ACE Lets you craft and breakdown every ammo type in the game. Also has several MCM togglable features such as more ammo types, case/hull crafting, ammo effects rebalance, explosives crafting, new crafting materials, reloading supplies as loot, ammo name formatting, and some more.
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
Asset use permissionYou are allowed to use the assets in this file without permission as long as you credit me
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou must get permission to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
Please log in to find out whether this mod is receiving Donation Points
Changelogs
Version 4.1.0
FIXED: .44 Devil's Load not being removed from the .44 Magnum ammo list if ammunition expanded is enabled then disabled.
FIXED: 9mm Surplus Breakdown recipe yielding only 1 case instead of 10. Reported by Phathum.
FIXED: Not accounting for YUP's new addition of a Condition Penalty effect to the .44 Magnum SWC when applying ACE's own Condition Penalty.
Version 4.0.1
• CHANGED: (Crafting Expanded) Further decreased crafting cost for missiles, rockets, 12 Ga. Flechette and nails.
• CHANGED: (Crafting Expanded) Nails crafting recipe gives again five nails instead of just one.
• FIXED: Hide Junk Ammo Perk and Recipes feature missing from the .ini
Version 4.0.0
Incompatible with v3, do not update if you've installed v3.7.4.
• NEW: TTW 3.3.2 Patch. Now ACE's features extend to TTW beyond just adding .32 Caliber recipes.
• NEW: .INI file, located in Data/Config. You can modify your settings from here with or without MCM installed. ACE will also save your MCM settings here.
• NEW: ySI - Sorting Ycons patch.
• NEW: The Crafting Expanded feature now implements Plastic as well. Used for 12 Ga. and 20 Ga. hulls (replacing Brass), and several explosives.
• CHANGED: Scrap Metal and Appliances breakdown recipes now yield Plastic as well.
• CHANGED: Scrap Metal breakdown recipe yields ~80% fewer materials.
• CHANGED: Decreased steel/aluminum/RDX/composition B cost for almost every explosive recipe (including 12 Gauge Slugs, HE). Rockets in particular had their cost dramatically reduced.
• CHANGED: Reloading Supplies as Loot (empty containers) option is now included in the Reloading Supplies as Loot feature.
• CHANGED: The barter requirement for buying cases for caps only has decreased, while the requirement for buying with caps and materials has decreased.
• CHANGED: The new .44 Magnum, Devil's Load ammo is now included in the Ammunition Expanded feature. Instead of the Hand Loader perk, you'll need the recipe.
• REMOVED: (Temporarily) Snake Shot ammo. I'll add it back once I can balance it.
• REMOVED: Cross Carved Point ammo.
• FIXED: Some issues with .44 Magnum, Devil's Load.
• FIXED: 9mm cases (fee + materials) recipe with Isaac not giving cases.
• OPTIMIZATION: Reworked ammo naming scripts. Other small script tweaks and changes.
--------------------
TTW Patch
• NEW: ACE will use TTW's .22LR cases and case boxes.
• NEW: Ammunition Expanded and Ammunition Expanded Plus ammo can be melted down in the Ammo Press. Non-Inc./Exp./Pulse/DU ammo can be crafted in the Ammo Press as well.
• NEW: Crafting Expanded will use TTW's Brass and Plastic, as those are implemented from the beginning whether you enable this feature or not.
• NEW: Crafting Expanded will adjust TTW's recipe inputs and outputs as it does with vanilla recipes.
• NEW: Hide/Show Junk Rounds Perk and Recipes now also hide/unhide TTW recipes as well.
• CHANGED: Ammunition Expanded no longer adds 10mm AP since TTW has its own version. Ammo Effects Rebalance will also target TTW's 10mm AP instead.
• CHANGED: .22LR recipes do not require/yield small rifle primers. Instead, the primers are required to craft the cases, and scrapping the case does not yield the primer.
• CHANGED: .22LR Case Ammo Press recipes adjusted to match the previously listed change.
• CHANGED: Removed TTW's change in ammo to include "Round, " in any non-regular ammo variant, to short names and bring it in line with ACE's naming convention.
• NOTE: Mad Bomber perk requirement feature DOES NOT remove the perk requirement from Cyro Grenades and Mines.
Version 3.7.4
FIXED: Boxes' scripts using "RemoveMe" incorrectly, causing console error prints if enabled via Stewie Tweaks.
Version 3.7.3
FIXED: 12.7mm JSP Breakdown recipe not showing up if breakdown perk requirement was disabled.
