hull Plastic - Primarily used to construct shotgun hulls, but also used in some explosives recipes.
Powder, Explosive - Used in recipes for explosive devices. Can be converted to/from pistol and rifle powder (with a high enough Science skill).
Shell, Hand Grenade - Used in recipes for various hand grenades.
Shell, Land Mine - Used in recipes for various land mines.


The section below summarises the relevant crafting recipes in ACS (most are new in ACS, but some vanilla FNV recipes are listed too, for the sake of being comprehensive), and details which schematics or perks unlock which recipes. It does not exhaustively list the ingredient and skill requirements for every recipe in ACS, as that would be far too much raw data to effectively communicate in this document. Instead, it is organised into lists of recipes, grouped largely into categories such as calibre.

Note that for every construction recipe listed here, there is a corresponding 'breakdown' recipe. Everything that can be made can be broken down into its components.

Take note of the following key when referring to the list below. The perk listed after each schematic is the perk that (if taken by the player) will automatically unlock the recipes covered by that schematic.


[Category] - [Schematic Name] - [Perk Name]

* = Available by default (does not need schematic or perk to unlock).
+ = Requires schematic or perk to unlock this recipe.



***ACS RECIPES FOLLOW***


[.22LR Ammo] - [Schematics - .22LR Ammo] - [Hand Loader]

* .22LR Round
* .22LR, Plinking
+ .22LR, Hollow Point


[.308 Ammo] - [Schematics - .308 Ammo] - [Hand Loader]

* .308 Round
+ .308, Armor Piercing
+ .308, Hollow Point
+ .308, JSP (Hand Load)


[.357 Ammo] - [Schematics - .357 Ammo] - [Hand Loader]

* .357 Magnum Round
+ .357 Magnum, Hollow Point
+ .357 Magnum, JFP (Hand Load)


[.44 Ammo] - [Schematics - .44 Ammo] - [Hand Loader]

* .44 Magnum Round
* .44 Special Round
+ .44 Magnum, Hollow Point
+ .44 Magnum, SWC (Hand Load)


[.45-70 Govt. Ammo] - [Schematics - .45-70 Govt. Ammo] - [Hand Loader]

* .45-70 Gov't Round
+ .45-70 Gov't, Hollow Point
+ .45-70 Gov't, SWC (Hand Load)


[.50 MG Ammo] - [Schematics - .50 MG Ammo] - [Hand Loader]

* .50 MG Round
+ .50 MG, Armor Piercing
+ .50 MG, Incendiary
+ .50 MG, Match (Hand Load)


[5mm Ammo] - [Schematics - 5mm Ammo] - [Hand Loader]

* 5mm Round
* 5mm Round, Surplus
+ 5mm, Armor Piercing
+ 5mm, Hollow Point


[5.56mm Ammo] - [Schematics - 5.56mm Ammo] - [Hand Loader]

* 5.56mm Round
* 5.56mm Round, Surplus
+ .223 Round
+ 5.56mm, Armor Piercing
+ 5.56mm, Hollow Point


[9mm Ammo] - [Schematics - 9mm Ammo] - [Hand Loader]

* 9mm Round
+ 9mm, Hollow Point
+ 9mm Round, +P


[10mm Ammo] - [Schematics - 10mm Ammo] - [Hand Loader]

* 10mm Round
+ 10mm, Hollow Point
+ 10mm, JHP (Hand Load)


[12 Gauge Ammo] - [No Schematic Needed] - [No Perk Needed]

* 12 Ga. Beanbag
* 12 Ga. Buckshot
* 12 Ga. Buckshot, Magnum
* 12 Ga. Coin Shot
* 12 Ga. Slug


[12.7mm Ammo] - [Schematics - 12.7mm Ammo] - [Hand Loader]

* 12.7mm Round
+ 12.7mm, Hollow Point


[20 Gauge Ammo] - [No Schematic Needed] - [No Perk Needed]

* 20 Ga. Buckshot
* 20 Ga. Buckshot, Magnum
* 20 Ga. Slug


[25mm Ammo] - [Schematics - 25mm Ammo] - [Demolition Expert]

+ 25mm Grenade
+ 25mm Grenade, High Explosive


[40mm Ammo] - [Schematics - 40mm Ammo] - [Demolition Expert]

