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DIVG

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WarMachineDD7

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About this mod

Junk Rounds perk re-balance in addition to JSawyer's changes. Recipes now use 1 Tin Can and some Lead (along with primer and powder like before), to produce a whole batch of junk rounds. No casings nor Scrap Metal required. Other JSawyer changes are copied over, and added a few other small changes for consistency.

Requirements
Permissions and credits
Changelogs
Reasoning

The vanilla Junk Rounds perk is simply too expensive to be worth it (spend 1 Scrap Metal, 2 Tin Cans, 1 Casing, and get one single regular bullet). Josh Sawyer then came by and improved the perk by changing the recipes to produce "Junk" type ammo and different amounts of them per recipe use, but he still required using the appropriate number of casings. The issue there is that bullet casings are the rarest ammo crafting material, and if you're not short on casings, then it makes more sense to spend the materials making regular ammo instead (or even Hand Loader ammo), so "Junk" ammo simply goes unused. My changes aim to make the JNK ammo somewhat useful in that they can come in handy when you're short on casings and may even help you generate a few casings when used. Scrap Metal was also changed to Lead since the base game already comes with a Scrap Metal to Lead recipe, and this allows you to essentially use either item to craft junk rounds. Additionally, you're able to breakdown one type of ammo and turn it into another similar type of ammo's junk version (like breaking down regular .357 Magnum ammo and creating 9mm (Junk) with the crafting materials generated).


Full list of features

  • Junk Rounds perk recipes don't use casings. They use 1 Tin Can instead. This avoids the problem of having to search for the rarest ammo crafting material, and it fits with the spirit of the perk.
  • Junk Rounds perk recipes use Lead instead of Scrap Metal. The base game already gives you a Scrap Metal breakdown recipe to turn it into 200 Lead, so it makes sense to use Lead (which is also the product of ammo breakdown recipes) to craft junk ammo as well. This avoids the issue of having to hunt down for a Scrap Metal item if you had earlier turned it into Lead. This also allows you to use the breakdown recipe of regular ammo and immediately be able to craft junk rounds with the ingredients obtained.
  • Junk Rounds perk recipes produce several bullets, not just one. The amount varies depending on the type of ammo, so cheaper ammo produces more per recipe use. Original values copied over from JSUE and then adjusted in accordance to the other changes in this list. Full recipes shown at the very end of the page.
  • Junk Rounds perk recipes use 1 Tin Can instead of the original 2 Tin Cans. It didn't make sense to me that you could craft a whole batch of junk rounds with 2 Tin Cans with the original JSUE recipes, but you couldn't craft a single bullet with 1 Tin Can. So I've adjusted all the recipes to use 1 Tin Can instead, producing half the ammo they did originally (for ammo recipes that produced an odd number of bullets, I rounded up). Full recipes shown at the very end of the page.
  • Junk Rounds perk recipes use the same amount of Primer, Powder, and Lead as regular ammo recipes. Adjusted only for the amount of ammo produced, junk ammo recipes use the same amount of Primer, Powder, and Lead that the regular ammo recipes require. They also use the same type of Primer and Powder. So the only difference with the junk ammo recipe over its regular ammo counterpart is the replacement of the casing requirement for a Tin Can (and the adjusted amount of ammo produced).
  • Junk ammo has a -5% damage and +20% on condition effect. This was copied over from JSUE. The Junk Rounds recipes create a "Junk" ammo variety instead of regular ammo. This "Junk" ammo has the detriments of -5% damage and +20% on condition over their regular counterparts, which puts it as a better version of surplus ammo but a bit worse than regular ammo.
  • Junk ammo is less likely to produce a casing when used. Because the Junk Rounds recipes ostensibly use lower quality casings made from tin cans, they are half as likely than regular ammo to produce a casing when used (so if a certain ammo's chance of producing a casing is 30%, then the junk version would have a 15% chance). This does mean that you can potentially generate casings without spending them in making the ammo.
  • Junk ammo has no value. This was copied over from JSUE. So it doesn't help generating money at all, they're only useful for shooting.
  • Consistent breakdown recipes. In the vanilla game, the breakdown recipes sometimes yield 87%, 90%, 91%, and even 100% of the lead and powder used to make the bullet, so it's all over the place. My mod goes through and sets them all to a consistent 90% of lead and powder recovered when breaking down ammo (conditions used: must be at least 1 Powder and Lead loss, rounded down).
  • Repair skill requirements standardized. Repair skill level requirements to make ammo from the Junk Rounds recipes is now a consistent 5 points less than the requirement for the normal ammo recipe. So if a certain type of ammo requires 60 Repair skill to make, then the junk version of that ammo requires 55 Repair skill to make (almost all of them actually went down from the 45 Repair skill default, so it's not a significant change).
  • Added Tin Cans and Bent Tin Cans as random junk loot. Added Tin Cans and Bent Tin Cans to a few leveled lists dealing out junk, so that tin cans can be randomly found as loot in boxes and sold by vendors that sell crafting supplies. This is done through a script, so there's no need to create a merge patch. It also means that the additions will be automatically removed from the save if you uninstall the mod.
  • Copied over the recipe to turn Bent Tin Cans into regular Tin Cans . JSUE already comes with a Workbench recipe to craft regular Tin Cans out of Bent Tin cans. I've copied this recipe over to the standalone version of this mod.


Files

  • JunkRoundsPlus.esp Has all the necessary stuff to run without the need for JSawyer Ultimate Edition. Do not use both files.
  • JunkRoundsPlus(JSU_Patch).esp Patches JSawyer Ultimate Edition to include my changes. The reason for this patch version is so that recipes don't get added twice into the game. Download this if you're using JSUE. Do not use both files.


Requirements

  • New Vegas Script Extender - NVSE
  • JIP LN NVSE Plugin


Installation and Load Order

Just drop it in. Nothing special about it. If you're using the JSUE_Patch version, then make sure to load it after JSUE.


Credits

Special thanks to PushTheWinButton for creating JSUE and letting me copy over the related stuff.


Recipes