FIXED: 10mm CCP recipe name (again).
Version 3.7.2
CHANGED: Snake Shot rounds projectile count decreased from 8 to 5.
CHANGED: Now .22 LR Cases require 1 of Lead too to craft.
FIXED: 5mm Surplus breakdown recipe checking for 5.56mm ammo in inventory instead of 5mm ammo.
TTW Patch: Errors fixed by CptChain. Changed so it overwrites a pre-made script in ACE - All DLC instead of including its own quest and scripts.
Version 3.7.1
FIXED: Pulse ammo from Ammunition Expanded + always applying the pulse effect on the player. Reported by cah150.
FIXED: Ammo Name Formatting feature not appearing in MCM.
Version 3.7.0
NEW: Remove ACE Items from the inventory checkbox. If checked, all ACE items from disabled features only will be permanently removed from the player's inventory once the pause menu is closed.
FIXED: Some conditions for the Devil's Load feature are not being checked properly.
• From this point, ACE - Standalone is no longer receiving any new features in the future. Will only ever be updated again when and if new bugs are found in those files.
FIXED: 5mm and 9mm Surplus breakdown recipes being named as "5.56mm". Reported by RageNClear.
Version 3.5.1
FIXED: Rubber rounds script error when hitting invalid references. Reported by NoMoreHero07.
Version 3.5.0
NEW: Ammo Variants to NPC feature is back, now cleanly implemented without a single manual edit. NAWEMO is still supported and if it's installed ACE's feature will not run.
NEW: Energy ammo downgrade recipes from Over Charge and Max Charge to regular ammo.
Version 3.4.2
FIXED: Case recipes not being enabled after disabling Alternative Case Crafting in the current session. Reported by RageNClear.
Version 3.4.1
FIXED: "Ammunition Expanded +" feature not taking effect on session start.
Version 3.4.0
NEW: Enabling/disabling features now take immediate effect, restarting the game after enabling/disabling features is no longer needed.
CHANGED: Primer amount requirement is no longer lowered in some Rocket recipes.
CHANGED: Depleted Uranium rounds won't be sold by the NCR merchant on the 188 anymore.
FIXED: .308 Explosive harming the player if the projectile doesn't hit any surface, actor, nor creature. Reported by RageNClear.
FIXED: GR Case Making guide being available even if Gun Runners Orders were enabled.
FIXED: Satchel Charge feature only working if Crafting Expanded was enabled.
FIXED: .357 Magnum SWC not being renamed properly.
FIXED: .44 Magnum SWC (Devil's Load) not being renamed properly.
Version 3.3.0
NEW: Tin Can and Bent Tin Can to Aluminum recipes, you'll need at least 1 off any for the recipe to appear.
Version 3.2.1
COMPATIBILITY: Ammo Effects Rebalance now removes YUP's *1.15 DAM effect from 12 Gauge 4/0 and 20 Gauge 3/0 before adding ACE's *1.20 DAM effect. Before, both effects would appear if YUP was installed.
Version 3.2.0
Even though a feature has been removed, it is safe to update. Nothing will break nor cause any problems.
OPTIMIZATION: ACE now has 0 ITMs, it'll no longer require marged patches to work with mods containing NPC records.
CHANGED: "Mojave Hand Loaders" feature has been removed entirely for the sake of an ITM-free mod.
CHANGED: Extra Scrap Metal is no longer added to vendors, containers, nor destroyed robots.
Version 3.1.5
Uploaded the same version more than once due to consecutive errors on my part.
FIXED: .50 MG Explosive requiring 180 RDX instead of 50 to craft 5 rounds.
FIXED: .50 MG Explosive breakdown recipe giving 19 Powder instead of 10 by breaking down 1 round.
FIXED: .45 Auto JHP Breakdown recipe missing "Auto" on its name.
CHANGED: Devil's Load now only affects the .44 Magnum ammo.
Version 3.1.1
CHANGED: ACE's Fire Bomb recipe now is equal to JSawyer Ultimate's recipe.
FIXED: Fire Bomb breakdown recipe having 70 Flamer Fuel output, while JSawyer Ultimate's Fire Bomb recipe requires 35 Flamer Fuel. Reported by Phathum.
Version 3.1.0
NEW: Added breakdown recipe for the Devil's Load feature .44 Magnum ammo.
CHANGED: Snake Shot ammo projectile number increased to 8.
CHANGED: Lonesome Road's Nail ammo recipe now requires Repair skill instead of Guns skill.