+ 40mm Grenade
+ 40mm Grenade, Incendiary


[Ammo] - [No Schematic Needed] - [No Perk Needed]

* BB


[Explosives] - [No Schematic Needed] - [No Perk Needed]

* Bottlecap Mine
* Cherry Bomb
* Explosives Fuse
* Time Bomb


[Explosives] - [Schematics - C-4 Plastic Explosive] - [Hit The Deck]

+ C-4 Plastic Explosive


[Explosives] - [Schematics - Dynamite] - [Demolition Expert]

+ Dynamite
+ Long Fuse Dynamite
+ Powder Charge


[Explosives] - [Schematics - Frag Explosives] - [Demolition Expert]

+ Frag Grenade
+ Frag Mine


[Explosives] - [Schematics - Incendiary Grenade] - [Demolition Expert]

+ Incendiary Grenade


[Explosives] - [Schematics - Plasma Explosives] - [Hit The Deck]

+ Plasma Grenade
+ Plasma Mine


[Explosives] - [Schematics - Pulse Explosives] - [Hit The Deck]

+ Pulse Grenade
+ Pulse Mine


[Launcher Ammo] - [Schematics - Mini Nuke] - [Hit The Deck]

+ Mini Nuke


[Launcher Ammo] - [Schematics - Missiles] - [Hit The Deck]

+ Missile
+ Missile, High Explosive
+ Missile, High Velocity


[Brass, Cases and Shells] - [No Schematic Needed] - [No Perk Needed]

* Breakdown Scrap Metal to Brass
* Case, .22LR
* Case, .308
* Case, .357
* Case, .44 Magnum
* Case, .45-70 Gov't
* Case, .50MG
* Case, 5mm
* Case, 5.56mm
* Case, 9mm
* Case, 10mm
* Case, 12.7mm
* Case, 25mm
* Case, 40mm
* Drained Electron Charge Pack
* Drained Energy Cell
* Drained Flamer Fuel Tank
* Drained Microfusion Cell
* Hull, 12 Ga.
* Hull, 20 Ga.
* Shell, Hand Grenade
* Shell, Land Mine


[Primers and Powder] - [No Schematic Needed] - [No Perk Needed]

* Conversion, Explosive to Firearm Powder
* Conversion, Firearm to Explosive Powder
* Conversion, Pistol to Rifle Powder
* Conversion, Rifle to Pistol Powder
* Primer, .50MG
* Primer, Large Pistol
* Primer, Large Rifle
* Primer, Small Pistol
* Primer, Small Rifle


[Breakdown] - [No Schematic Needed] - [No Perk Needed]

* Breakdown Dinky Souvenir to Hull Plastic
* Breakdown Dino Toy to Hull Plastic
* Breakdown Lead Pipe to Lead
* Breakdown Toy Car to Hull Plastic


[Flamer Fuel] - [Schematics - Flamer Fuel] - [Vigilant Recycler]

* Flamer Fuel, Homemade
* Recycling, Flamer Fuel
+ Efficient Recycling, Flamer Fuel
+ Refine Homemade Flamer Fuel


[Energy Conversion] - [No Schematic Needed] - [No Perk Needed]

* Conversion, ECP to MFC - [Also requires Drained Microfusion Cells, also gives Drained Electron Charge Packs]
* Conversion, ECP to SEC - [Also requires Small Energy Cells, also gives Drained Electron Charge Packs]
* Conversion, MFC to ECP - [Also requires Drained Electron Charge Packs, also gives Drained Microfusion Cells]
* Conversion, MFC to SEC - [Also requires Drained Small Energy Cells, also gives Drained Microfusion Cells]
* Conversion, SEC to ECP - [Also requires Drained Electron Charge Packs, also gives Drained Small Energy Cells]
* Conversion, SEC to MFC - [Also requires Drained Microfusion Cells, also gives Drained Small Energy Cells]


[Electron Charge Packs] - [Schematics - Electron Charge Packs] - [Vigilant Recycler]

* Electron Charge Pack, Max Charge - [Also gives Drained Electron Charge Packs]
* Electron Charge Pack, Over Charge - [Also gives Drained Electron Charge Packs]
* Recycling, Electron Charge Pack
+ Efficient Recycling, Electron Charge Pack
+ Conversion, Fission Battery to ECP


[Microfusion Cells] - [Schematics - Microfusion Cells] - [Vigilant Recycler]

