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Grimey

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About this mod

*NEW* Make Moonshine to refill your flame throwing weapons Charge your empty cells with Fission Batteries, get the leftover drained cells from over and max charging, Conversion requires drained cells and gives them too, High science lets you create new cells

Permissions and credits
***This mod has been improved and name changed to ECR Energy Cells Recharged***

Download it here

http://www.newvegasnexus.com/downloads/file.php?id=43111


The goal of E.C.K.O. is to make the life of an Energy Weapon User a little easier, more fun, and maybe even realistic.

This is an improved version of my mod Charge Energy Cells with Fission Batteries. I gave it a new and improved name that better suits what the mod now does
And because acronyms are cool.

:::::::::::::::::::::::::::::::::::::::
CHANGES TO THE AMMO
:::::::::::::::::::::::::::::::::::::::

Standard Ammo gains 10% Armor Piercing

Over Charged Ammo gains 25% Armor Piercing and Keeps +25% Damage and weapon deterioration has not been altered

Max Charged Ammo gains 50% Armor Piercing but Damage bonus gets lowered from +75% to +50% and weapon deterioration has not been altered


!!!NEW AMMO TYPES!!!

I added 2 new ammo types that are like the Armor piercing and Hallow Point version for energy weapons both types of ammo take no skills to make and can be done at any workbench and can ONLY be made from standard cells


Focused Which is great at taking down highly armored targets give an astonishing +75% Armor Piercing but gets a -50% to damage which makes it not really do much against unarmored enemies.

Spread Which is great at taking down Unarmored or lightly armored enemies because it gives an awesome +75% to damage but increases the targets Damage Threshold (armor) by 3 times.


###EXTRA CHANGES TO AMMO###


Now when you make Overcharged cells and Max charge cells you get to keep the drained cells instead of the left over cells magically vanishing.

3 regular cells --> 2 Overcharged Cells AND 1 Drained Cell
5 regular cells --> 2 Max Charged Cells AND 3 Drained Cells



From now on it requires having the drained cells of the ammo you are trying to make, but on the Flip side you get Drained Energy cells from the ammo you get rid of.

So for example normally converting energy cells would go something like this

1 MFC ---> 3 ECP

But now it will look like this

1 MFC + 3 Drained ECP ---> 1 Drained MFC + 3 ECP




^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
NEW CRAFTING RECIPES FOR ENERGY CELLS AND FLAMER FUEL TANKS
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^


First thing on the list is Charging Energy Cells with Fission Batteries which was the name of my first mod and was what everything else has branched from.

Recharging energy cells with Fission batteries is simple and fun. Simply take 1 fission batter and a bunch of drained cells and charge them up. Vigilant Recycler Perk gives a bonus to this.

There are 2 versions Recharge Low and Recharge High. Make sure to only install one.


Recharge Low

10 Drained MFC + 1 Fission Battery = 10 MFC
15 Drained SEC + 1 Fission Battery = 15 SEC
30 Drained ECP + 1 Fission Battery = 30 ECP

Recharge Low with the Vigilant Recycler Perk

20 Drained MFC + 1 Fission Battery = 20 MFC
30 Drained SEC + 1 Fission Battery = 30 SEC
60 Drained ECP + 1 Fission Battery = 60 ECP


Here is the High Version Rates for those who want some more bang for there buck

Recharge High

20 Drained MFC + 1 Fission Battery = 20 MFC
30 Drained SEC + 1 Fission Battery = 30 SEC
60 Drained ECP + 1 Fission Battery = 60 ECP

Recharge High with Vigilant Recycler Perk

30 Drained MFC + 1 Fission Battery = 30 MFC
45 Drained SEC + 1 Fission Battery = 45 SEC
90 Drained ECP + 1 Fission Battery = 90 ECP


These are the science requirements for both versions with or without the Vigilant Recycler perk

Recharging Small Energy Cells Requires Science of 35
Recharging Micro Fusion Cells Requires Science of 50
Recharging Electron Charge Packs Requires Science of 65



REFINING BULK CELLS

You can now refine bulk energy cells requiring the vigilant recycler perk turning 5 bulk cells into 1 regular and 4 drained cells.


CREATE DRAINED ENERGY CELLS

With a High science and the Vigilant recycler perk you can make your own cells. All it requires is a hammer in your inventory and some scrap metal to pound out the required metal case for the cell and a pilot light for the main prongs to plug in the cell and some scrap electronics to make a wire coil to connect all the lead cells together or whatever.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
CHART FOR CELL CREATION RECIPES (subject to future change and/or balance)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

SEC

Requires Science 70 and Vigilant Recycler Perk and Hammer in inventory
1 Pilot Light
1 Scrap Electronics
1 Scrap Metal
100 lead (for the lead core in batteries)

Creates

30 Drained Small Energy Cells



MFC

Requires Science 80 and Vigilant Recycler Perk and Hammer in inventory
1 Pilot Light
1 Scrap Electronics
1 Scrap Metal
100 lead (for the lead core in batteries)

Creates

20 Drained Small Energy Cells



ECP

Requires Science 90 and Vigilant Recycler Perk and Hammer in inventory
1 Pilot Light
1 Scrap Electronics
1 Scrap Metal
100 lead (for the lead core in batteries)

Creates

60 Drained Small Energy Cells

*NOTE* All recipes require a Hammer in Inventory and the Vigilant Recycler Perk to even see the recipe.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
FLAMER FUEL RECIPES!!!!!11!! FTW
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

You can now use Moonshine and turpentine to refill your flamer fuel

Rational behind this is real flamethrower fuel is well simply gas maybe with a thickening additive and moonshine is pretty much pure ethyl alcohol which is a lot like gas and is extremely flammable so I think it fits. Turpentine is flammable and its a solvent it's however kind of gummy so it will gum up your flamer so I made it give homemade flamer fuel which lowers condition faster.

A couple of changes have been made flamer fuel now has 100% chance to give drained cells where before regular cells gave 35% and homemade had 0%.

Rational for this is the way I see it is the "drained cell" is just like the empty part of a larger fuel canister of some kind and how would you "lose" this and should easily be able to be refilled.


_______________________________________
REFILLING RECIPES
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Likewise all the flamer refilling recipes now require empty cells and can be filled with Moonshine or turpentine.

Refilling with Moonshine
Go to any workbench
1 wrench in inventory to open tank(without you can't even see recipe)
1 moonshine and 20 empty flamer fuel cells gives 20 flamer fuel

Refilling with turpentine
Go to any campfire, workbench, or reloader
1 wrench in inventory to open tank(without you can't even see recipe)
1 turpentine and 5 empty flamer fuel cells gives 5 homemade flamer fuel

To meet this new need for moonshine there are now several new recipes to make it to fill your flamer with or you could drink it.

========================================
MOONSHINE RECIPES :-)
========================================

To make moonshine go to your local campfire and get that pressure cooker out and start boiling some mash

Each recipe requires 1 ounce of yeast which there is a new dividing recipe that turns the usual 1 pound bag into 16 ounces.
Note that you need yeast to even see this recipe and can be done at campfires, workbench, and even reloaders.

Each recipe also requires 1 bottle of pure water.
Each recipe requires a pressure cooker in the inventory and a science of 40

The thing that makes each recipe different is the fruit or vegetable you use

You can make 1 moonshine with all the ingredients above and one of the ingredients listed below

2 potatoes
3 maize
4 apples
4 pears
4 crunchy mut fruits
4 mut fruits
8 prickly pears

For people who don't know how moonshine is made in real life you take anything with sugar in it like fruits, veggies, corn, or pure sugar boil in water with some yeast to create a mash which then goes through a distilling process. I know my recipes don't go that far in depth but I think they are realistic enough and hopefully are balanced and enjoyable so please
Let me know what you think with a comment or endorsement.

Might make a separate mod for just the changes made for flamer fuel.

I have not tested the balance of these changes yet so please let me know if you think these changes are too overpowered, too underpowered, or Just right.


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INSTALLATION
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Install Main E.C.K.O. File Texture Folder and the Meshes Folder and ONE of the Recharge Mods. The Recharge Mods are optional but highly recommended one of the recharge Mods.

The only thing the Recharge Mods do is add the fission recharging abilities, everything else is in the main file besides the optional lighter fission battery mod.

There is an optional Lighter Fission Batteries Esp that can be installed that lowers fission batter weight from 6 to 3.

Extract desired esp files to Data folder and check in New Vegas Launcher.

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
UPGRADING
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Install as usual and overwrite all files the only ones that have not changed are the Recharge High and Low and the Lighter Fission Battery esps

There are new textures and meshes from 1.1 to 1.2 for the yeast make sure to install those.

==================================
Known Issues and Bugs
==================================

When entering the Silver Rush for the first time Jean Baptise Cutting is supposed to shoot and fry a "volunteer" and the mod makes him unable to for whatever reason. This makes it so you can't enter the shop without getting shot by their guards.

Small workaround is to first change all your focused and spread ammo back to normal and save

Then disable the mod and enter Silver Rush. Watch the guy get zapped and turn mod back on as simple as that.

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Recommended Mods
_________________________________


Static Battery Replacer can be found here
http://www.newvegasnexus.com/downloads/file.php?id=36052

This mod replaces the fission batteries that you normally can't pick up to ones you can use, but doesn't change the ones that are used for power sources.


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Future Plans
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None so far but suggestions are welcome.



Hopefully Energy Weapon Users find this Mod useful

And please let me know what you think about the balance and realism and if you enjoy my mod please leave an endorsement.