NEW: Alternative Case Crafting feature. Enables "buying" case/hull boxes from Isaac at the Gun Runners HQ, with or without the "Crafting Expanded" feature.
NEW: Rocket crafting recipes are now affected by the "Crafting Expanded" feature.
NEW: Rocket breakdown recipes with "Crafting Expanded" enabled.
NEW: Satchel Charge Recipes feature. When enabled, the vanilla recipe is replaced with one more expensive, and adds 3 new crafting recipes, making it possible to craft one charge with either Powder, Dynamite, and with "Crafting Expanded" enabled, RDX or Composition B.
NEW: Devil's Load feature. Renames the vanilla and ACE's SWC rounds to JSP and enables a new unique .44 Magnum, SWC round, only craftable after obtaining the schematics.
CHANGED: MCM Menu now divided in 3 categories.
CHANGED: 12 Ga. Bean Bag shells crafting and breakdown recipes are now always enabled, as well as Rubber.
REMOVED: .50 MG, Incendiary and 12 Ga. Dragon's Breath script replacement. This is done in a much better approach by Unofficial Patch NVSE Plus (which I consider a must) and/or Ammo Script Fixes.
REMOVED: ACE Non-MCM Menu in companion dismissal terminals. Now MCM is required.
Version 2.4.1
FIXED: 10mm JSP/JFP/JHP and .45 Super breakdown recipes requiring the Hand Loader perk even if the requirement was disabled.
Version 2.4.0
Some of the following fixes/adjustments don't apply or are not available on versions other than ACE - HH + GRA
NEW: Case to Brass recipes. These yield ~80% of the brass required to make the case/hull except .22LR which yields 50%. Available on the reloading bench, breakdown tab, as long as you have at least 1 case/hull in your inventory.
NEW: "Main Additions" feature has been divided into "Ammunition Expanded" and "Crafting Expanded". Now you can have the new ammo types without adding Brass/Steel/Aluminum or Case/Hull crafting to your game and vice versa.
NEW: Now NPCs will have more Hand Loader ammo types to spawn with if "Mojave Hand Loaders" is enabled.
NEW: "No GRA tag" options in the Ammo Name Formatting feature now also applies to the Big Kid, Low Yield, Timed, and Tini Tots Mini Nukes from the GRA DLC
CHANGED: "Main Additions" feature is no longer required to use "Mojave Hand Loaders". However, because of this NPCs using 10mm or 12.7mm weapons will be unable to spawn with Hand Loader ammo.
CHANGED: 20 Ga. Slug Magnum now has half the armor penetration, with -2DT instead of -4DT.
CHANGED: 12 Ga. Dragon's Breath breakdown recipe now require 40 Repair Skill level instead of 25.
CHANGED: If Main Additions is enabled, 12 Ga. Flechette will require 200 Steel instead of 2 Scrap Metal to craft 5 rounds.
CHANGED: The required quantity of brass to craft casings has been calculated based on the weight of the case. As a result, the total amount of casings of a given caliber you can craft from a given quantity of brass may have changed drastically.
CHANGED: Most ammo breakdown recipes require 25 repair skill level. Ammo types such as explosive or pulse still require a higher level, and both 20 Ga. and .22LR require 15 skill level instead.
CHANGED: 9mm JFP Schematics description.
CHANGED: GRA Casting Guide is now GRA Case Making and the "Casings" tab in the crafting menu is now named "Cases".
CHANGED: "Salvage Assorted Metals" is now "Breakdown Scrap Metal". Additionally, the resources yield per scrap has been increased by ~33%, it breaks down only 1 scrap at a time and is now in the Breakdown tab.
CHANGED: "Salvage (item) " recipes (Irons, conductors, etc.) are now "Breakdown (item)" and were moved to the Breakdown tab.
CHANGED: .50 MG Explosive and .308 Explosive breakdown recipes now breakdown 1 round at a time instead of 3. Outputs adjusted accordingly.
CHANGED: Required Electron Charge Packs to craft .45-70 Gov't and .50 MG Pulse rounds.
CHANGED: "C4's Explosive Material" recipe is now "Breakdown C-4 Plastic Explosive"
CHANGED: Several details in the MCM menu (names, descriptions, disposition, etc.)
OPTIMIZATION: Changes on required skill level to some recipes are now scripted, this mod no longer overwrites base game recipe records.