* Microfusion Cell, Max Charge - [Also gives Drained Microfusion Cells]
* Microfusion Cell, Over Charge - [Also gives Drained Microfusion Cells]
* Recycling, Microfusion Cell
+ Efficient Recycling, Microfusion Cell
+ Conversion, Fission Battery to MFC


[Small Energy Cells] - [Schematics - Small Energy Cells] - [Vigilant Recycler]

* Energy Cell, Max Charge - [Also gives Drained Small Energy Cells]
* Energy Cell, Over Charge - [Also gives Drained Small Energy Cells]
* Recycling, Energy Cell
+ Efficient Recycling, Energy Cell
+ Conversion, Fission Battery to SEC

===============
5. FREQUENTLY ASKED QUESTIONS (FAQ)
===============

Q) I've discovered a bug and I can't wait to tell you/the world about it!
A) *Please* read the entirety of this readme through carefully first. The vast majority of the time, the bugs that are reported to me are known issues already described in the readme (usually caused by some element of the base game that cannot be changed - or just bugs in the base game itself), or are caused by conflicts with other mods (that can often be solved with proper load order management or the use of compatibility patches), or in some cases are actually intended features of the mod.

Q) Can I criticise you for implementing something in ACS in an 'unrealistic' way?
A) Well I can't stop you, but I might save you from wasting your time by telling you now that I won't care. This mod does not attempt to be perfectly 'realistic' - it is intended to expand gameplay in Fallout New Vegas; no more or less.

Q) Don't you think [these recipes] unbalance the game [in this way]?
A) There's always room to tweak things... but ACS does not add any ammo or explosive devices to the game. Your character only has access to the same resources as before, but the difference with ACS is that there is more scope to craft them into the precise resource you want to use. There's always a cost involved, too. To give one example: with ACS it's possible to break down explosives into (among other things) lead and explosive powder, which can then (after the powder is converted) be used in the construction of ammo for Guns weapons. However, to be able to do this requires putting a significant number of skill points into multiple different skills, along with taking the appropriate perks or spending money on the appropriate schematics. And even then, you're breaking down explosive devices that could be otherwise used to - y'know - blow stuff up.

Q) I'm having problems with FNVEdit/ArchiveInvalidationInvalidated/etc. Can you help?
A) Probably not. If it's not something that's already covered in this readme, you would be better off contacting the authors of those programs (I am not affiliated with them).

Q) Is ACS compatible with [insert name of mod here]?
A) It's unlikely I'll be able to give you a direct answer to this question. I simply don't have the time or the inclination to investigate compatibility between ACS and the hundreds or thousands of other mods out there that may - or may not - conflict with it in various ways and to varying degrees. There are however a few notes in the Conflicts/Known Issues section below that should help you work out compatibility.

Q) Will you make ACS compatible with [insert name of mod here]?
A) In almost all cases, I only make compatibility patches for mods that I want to use myself. This means that requesting a compatibility patch for something will usually be pointless, since I'll either already have done it if it's something I want myself, or I won't have time to do it. Not having time is the main thing: trying to make a mod compatible with all other mods is a sisyphean task... if the number of boulders Sisyphus had to push uphill increased exponentially each time, that is. (With every compatibility patch I made, someone would inevitably ask me to make it compatible with one or more *other* mods/compatibility patches.)

Q) Will you teach me how to make a compatibility patch myself, then?
A) I'm afraid this is another thing I simply don't have time for. I highly recommend looking at the FNVEdit Training Manual (http://www.newvegasnexus.com/downloads/file.php?id=38413), however; it should tell you exactly what you need to know, and do a better job of it than I could, I'm sure. FNVEdit may look intimidating at first, but creating compatibility patches with it is (in most cases) much easier than doing so using the GECK, once you learn the basics.

Q) What do I do with the file I downloaded? It's an unknown file type/I don't know what to do with 7z files.
A) You need a program like 7-zip (http://www.7-zip.org) or WinRAR (http://www.rarlab.com) to open the file you downloaded. After you have that, follow the installation instructions above.

