01/11/2022 In v4.0.0 I want to make sure the explosive recipes are better balanced as in terms of Steel/Aluminum/Plastic requirements. The recipes are meant to have some difficulty to them, but I think v3 was way over the top with material costs; I could stockpile a huge amount of Steel and Aluminum but that would go in a few explosives or 40mm grenades. Any feedback you may have is appreciated.
For full compatibility with Ammo Boxes paste the following lines into misc_ammo_boxes.txt @Ammunition & Crafting Expanded.esp:6DCC@Ammunition & Crafting Expanded.esp:6DC350 @Ammunition & Crafting Expanded.esp:6DCD@Ammunition & Crafting Expanded.esp:6DC450 Have fun!
Excuse me Can you add support for the 2mm EC Rounds their are mods that by lore use 2mmEC And I was wondering if you would add that ammo into the game as well?
Me again! Looks like you're still away from modding at the moment, but I thought I'd share a new mod that may be of interest to you when you do return.
KEYWORDS allows you to put keywords on various objects for easier filtering for mod creators and mod users à la Skyrim and Fallout 4. The mod already includes keywords for some items and functions (see description), and Ammo Script Fixes has been updated to include them as well. However, there isn't a standardized syntax yet, so there will probably be some growing pains until it reaches standardization.
Not compatible with Ammo Effects - Ammunition Overhaul due to overlapping ammo types. It's been a good while since I've last checked Mojaver Arsenal so I wouldn't know, but last I did check it seemed like it would be a waste of a chunk of content of either mod if both were used together, so I'd recommend one or the other. If there's a hard incompatibility, it would likely be with crafting.
i would really love to get my hands on some snakey shot ;) any chance you could drop a quick update that has those ammo types toggleable in the MCM? i would not mind at all doing a bit of testing for you, to help with providing some balancing feedback
I have hand loader and everything turned on but I still can't craft cases? I'm on a new TTW game and I've never used an older version of the mod. What's going on?
Did you also turn on the alternative version of the case "crafting"? which is, you have to talk to Isaac and "buy" them in bulk using caps or caps and brass
Hey there, been a minute! The Viva New Vegas Guide recently replaced Real Recoil with Immersive Recoil 2.0 as their recoil mod of choice. I was wondering if you would be willing to provide a compatible ini in the Optional Files for it like you did for Real Recoil? It would be greatly appreciated.
Thanks! Not a big problem for me at the moment; been taking a break from New Vegas and modding, playing other stuff. I keep a tab open with the Viva New Vegas changelog to kinda keep up with things.
Since you're familiar with Immersive Recoil's systems, I had a question. When you do upload the custom ammo multiplier ini, will you do the custom weapon multiplier ini as well? I understand that's it's probably far outside the scope of ACE, but I'd figured I'd ask. Might open up a can of worms if you do though, since people might ask for compatibility patches for various weapon packs.
I also had a question regarding how how the custom multipliers worked in general. Is it possible to adjust a specific cartridge for a specific weapon, or does it all just work off the multipliers? Description on its page doesn't really go into much detail. Probably a better idea to ask there, but I'd like your input specifically since I get the impression the mod author doesn't use the custom settings too much himself and added them out of demand.
So I have a Question :D I am playing TTW and it seems like you get a lot of the ammo in this mod from crafting because I dont really see a lot of the new ammo I think in the DC side and in DC vendors.
I have a mod that increase the stock and caps of vendors and even their repair skills if they have it.
But I wanna ask and i do apologize if i sound dumb or if I'm not using this mod right.
When you made this did it kind of turn out like only the player would mostly have access to this ammo? I know it might be hard to place many of the special ammos in enemies hands. but I kind of feel like this mod doesn't really do that.
Listen, I'm not complaining I like your mod man and in most RPG only vendors have special stock items. I just wish the mod would add this and more special ammo to enemies at lower levels in the TTW side of things like in the DC area.
I truly Love your mod and dont wanna sound Rude, I have some ideas if you be willing to hear me out??
Hey there! I haven't really gotten the feature that adds ammo variants to NPC to work with DC enemies, the TTW patch p much only fixes the 10mm AP overlap, edits some TTW exclusive items, and adjusts the ammo press.
Sadly, I don't believe I'll be touching my NV mods soon. For this, I recommend getting NAWEMO to distribute new ammo to NPCs. Also yes, you won't find most of the new ammo variants on vendors, they're all meant to be crafting only except the DU variants, which are vendor only.
I have no case recipes in the reloading bench. I have the handloader perk and all of the options enabled. I saw the bug report but that was many versions ago. Any ideas on getting the recipes back?
220 comments
In v4.0.0 I want to make sure the explosive recipes are better balanced as in terms of Steel/Aluminum/Plastic requirements. The recipes are meant to have some difficulty to them, but I think v3 was way over the top with material costs; I could stockpile a huge amount of Steel and Aluminum but that would go in a few explosives or 40mm grenades. Any feedback you may have is appreciated.
For full compatibility with Ammo Boxes paste the following lines into misc_ammo_boxes.txt
@Ammunition & Crafting Expanded.esp:6DCC@Ammunition & Crafting Expanded.esp:6DC350
@Ammunition & Crafting Expanded.esp:6DCD@Ammunition & Crafting Expanded.esp:6DC450
Have fun!
KEYWORDS allows you to put keywords on various objects for easier filtering for mod creators and mod users à la Skyrim and Fallout 4. The mod already includes keywords for some items and functions (see description), and Ammo Script Fixes has been updated to include them as well. However, there isn't a standardized syntax yet, so there will probably be some growing pains until it reaches standardization.
Thought I'd let you know!
It's been a good while since I've last checked Mojaver Arsenal so I wouldn't know, but last I did check it seemed like it would be a waste of a chunk of content of either mod if both were used together, so I'd recommend one or the other. If there's a hard incompatibility, it would likely be with crafting.
any chance you could drop a quick update that has those ammo types toggleable in the MCM? i would not mind at all doing a bit of testing for you, to help with providing some balancing feedback
Since you're familiar with Immersive Recoil's systems, I had a question. When you do upload the custom ammo multiplier ini, will you do the custom weapon multiplier ini as well? I understand that's it's probably far outside the scope of ACE, but I'd figured I'd ask. Might open up a can of worms if you do though, since people might ask for compatibility patches for various weapon packs.
I also had a question regarding how how the custom multipliers worked in general. Is it possible to adjust a specific cartridge for a specific weapon, or does it all just work off the multipliers? Description on its page doesn't really go into much detail. Probably a better idea to ask there, but I'd like your input specifically since I get the impression the mod author doesn't use the custom settings too much himself and added them out of demand.
Appreciate it your candor and your work!
I have a mod that increase the stock and caps of vendors and even their repair skills if they have it.
But I wanna ask and i do apologize if i sound dumb or if I'm not using this mod right.
When you made this did it kind of turn out like only the player would mostly have access to this ammo?
I know it might be hard to place many of the special ammos in enemies hands. but I kind of feel like this mod doesn't really do that.
Listen, I'm not complaining I like your mod man and in most RPG only vendors have special stock items. I just wish the mod would add this and more special ammo to enemies at lower levels in the TTW side of things like in the DC area.
I truly Love your mod and dont wanna sound Rude, I have some ideas if you be willing to hear me out??
Sadly, I don't believe I'll be touching my NV mods soon. For this, I recommend getting NAWEMO to distribute new ammo to NPCs. Also yes, you won't find most of the new ammo variants on vendors, they're all meant to be crafting only except the DU variants, which are vendor only.