OPTIMIZATION: Consistency fixes on ammo names are now scripted. Now only .50 MG Incendiary and 12 Ga. Dragons Breath effect script replacement remain done manually, as these cannot be scripted.
COMPATIBILITY: If JSawyer Ultimate is installed Tin Grenade will require Mad Bomber perk instead of Hand Loader.
COMPATIBILITY: Tin Grenade recipe will have no perk tag if JSawyer Ultimate is installed since it won't require any perk to craft.
COMPATIBILITY: If YUP - Base Game + All DLC is installed Efficient Powder Charge will require Mad Bomber instead of Hand Loader perk and will show the correct perk tag on the recipe name.
FIXED: Typo in 10mm Cross ammo name
FIXED: Some ACE recipes being available in the crafting menu even if "Main Additions" (now "Crafting Expanded") feature was disabled.
FIXED: 25mm Grenade recipe not having the required perk tag (Mad Bomber/Demolition Expert) if the requirement is enabled.
FIXED: .38 Special Breakdown recipe requiring 0 repair skill level.
FIXED: 9mm +P having 2 Condition Penalty effects and missing its -2 DT effect.
FIXED: Some NCR soldiers with Miniguns that were supposed to get 5mm Hand Loader ammo getting 5.56mm ammo instead.
FIXED: NCRCF Convicts not having a chance to spawn with 5.56mm Surplus even if Mojave Hand Loaders was enabled AND Varmint Rifle was not rechambered to .22LR
Version 2.3.4
FIXED: .308 Explosive recipe not giving ammo. Reported by Lockheart7.
Version 2.3.3
Carried over the YUP fixes listed below
FIXED: Added NCR Dogtags to Camp Golf Rangers and Camp McCarran Troopers
FIXED: Legionaries from Boone's quest now use Prime armor and helmets instead of Recruit armor and helmets.
FIXED: Legionaries from Boone's quest now will yield ears if its quest is active.
FIXED: Firing .50 MG now might give you .50 MG casings.
Version 2.3.2
FIXED: New ammo types added by enabling "Main Additions" now will actually use vanilla ammo effects if "Ammo Effects Rebalance" is disabled.
FIXED: 10mm, Armor Piercing rounds' breakdown recipe being available even if "Main Additions" was not enabled.
FIXED: .357 Magnum, Hollow Point rounds required 30 Repair skill points instead of the intended 40.
FIXED: Script errors that led to some ammo types having wrong or missing ammo effects.
Version 2.3.1
FIXED: .357 Magnum SWC not being included in the .357 ammo form list.
Version 2.3.0
NEW: Ammo Incendiary effects (Dragon's Breath, 50 MG incendiary and new incendiary ammo types if enabled) slightly improved, if a NPC is killed by the fire you'll still receive XP.
NEW: New "Extra Ammo Types" option, which enables Cross Carved Point, Depleted Uranium, Snake Shot ammo and more Incendiary, explosive and pulse rounds as well. See details in description.
NEW: NCR Military Police will have and use Rubber ammo.
NEW: If "Extra Ammo Types" and "Hand Loader Wastelanders" are both enabled, Fiends might use Cross Carved Point and Snake Shot rounds.
CHANGED: Pulse rounds now require Electron Charge Packs instead of Pulse Grenades. The amount is a little higher than that required to craft the grenade.
FIXED: Grenade and Missile Primer Boxes having a very, very low chance to be found in the Gun Runners HQ Store. Now they'll always have those provided you have reached the required lvl.
FIXED: Camp Golf Patrol Rangers having 2 .357 Revolvers.
Version 2.2.0
NEW: Now ACE is fully customizable for non MCM users too, in the same terminals.
NEW: 12 Ga. Bean Bag crafting/breakdown recipes available with the new ammo types enabled.
NEW: 5.56mm & 9mm Rubber Rounds. Those do damage to the fatigue like the 12 Ga. Bean Bags, but the damage they do will depend on the armor of the actor being hit,
NEW: Rubber (crafting material). Ingridient to make Bean Bags/Rubber Rounds. Can be obtained breakingdown said rounds or bought at the mojave outpost or Gun Runners HQ Store.
FIXED: Primer Box, Grenade and Primer Box, Missile not giving primers upon purchase.
FIXED: 40mm Grenade recipe named "40mm Grenade (Mad Bomber)" in all versions even if you disabled the Mad Bomber/Demolition Exp. perk requirement.
Version 2.1.0
NEW: If you disable "Mad Bomber/Demolition Expert perk requirement" the recipes of the explosive's affected won't have those perk's tag.