Q) Why am I seeing 3D exclamation points, flashing/swapping textures and/or missing texture notifications instead of items from the ACS mod?
A) This happens when the game can't find the meshes and/or textures it's looking for; in this case that means that ACS wasn't installed correctly. Along with the AmmoCraftingSchematics.esp file, you also need to place the [meshes] and [textures] directories from the AmmoCraftingSchematics.7z archive file into your Steamsteamappscommonfallout new vegasData directory. Click on 'Yes To All' if a window pops up asking you if you want to replace files and folders (you won't lose anything). Also (in the case of texture issues - not missing mesh issues) make sure you've followed the ArchiveInvalidation part of the Installation Instructions above - on the outside chance that this is the cause.

Q) Will you tell me how to cheat to get the items from this mod so I don't have to go looking for them?
A) There are console commands to give your character any items you want; and with a bit of research I'm sure you'll work it out. I'm not going to actively help people to cheat at my mod/s though: it goes against the intended design of the mod/s.

Q) Can you give me a hint as to where I can find [schematic X] in the Wasteland, then?
A) What would be the fun in that? No; I don't give spoilers.

===============
6. SAVE GAMES
===============

- Activating or de-activating this mod should not have any negative effects on your existing save game/s - but as always, it is good practice to keep backups.

============================
7. CONFLICTS / KNOWN ISSUES
============================

- ACS includes edits to a small number of misc and ammo items. These can be easily identified in FNVEdit. Other mods that also edit these items will conflict with ACS.

- ACS adds items or containers to several game locations. Care was taken to place them in a way that would be unlikely to interfere with other mods, but other mods that make extensive changes or additions to existing cells may conflict with ACS.

- ACS edits the perk description for the following perks (but does not directly change the functionality of the perks): Demolition Expert, Hand Loader, Hit The Deck, Vigilant Recycler. Other mods that require edits to those perks in order to function should load after ACS. ACS will still function in this case (but the perk descriptions will not contain the extra information they provide in ACS).

================================
8. CREDITS
================================

- Any aspect of ACS not specifically mentioned here in the credits can usually be assumed to be the work of Antistar.

- Included meshes are re-purposed meshes by Bethsoft/Obsidian.
- New icons by Antistar.

- Gtab's 'Improved Ammo Crafting' mod was used as a base (things added, removed, changed, re-balanced, etc).

==========================
9. MODDER'S RESOURCE INFO
==========================

- Please ask my permission before releasing mods that alter or are based on ACS.

- Please do not re-upload ACS anywhere without first asking my permission.

- Art assets included in ACS can be used in other mods for Fallout New Vegas without first asking my permission, as long as all authors of said assets are credited appropriately.

==========================
10. CONTACT INFORMATION
==========================

My e-mail address is [email protected]

=========================
11. LEGAL STUFF/ DISCLAIMER
=========================

By downloading and using this modification, you agree that the author of the modification cannot be held responsible for any damage to software or hardware directly or indirectly caused by the aforementioned modification. Use at your own risk, basically.

=================
12. VERSION HISTORY
=================

Version 1.0.6 (26-01-14)
- Updated the 'Demolition Expert' and 'Hit the Deck' perks to account for changes made in official patches (that I missed earlier; oops).
- Incorporated a fix to 'Hit the Deck' copied from the Yukichigai Unofficial Patch while I was at the above.

Version 1.0.5 (10-08-12)
- Added recipes to craft/breakdown Drained Electron Charge Packs, Drained Flamer Fuel Tanks, and Drained Energy and Microfusion Cells.
- ACS-added items are now included in Project Nevada's item sorting system, if PN is installed. (PN is not required by ACS though, to be clear.)

Version 1.0.4 (21-10-11)
- Added recipes to construct/breakdown Cherry Bombs.
- Vanilla bugfix: 12 Ga. Slug ammo now has recoverable hulls.

Version 1.0.3 (08-07-11)
- Behind-the-scenes changes in aid of compatibility with FNV official patch 1.4.

Version 1.0.2 (13-06-11)
- Added Explosives Fuse construction and breakdown recipes.
- .22LR construction and breakdown recipes no longer include primers (but have slightly increased pistol powder quantity) to represent .22LR being a 'rimfire' round, as opposed to 'centerfire'.
- Fixed skill requirement for 'Breakdown .45-70 Gov't Case'.

Version 1.0.1 (19-05-11)
- Updated to account for changes in official FNV patch 1.3.
- Several minor fixes (mostly for the sake of consistency).

Version 1.0 (20-03-11)
- Initial public release.