Fallout New Vegas

File information

Last updated

Original upload

Created by

Zack Blastoff

Uploaded by

ZackBlastoff

Virus scan

Safe to use

About this mod

Craft and breakdown NVEC ammos in large batches.

Requirements
Permissions and credits
Changelogs
NOTE: Requires all major DLC's and NVEC - New Vegas Enhanced Content.

NVEC is available here: NVEC - New Vegas Enhanced Content

Now supports BOTH NVEC Complete + NVCE.esm and NVEC Complete.esm!.


About:

The vanilla game only allows ammo creation and breakdown in single batches of 100, which is time consuming and tedious. Bulk Ammo For NVEC allows you to do both in batches of 1000's at a time, including all energy and surplus types.

Adds a new perk "Powder Monkey" granting the ability to craft Cases, Powders, Primers and Shotshells as well as breaking down many items into scrap metal - including armours. Body parts and bones can be boiled down to make Wonderglue and a new resource "Charcoal" (used in powder creation) is introduced.

Works with (almost) all ammo recipes found in NVEC. Now supports Junk Rounds - are you happy now?


Requirements:

You will need the following in your load order:

  • FalloutNV.esm
  • DeadMoney.esm
  • Honest Hearts.esm
  • OldWorldBlues.esm
  • LonesomeRoad.esm
  • GunRunnersArsenal.esm
  • NVEC Complete + NVCE.esm or NVEC Complete.esm


Install/Uninstall:

Just use the mighty NMM or your own preferred alternative. Bulk Ammo for NVEC adds a couple of small texture/mesh files, therefore a manual install/uninstall will be needlessly fiddly.
The only load order requirement is that it comes after NVEC Complete.esm or NVEC Complete + NVCE.esm. But being an .esp file there's no way it can be anywhere else. So I won't even mention it. Doh!


Compatibility:

Most probably NOT compatible with other ammo recipe affecting mods, but you can try a few steps of the Load Order Waltz along with the Merged Patch Two-step and see what happens. Just remember I'm too big a coward to take responsibility for any ensuing mayhem. ; P

Due to the increased length of descriptions in crafting menus, it is recommend that you use Darnified fonts. In fact, use Darnified Ui regardless even if you don't use this mod. ;-p


Please Remember:

Bulk Ammo for NVEC was created entirely to suit my personal style of play. This mod is intended for convenience rather than realism while (hopefully) not unbalancing the game too much. If you are looking for greater realism there are several awesomely fine alternatives currently available elsewhere on Nexus.



Recent Changes:

1.20: Correctly breaks down .22LR Plinking according to repair skill. Includes support for Junk Rounds, 12.7mm and 50MG.
1.05: Drastically reduced the Charcoal yields, with thanks to Reavenant for pointing out the insane levels.



Note "Junk Rounds":

Due to the values given in the original recipes most Junk rounds cannot be Bulked neatly to quantities of 100. Figures used to recalculate these unruly amounts are:

Ammo Type           Orig           +/- % Req           Bulk Output

12.7mm                  70               + 42.9%                = 100.03

20 Ga                     70               + 42.9%                = 100.03

.22 LR                    150              - 33.3%                = 100.05

.357 Magnum          90               + 11.1%                = 99.99

.44 Magnum            70               + 42.9%                = 100.03

.45-70 Gov't            60               + 66.5%                = 99.90

5.56mm                  90               + 11.1%                = 99.99

5mm                       150             - 33.3%                 = 100.05

9mm                       130             - 23.1%                 = 99.97

.45 Auto                  80               + 25%                   = 100.00

Yes, that's nearly all them. I've calculated the percentage required to produce output in quantities of 100 and applied these to the ingredients accordingly (usually to nearest round number). My "Big Bumper Book of Fun Maths Facts" states that results accurate to two decimal points is generally acceptable for practical purposes and my contacts in the Illuminati claim round numbers are best for subliminal mind control.
(You will forget reading that last bit.)



Honorable Mentions:

This mod was inspired by the following legends available on Nexus. If you prefer a more modular approach I unreservedly recommend these modders' works:
(Note that even with all these mods you won't have even half the ammo recipes Bulk Ammo for NVEC provides.)