COMPATIBILITY: If you have "Hand Loader NPCs" enabled, powder gangers might use varmint rifles with surplus 5.56mm ammo. Now if you use ANY mod that rechambers the Varmint Rifle that little part of the feature won't activate, thus preventing incompatibility and silly gangers running at you with their bare hands.
FIXED: 12 Ga. Dragon's Breath crafting recipe still required the Pyromaniac perk.
FIXED: Mad Bomber tags in non-GRA versions.
FIXED: Some vendors had 999 Brass in their inventories in some versions (testing stuff i forgot to delete.... have to stop editing late at night and being so careless)
Version 2.0.0
NEW: Now Vanilla and Hand Loader versions are one with customizable/toggable features with or without MCM. You can even use other features without activating all of the new additions.
NEW: Breakdown recipe's perk requirement can now be disabled, allowing you to breakdown advanced ammo types/explosives only with your repair/explosives skill.
NEW: Demolition Expert/Mad Bomber perk requirement to craft 25mm/40mm Grenades and Missiles can now be disabled. But advanced types of those will still require the Hand Loader perk.
NEW: Now you can choose between 4 or 3 ammo name formats.
CHANGED: Pyromaniac perk requirement removed from all recipes that required it.
CHANGED: Vanilla's version .50MG Explosive now requires 2 cherry bombs to craft 5 rounds.
CHANGED: Because of the breakdown perk requirement feature, repair skill required to breakdown all ammo types were balanced. Most need the same skill needed to craft regular rounds.
FIXED: Some 5mm Hand Loader ammo types ingredient was Pistol Powder insted of Rifle Powder.
Even though MCM is not required, it is highly recommended to allow easier and better customization.
Version 1.3.2 - (Hand Load)
FIXED: Number of reloading supplies (i.e. primer boxes) being directly proportional to the number of saves loaded within the current game session.
Version 1.3.1 - (Hand Load)
OPTIMIZATION: Leveled list and Form List integration is now completely made with better functions from NVSE and JIP.
Version 1.3.0 - (Hand Load)
NEW: 9mm and .357 Magnum Surplus ammo available in vendors. In addition, surplus is now a rebalanced as well and is a little better.
NEW: Loot added, you can now find reloading materials all across the wasteland
NEW: Some NPCs may spawn with hand loader ammo, giving them a little more fire power and you the chance of getting some for your self, just don't expect to get a lot out of them. Look the description!
CHANGED: Now JIP LN NVSE Plugin is required.
CHANGED: Ammo names are no longer abbreviated and GRA tags were removed from all the craftable ammo types
CHANGED: Recipe names now include tags with the required perk to craft them, but not GRA tags.
CHANGED: GRA Casting guides could be found in Crimson Caravan's merchant Blake, this will no longer be possible in new games or new users, but will be in old saves that ran previous versions.
FIXED: Minor details here and there, mostly wild commas gone missing, and likely some other little things i forgot to write down to put here later.
Version 1.2.0 - (Hand Load)
NEW: 5 Salvage recipes to obtain scrap metal: Steam Gauge Assembly, Conductor, Iron, Pressure Cooker and Post-war toaster
CHANGED: .44 Special, .38 Special and .223 rounds breakdown recipes now give Brass to represent their casings.
BALANCE: About the mines and grenades, all recipes were adjusted with the MFC Grenade (GRA) as a base of reference, which has about 1/3 the power of a regular plasma grenade.
FIXED: 5.56mm Match and 12.7mm JHP repair skill lower than intended.
FIXED: .223 Rounds breakdown recipe didn't required any skill at all
FIXED: Plasma/Pulse mines, hand grenades and 25mm/40mm Grenades recipes being ridiculously expensive.
FIXED: 12 Ga. HE Warhead now has an inventory icon and a world model (junk icon and 12 Ga. ammo box)
Version 1.1.2 - (Hand Load)
BALANCE: GRA Casting guide should be a easier to find now.
FIXED: .45 Auto JHP recipe giving regular .45 Auto ammo in Honest Hearts versions.
FIXED: 9mm JFP (Hand Load) Schematics not being available at Chet's store when starting a new game.
Version 1.1.2 (ALT)
HAND LOAD - ALTERNATIVE ONLY Fixed: .44 Magnum JSP Not included in .44's ammo formlist
Version 1.1.1 - (Hand Load)
CHANGED: 12 Ga. Warheads (x5) now require 100 RDX Exp. Material and 250 Aluminum, C4's Exp. Material recipe now in the breakdown section.
CHANGED: Breaking down 12 Ga. HE Slugs now provides Aluminum as well.
FIXED: One typo and two breakdown recipes that were in the ammo section.
FIXED: C4's Explosive Material not giving 1 Scrap Electronics in some versions.
Version 1.1.0 - (Vanilla)
BALANCE: Now it'll be a little easier to get Scrap Metal, mostly from vendors (increased the number of scraps they may appear with), but also in some containers and robots
OPTIMIZATION: LeveledLists integration of .22LR Casings and Case Boxes are now done by scripts, this should no longer be a potential conflict with other mods.
Version 1.1.0 - (Hand Load)
NEW: Crafting and breakdown of Missiles (HE, HV) (HIVE with GRA), 25mm/40mm Grenades (Plasma/Pulse/Timed with GRA), Fire Bombs (with HH) and Frag/Pulse/Plasma Grenades/Mines.
NEW: Crafting 25mm/40mm Casings, Composition B Explosive Material, Steel and Aluminum.
CHANGED: Salvage Brass recipe is now Salvage Assorted Metals in which 3 Scraps will provide Brass, Steel and Aluminum, Explosive Material is now RDX Explosive Material.
CHANGED: Because of the optimization procedure, finding the GRA Casting Guide might get a little bit more difficult.
BALANCE: Now it'll be a little easier to get Scrap Metal, mostly from vendors (increased the number of scraps they may appear with), but also in some containers and robots.
OPTIMIZATION: All traces and records of the manually-placed items were deleted.
FIXED: LeveledList and FormList integration are now done by scripts, problems with weapons being unable to use regular ammo won't happen again.
Out of the box, ACE adds breakdown recipes to every ammo variant of every caliber in the game, from .38 Special to Pulse and Bean Bag ammo, and crafting recipes for some others like AP and HP, along with downgrading recipes for higher-level energy ammo. With the TTW patch, ACE blends with its .22LR recipes, and any optional features will affect TTW's own recipes as well as the Ammo Press system, and some ACE's recipes will adjust to maintain a consistent experience.
Crafting & Breakdown Recipes: Literally every single vanilla cartridge has a breakdown recipe (Surplus breakdown is disabled by default, however), and every single cartridge has a crafting recipe other than .38/.44 Special, .223, and Plinking/Surplus. Max Charge and Over Charge energy ammo can be downgraded to regular cells/cores/packs. To make .22LR and Bean Bag recipes (and rubber ammo, if enabled), I've added some new items: Case, .22LR; Case Box, .22LR; and Rubber. You can get all these from vendors and by breaking down ammo. The TTW patch covers .32 ammo as well.
Balance & Consistency Changes: Several crafting recipes have had their required skill level tweaked, and most breakdown recipes now require a 25 skill level, with special ammo like Pulse or Incendiary requiring a higher skill level. For consistency, all ammo types have been changed to follow a unique naming convention, and all perk tags are consistent through all ammo types. You can optionally remove GRA tags, perk tags, and choose an expanded name instead of an abbreviated one using MCM or the .INI file.
This is all ACE does without further tweaking, you can leave it as is if you're after some QoL features for a vanilla-like experience. However, ACE as an Overhaul can do much more by editing the .INI file or using MCM. The following features are disabled by default.
♠ Ammunition Features ♠
1.- Ammunition Expanded: Implements more ammo variants such as 10mm AP, 12 Gauge Slug Magnum, .357 Magnum Surplus, and the non-lethal 5.56mm/9mm, Rubber rounds, among several others that you can find listed below. All of them with crafting and breakdown recipes. All new ammo variants will use vanilla JSP/JHP/JFP/AP/HP/Surplus effects if Ammo EffectsRebalance is disabled.
2.- Ammunition Expanded +: Implements more "special" ammo variants such as 5.56mm Incendiary, 45-70 Gov't Pulse, and .308 Explosive, as well as the new Depleted Uranium variants.
.308, .45-70 Gov't, .50 MG Pulse.
.308, 5.56mm Incendiary.
.308 Explosive. (Requires the "Crafting Expanded" feature enabled).
.308 & .50 MG Depleted Uranium. (Only obtainable from vendors).
.22LR & .357 Mag. Snake Shot. Requires regular ingredients. Releases 8 projectiles instead of 1. Temporarily removed for balance tweaking.
3.- Ammo Effects Rebalance: To better reflect the properties of ammo variants and keep the balance between vanilla and new ACE ammo variants, this feature will replace the ammo effects of almost every ammo type excluding only some HP/JHP rounds. If this feature is disabled but "Ammunition Expanded" is enabled, the new ammo types will use vanilla ammo effects instead, but I strongly advise using both features together.
4.- Ammo Variants to NPCs: Most NPCs across the wasteland will have a chance to spawn with improved ammo variants. However, they may not use it against you if they have regular rounds in their inventory at the same time due to how the game works. While this rarely happens as almost every NPC will have only one ammo variant in its inventory at any given time, you can fix it by using NAWEMO by Miguick, on top of adding even more functionality like real-time ammo swapping for NPCs.
♠ Crafting Features ♠
5.- Crafting Expanded:
New Crafting Materials: To add crafting and breakdown recipes for explosives, cases, hulls, etc. ACE adds several new crafting materials. Some, like Case Box, 25mm G. are seamlessly integrated into vendors. Others, such as Brass or Steel can be obtained by breaking down cases, missiles, mines, scrap metal, etc.
This feature replaces ingredients in some recipes to take full advantage of the new materials. For example, you'll need RDX instead of Cherry Bombs to craft .50 MG, Explosive rounds. The new 12 Ga. High Explosive Slug recipe will also be enabled if "Ammunition Expanded" is enabled.
Case and Hull Crafting: You'll need either the book An Introduction to Case Makingguide or the Hand Loader perk. There's also an alternative to this as a separate feature explained further below (which disables this part of Crafting Expanded if both are enabled). With or without the book or the Hand Loader perk (and whether the alternative feature is enabled or not) you'll always be able to scrap hulls and cases to get Brass (9mm, .50 MG, etc.), Plastic (12/20 Gauge), or Aluminum (25mm/40mm).
Craft and Breakdown Explosives: You'll be able to craft and breakdown all varieties (if any) of Hand Grenades, Mines, Missiles, 25mm/40mm Grenades, C4, and Rockets. To craft Missiles and 40mm/25mm Grenades you'll need the Mad Bomber perk (this requirement can be disabled), and advanced variants such as HE or HV will also require the Hand Loader perk.
6.- Surplus Breakdown Recipes: Enables breakdown recipes for Surplus and Plinking ammo. These can only be broken down by 10 rounds at a time, don't yield primers, and yield fewer resources overall in comparison to regular rounds.
7.- Buy Cases from the Gun Runners: Enables a dialogue option for case/hull boxes with Isaac at the Gun Runners HQ. This will open up a crafting menu where you'll be able to "buy" a minimum of 50 cases at a time of any caliber in exchange for caps, this requires 25Barter. If "Crafting Expanded" is enabled, you can choose to pay only a third of the cost in caps plus the Brass/Aluminum required for the cases/hulls (and it requires only 15Barter). Of course, since this is pretty much a "special order" this is more expensive than waiting for the boxes to be in stock.
Do note that, with "Crafting Expanded" enabled, the book for crafting cases will be removed from the vendors' inventories, but it'll remain in your notes if you already had it. So, if this feature is disabled, you'll still be able to craft cases on reloading benches again without having to buy another book.
8.- Breakdown Perk Requirement: Breakdown recipes of allHand Loader ammo variants won't require the Hand Loader perk anymore. If "Crafting Expanded" is enabled, breakdown recipes for all 25mm/40mm Grenades and Missiles will not require neither Hand Loader or the Mad Bomber perks.
9.- Mad Bomber Perk Requirement:25mm/40mmGrenades and Missile crafting recipes will not require the Mad Bomber perk. However, improved variants such as HE, HV, Plasma, etc. will keep the Hand Loader perk requirement.
10.- Satchel Charge Recipes: Makes the vanilla recipe more expensive and enables one more recipe with Dynamite as the explosive ingredient instead of Powder as well as increasing the recipe's required skill level to 40. If "Crafting Expanded" is enabled two more recipes are added, each replacing Powder, one with RDX and the other with Composition B.
♠ Misc Features ♠
11.- Reloading Supplies as Loot: Distributes chanced reloading supplies across the Mojave such as Primer Boxes inside containers where you could also find ammo other than ammunition boxes.
12.- Ammo Name Formatting: You can choose between 4 name formats for almost every ammo type, including 25mm/40mmGrenades, Missiles, and Mini Nukes (these ones are mostly for the GRA tags removal).
Vanilla names: This will keep vanilla names with consistency fixes (parens, commas, and the like). i.e. 9mm, JHP (Hand Loader) (GRA)
Abbreviated without GRA tags: This removes GRA tags and leaves perk tags (Hand Loader/Vigilant Recycler). i.e. 9mm, JHP (Hand Loader)
Abbreviated without any tags: This removes all tags. i.e. 9mm, JHP
Non-abbreviated without any tags: This expands the ammo variant names. i.e. 9mm, Jacketed Hollow Point
12+1.- Hide Junk Perk and Recipes: Hides the Junk Rounds perk from the level-up menu and all related recipes from the crafting menu.
14.- Remove ACE Items from Inventory:Only available with MCM. If enabled, all items related to any disabled feature will be removed permanently from your inventory. For example, if you have both "Ammunition Expanded" and "Crafting Expanded" enabled, then you disable "Crafting Expanded" and use this feature, any Brass or Composition B in your inventory will be removed, but new ammo variants will remain.
Patch.- TTW: ACE will use TTW's .22LR cases and Case Boxes instead. In addition, all Ammo Press Brass recipes are adjusted to ACE's case/hull cost values. With Ammunition Expanded and Ammunition Expanded Plus, all new ammo can be melted in the Ammo Press and all non Incendiary/Pulse/Explosive/DU rounds can be crafted. In Crafting Expanded, ACE will use TTW's Brass and Plastic and will make the appropriate adjustments to TTW's explosive recipes. Also, since TTW .22 LR ammo uses primers, the primer requirement is removed from the ammo crafting/breakdown recipes and added to the case's recipe instead.
♠ INSTALLATION: xNVSE and JIP LN NVSE PLUGINREQUIRED Use any mod manager of your preference, or just drop the archive contents in your data folder.
♠ ISSUES & COMPATIBILITY
If using Gun Runners' Arsenal Merged by slippyguy (recommended), set to 0 the settings bHandLoaderFix, bVigilantRecyclerFix, and bMadBomberFix. Avoid using ACE with other mods that change ammo recipes to avoid inconsistencies. ACE is compatible with any other mod that changes things addressed in ACE's optional features, just leave the respective feature disabled and you're good to go (for example, leave Reloading Supplies as Loot disabled to use ACE alongside Qolore's Ammo Ingredients Loot if you prefer it.) Mods that alter ammo names might get overridden if ACE's naming script runs after theirs, but since I included 4 name formats to choose from I doubt this is a significant issue.
♠ Recommended Mods:
NAWEMOby miguick. Supported. Distributes ammo variants to NPCs all over the Mojave. The best way to take full advantage of those new ammo types is by putting them at anyone's disposal! JIP Improved Recipe Menu by jazzisparis. Greatly streamlines the crafting process. It's a must, more so if you use ACE. lStewieAl's Tweaks by lStewieAl. An immense amount of engine and gameplay fixes and tweaks. Its CTRL + F searching feature helps alleviate crafting menu browsing. Ammo Boxesby PushTheWinButton. Helps a lot in balancing the Mojave's economy! JSawyer Ultimate Edition by PushTheWinButton. Numerous tweaks, changes, and additions. Based on the mod of FNV's Project Director.
♠ Some of my other mods Novac Bungalow - Upgradeable Player Home. Cozy and practical. SIG P226 Pistol. Implements a new pistol to the game, and optionally a new ammo caliber. Hardcore Customization INI. Provides several ini configuration options for hardcore aspects of the game. ePath's Mods Stash. A simple mod page where I stash my personal tweak/survival/weapon mods and links to mods I use.
♠ THANK YOU This was my first mod ever. It started very, very small as a QoL mod that just added all the missing recipes. Soon I found myself lost in the GECK and learning how to script to add more and more to it. It's still my biggest mod yet, and a lot of people have helped me along the way. Dubiousintent, Madmongo, and LStewieAL for being so helpful on the Nexus Forums. RoyBatty for answering questions about script functions. Marcurios for answering questions about script functions, and even helping me a lot more afterward. CleanerBot who kindly offered to work with the TTW Patch v1 creation and testing, the patch finally got made thanks to him. CptChain and ajsrevenge, who provided the files necessary for me to create future TTW patch versions. hman101for pointing me in the right direction to re-implement the "Ammo Variants to NPCs" feature. Big thanks to the xNVSE team and several modders in the xNVSE discord for reading my stupid questions and for giving me precious advice on innumerable opportunities.