About this mod
This is a complete rebalance of the ammo crafting system, with cohesive breakdown recipes, battery-based energy cell recharging, explosives crafting and breakdown, consistent naming, and an economy improvement in the form of a complete conversion of vendor ammo stock from single rounds to boxes of ammo.
A few ammo types have also been added.
- Requirements
- Permissions and credits
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Translations
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- Changelogs
- Donations
This is a complete rebalance of the ammo crafting system, with cohesive breakdown recipes, battery-based energy cell recharging, explosives crafting and breakdown, consistent naming, and an economy improvement in the form of a complete conversion of vendor ammo stock from single rounds to boxes of ammo.
Features:
- Almost all vendor ammo supply is now exclusively ammo boxes (still found in the ammo menu category) which allows for much, much greater control of relative purchase prices of the different ammo types. This also makes ammo variants much more common, and purchasable in more useful amounts.
- Ammo placed in vendor cells will be automatically switched to ammo boxes for parity with the inventory stock changes.
- Missiles, rockets, and 25 and 40mm grenades have shells, and they are are now craftable.
- All ammo crafting creation and breakdown requirements have been standardized. As the power of ammo increases, they generally become more difficult to craft. HP and AP ammo variants require +5 repair, and Hand Load variants require an additional +5 repair on top of that.
- All ballistic ammo types now have a breakdown recipe, and they suffer a payout reduction vs. their original crafting costs.
This makes finding or purchasing the specific ammo you want more appealing in most cases, rather than simply buying other ammo to break down and create your desired ammo with no loss of efficiency, and it reduces the appeal of buying surplus/low quality ammo just to break it apart and remake it into regular ammo. - All ammo and recipe names, short names, and acronyms have been completely standardized. "Hand Load" and "GRA" have been removed from all names.
- Hand Load type ammo types can be purchased from vendors.
- The order of the components as presented in the reloading menu have been made consistent. (Hull/Case - Primer - Powder - Lead)
- Case boxes have been added for all cases that didn't have them.
- Recharging recipes now use fission batteries, rather than somehow recharging cells by rubbing drained ones together.
- A small selection of new ammo types have been added:
.22LR Explosive/Flechette, 12 Ga./20 Ga. Explosive Slugs and Birdshot, 12.7mm Explosive, 7.62mm, Cryo Missiles, and .357 Snakeshot. - Cherry bombs can be broken down for a very small amount of reloading supplies.
- Reloading parts can be found in loot.
- Railway spikes require an Arc Welder to craft, and they are crafted with Lead instead of Scrap Metal. They can also be broken down using Flamer Fuel.
- Hand Loader's requirements have been changed to 60 Repair and 60 Guns or Big Guns.
- Lead pipes can be broken down.
Requirements:
JIP LN, xNVSE, Johnny, ShowOff, the usual stuff.
Installation:
Regular installation.
Please endorse and vote if you appreciate the mod.
The "Sweet Economy" suite of mods (STARS+SWEEP+Sweet Consumables) is most recommended, but SITE or a similar hard-edit based economy overhaul will also do. This file should be placed lower in your load order than SITE.
Those who do not use such an economy overhaul may find that items are disproportionately low in value in comparison to other item types in the game.
Use with SWEEP is very important. SWEEP's change to make 10mm and .45 actually approximate to their IRL power is matched by the price changes here, and without SWEEP 10mm will be unreasonably pricey, and .45 will be crazy cheap.
"Limitations":
The NV only file still doesn't have .22 cases. I don't really care about this. TTW is, and always will be, my primary platform.
Sweet Mod Interactions:
Completely/functionally included mods:
.357 Snakeshot
Explosive Shotgun Shells
Recommended optional companion mods outside of the Core series:
Retrievable Railway Spikes abates the heavy weight of spikes.
A patch for SPARE is available in ANVIL.
Portable Crafting Reworked will provide an opportunity to break down or recharge ammo in the field, reducing your encumbrance.
TTW Merchant Supply Expansion should not be used with this mod, as this performs the same functionality natively, and use of that mod will result in large amounts of loose ammo in various merchants.
Load Order:
Sweet LO
Any of my files not listed here don't have any load order considerations in relation to my other mods.
The listed mods which aren't by me are ones I always have active and need specific LO considerations; if you don't have them, that's fine.
Patches:
I don't intend to personally patch for any other ammo mods.
A patch for Famine to remove the chance for it to remove Fission Batteries is available and highly recommended, to mitigate difficulty in recharging energy weapon ammo.
Compatibility:
Like the rest of the mods in my core series (SWEEP/STARS/Consumables) this is intended as an AIO, hard-edit based overhaul for the ammo system.
It is highly advised that you manually patch this mod for your load order in FNVEdit, or at least place this very low in your load order.
Compatible with IMPACT Compatibility Edition.
Bugs:
Please report bugs in the bugs tab, not the posts. I get a notification when bugs are reported, but I have too many mods to keep up on the posts on all of them routinely.
Questions:
Why this redux instead of an update to your old Ammo Rebalance mod?
Frankly, the most recent state of that mod was a bit of a mess. I thought that it just needed some small touch ups, only to find that I wanted to gut and rework a huge amount of that file to bring it up to my current standards. I also wanted to change the name to something less clumsy, and since the update was going to need a new save, it seemed like the right time to switch things over to a new file.
Case/hull crafting?
I don't really want to. I think that having crafting be limited by case availability gives particular value to purchasing cases from vendors.
The Cryo Missile/Incendiary ___ breakdown recipe is missing the liquid nitrogen/flamer fuel.
Intentional.
What's the difference between this and PTWB's Ammo Boxes?
Hand-tuning, all of the features specified above, the lack of any kind of external mod compatibility, and I didn't alter the sell value of ammo at all. (I didn't even actually look at that mod's plugin at all, and I have no idea how it works - I just used its excellent baseline idea to be able to exercise more control over ammo pricing.)
Implement ___ feature from PTWB's Ammo Boxes?
I have no intention to.
Is this compatible with PTWB's Ammo Boxes/Loaded 2.0?
I'd imagine not, but I have no idea.
Remove/undo ___ change?
Nah. You're free to make a patch that does that if you want to though.
Credits:
PushTheWinButton's excellent idea to switch ammo purchasing to ammo boxes, rather than individual rounds.
Big thanks to Zealotlee for modifying the rocket and missile projectile meshes to create the shells needed for the crafting recipes!
chryselephantine for the Lead Pipe breakdown recipe via Just Enough Realism.
gorpo provided some json lines to alter ySI sorting for the ammo boxes.
Permissions:
Please credit Zealotlee if you use the missile shell meshes.
Beyond that, do whatever.
Support:
If you'd like to support my modding work or say thanks, feel free to donate via the Nexus or here at Ko-Fi.