Batch Ammo Recipes by Hayst

Expanded Energy Ammo Conversion by CH33353

Improve Bulk Ammo by Fonger

Missing Ammo Recipes by LFox

Note: "Missing Ammo Recipes" by LFox is already included in NVEC.

A big thank you goes to the mighty and tireless NVEC team for keeping this game alive for me and countless thousands of others!

And a very special thank you to hairylegs222 for granting me permission to shamelessly ravage other peoples' hard work - "Nanos gigantum humeris insidentes" and all that...*



Details:

Workbench Menu:
Scrap Metal and Bulk Ammo sub-menus are added.
With the Powder Monkey perk, recipes for crafting Cases, Powders, Primers and Shotshells are available under the Ammo sub-menu.

Formerly called "Bulk" in the vanilla game, the cheaper energy ammo and flamer fuel variants have been renamed to "Surplus" in an attempt to avoid confusion with the Bulk recipes provided by this mod. Hopefully...
Surplus energy ammos and flamer fuel can be recycled with or without the Vigilant Recycler perk, the efficiency changes from a 3:1 ratio (without) to 2:1 with this perk. Found under the Bulk Ammo sub-menu.

The Scrap Metal sub-menu contains recipes for breaking down many knives other metallic junk. Armors are available for breakdown only with the Powder Monkey perk along with an increased selection of items to breakdown into scrap.

Wooden items can be broken down into Charcoal under the standard Breakdown sub-menu.

10 Cigarette Packets can be packed together to make Cigarette Cartons (part of the Boil Down to Wonderglue recipes) and their value in caps has been adjusted to reflect this; 5 and 50 caps respectively. Why use Cigarette Cartons in a Wonderglue recipe? It seemed right at the time and still does...

Reloading Bench:
Bulk Ammo and Bulk Breakdown sub-menus are added. These deal exclusively with ammo recipes in quantities of 100 or more.

Campfire/Oven:
Boil Down to Wonderglue recipes can be found under the Chems sub-menu and are only available with the Powder Monkey perk.

Notes:
As stated above, what the vanilla game calls "Bulk" energy ammo has been renamed to "Surplus" (which is what it is). This is to avoid confusion with the Bulk ammo recipes and sub-menus this mod introduces. More importantly, I'm too lazy to think of another word. How about "Mega" anyone?

Dinner Plates have been renamed "Metal Dinner Plates", a clue as to what to collect. Not that anyone will probably notice.

The vanilla weight value for ammo ingredient Lead has been set to zero because with this mod you'll probably end up with quite a lot of it. If you're after realism there are several alternative mods that do an excellent job of that.



Future Versions:

The amount of Charcoal produced by breaking down Chessboards, Rolling Pins and Baseball Bats etc are likely to change. The level should be reasonable but not ridiculously high. Charcoal was the minimum additional ingredient I felt was need to make a halfway convincing Powders recipe.

The surplus flamer and energy conversion rates may be expanded to reflect varying Science skill levels, similar to the way surplus firearm ammo rates are related to Repair. "How many people haven't ever noticed this?" I wonder.

Also being considered is an adjustment of the Junk Rounds perk. Perhaps it makes more sense for this to be an early game option that comes as an achievement with lower requirements (why Luck 6?). But the question of what the point of this perk is later on in the game needs to be answered.

I'm still mulling over whether/how to introduce "Sulphur" to the Powders recipes but not at least until the Charcoal levels are right. However, if I do that I'll start thinking about "Saltpeter" and commence the slippery slope towards writing a chemistry-style mod. While it will keep me busy, my knowledge of the subject is decidedly limited. The idea of finding uses for more unused items is appealing but the focus of this mod is on function not realism. Realism mods achieve that far better than I ever could.

There's the possibility of an alternative version of Bulk Ammo For NVEC only permitting ammo recipes in Bulk amounts. This will streamline the Reloading Bench sub-menus but the impact on the player (particularly during early game) will have to be assessed. Oh, and keep your eyes peeled for a few Easter Egg recipes I may slip in...



Zack Blastoff: Space Adventurer! "Tweaking the bleedin' obvious so you don't have to!"



* "Standing on the shoulders of giants."