Fallout New Vegas
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DIVG

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WarMachineDD7

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About this mod

Slight re-balance to the Junk Rounds perk following JSawyer's changes to make it more useful without it being overpowered. Junk rounds made with the perk's recipes now use Lead instead of Scrap Metal, and they use tin cans, powder, and primer instead of casings (since casings are the rarest material).

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Slight re-balance to the Junk Rounds perk following JSawyer's changes to make it more useful without it being overpowered. Junk rounds made with the perk's recipes now use Lead instead of Scrap Metal, and they use tin cans, powder, and primer instead of casings (since casings are the rarest material).


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. 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 are a slightly lower quality version of regular ammo (JNK ammo). 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 still slightly worse than regular ammo. This was copied over from JSUE.
  • 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. This was copied over from JSUE. Full recipes shown at the very end of the page.
  • Junk Rounds perk recipes don't use casings. They use 2 tin cans and the appropriate amount of primer, powder, and lead instead (the same requirement for the same amount of regular ammo). Full recipes shown at the very end of the page.
  • 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 to make the junk round recipe more valuable, I changed the requirement to the same amount of Lead a regular ammo batch would require. Lead is also the most abundant ammo crafting material, so it makes more sense to use that instead of having to hunt down for Scrap Metal when you probably already have of loads of Lead stashed somewhere.
  • 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. So it doesn't help generating money at all, they're only useful for shooting. This was copied over from JSUE.
  • 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 loot. Added Tin Cans and Bent Tin Cans to a single leveled list so that they 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.


Files:

  • JunkRoundsPlus.esp Has all the necessary stuff to run without the need for JSawyer Ultimate Edition. I copied over the few things related to the Junk Rounds perk as well as the Tin Can recipe (turn 1 Bent Tin Can into a Tin Can) since it'll come in handy for the perk. 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 junk ammo 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: