Malavik Posted February 24, 2011 Share Posted February 24, 2011 can someone make a script or mod for a better way to make ammo. When you go make ammo say 308 armor piercing you only get a choice of making 100. anyone out there able to make a script or mod to expand it to where if i have the materials needed i have the choice to make 500 ammo or 1000 ammo of a certain type, the same with breaking it down Link to comment Share on other sites More sharing options...
webster63 Posted February 24, 2011 Share Posted February 24, 2011 (edited) totally agree this is needed i would add that ANY breakdown should IMO give ALL the needed materials to craft another type of ammo with respect to the amount of supply differs that is such as lead content and amounts so if i need 10mm ammo i can break down 9mm ammo and as long as i have the empty 10mm cases on hand, i can do it without needing more (and often unobtainable) supplies to further clarify, when ammo is broken down it is only seen as its basic core stuff like lead and shot and powder so ammo crafting is more generic and based on the amount of materials on hand only so breaking down 9mm can also make other ammo and not just different tyupes of 9mm only so that 308 or 9mm or 22 or even 12 or 20 guage shells can be used to make any ammo of your choice as long as you have the right casings for it. Edited February 24, 2011 by webster63 Link to comment Share on other sites More sharing options...
Malavik Posted February 26, 2011 Author Share Posted February 26, 2011 well for anything, making grenades, making food, turning nuka cola into different type of nuka cola. but for anything that you use to make anything. to make greater amounts of it than just 100, like 5000, or 10,000 or whatever anyone up for the challenege? Link to comment Share on other sites More sharing options...
Skevitj Posted February 26, 2011 Share Posted February 26, 2011 100 is the maximum value you can get for any recipe, it's hard coded, not something which can be changed. If you wanted to do this, the best way would be to manually change the recipes to take 5x the ingredients and give 5x the products. IE: Bullets have to be manufactured/broken down in groups of 5, but the new effective max for doing it at once is 500. (10x for 1000). As for webster's comment: Why should you be able to manufacture a larger calibr bullet from a smaller one? Assuming the calibr of the bullet is directly proportional to the volume, the amount of lead should increase, as it does already. So what if you have to break down two 9mm for a single 10mm with "change", forging your own ammo isn't supposed to be a significant source. Link to comment Share on other sites More sharing options...
webster63 Posted February 26, 2011 Share Posted February 26, 2011 (edited) Assuming the calibr of the bullet is directly proportional to the volume, the amount of lead should increase, as it does already. So what if you have to break down two 9mm for a single 10mm with "change", forging your own ammo isn't supposed to be a significant source. i disagree, forging and crafting ARE and were designed to be a major part of the game and a very significant source for the player to use. (but certainly IMO not an essential part) the point is i WANT you to need more lead for larger calibers as it should be so taking 100 9mm rounds only breaks down to a lead and powder volume that can make something less in a larger caliber so that it reflects the realistic difference in size and powder loads so you can create some10mm ammo but not a one for one exchange. and if your not going to get the pistols when breaking down ammo the remove the requirement to NEED then to recreate ammo. the way the game breaks down ammo now you dont always get all the ingreidents obtained to have everything required to create a different caliber ammo depending on what you break down i would like to see that changed (except for the casings which you must already have the different caliber ammo casings so you can load them) so you can ellect to make ANY ammo you wish to the way i see it is the only caliber specific item tied to any ammo you break down should be the casings. in case it not fully clear what im suggesting here, purely as an example with numbers picked out of thin air, any 9mm ammo you break down gives you: lead= 50powder= 150casings= 100 9mm casings now if you have the casings for a different caliber of ammo then you should be able to reload based on whatever the realistic difference in more or less lead or powder exchange rates would be. something like if after breaking down that 9mm ammo you open the create ammo action and you see something like this: materials needed to make 100 rounds of 10mm ammo: lead= 100powder= 300casings= 100 10mm casings (lets say you already had these casings) well since you only got half the ammount of lead and powder for making 100 rounds of 10mm ammo then you can only create 50 rounds of 10mm ammo from the materials gained by breaking down the 9mm ammo (but the key is that YOU CAN make the different rounds. (the way the game is set up to break down ammo right now you cant do that) nothing cheating but based on the premis that breaking down a complete functioning round of ammo should always have ALL the required elements added to your inventory so you can craft any other complete functioning round of ammo of your choice (if you only have that ammos casings) to create more of that ammo. Edited February 26, 2011 by webster63 Link to comment Share on other sites More sharing options...
Skevitj Posted February 26, 2011 Share Posted February 26, 2011 (edited) Gottcha, the point before didn't seem overly clear. I don't know anything about crafting ammo IRL, but from what I know about explosives it makes perfect sense that different size/shaped charges will need a different size/type of primer charge to detonate them efficiently (which is the only other caliber specific item to NV crafting). It shouldn't be too hard to do, just GECK it up and manually change the recipes to only produce/consume one particular primer, then rename the primer to something more general. At any rate, this is a different topic to the original, so take it to another thread if you want to continue it. EDIT: Reread posts #1 and #3, Malavik has stated twice now he's after changing the recipe menu quantities, for all crafting, not the components of the ammo crafting recipes. Custom recipes for something you think should change is a different topic. Edited February 27, 2011 by Skevitj Link to comment Share on other sites More sharing options...
death12337 Posted February 26, 2011 Share Posted February 26, 2011 totally agree this is needed i would add that ANY breakdown should IMO give ALL the needed materials to craft another type of ammo with respect to the amount of supply differs that is such as lead content and amounts so if i need 10mm ammo i can break down 9mm ammo and as long as i have the empty 10mm cases on hand, i can do it without needing more (and often unobtainable) supplies to further clarify, when ammo is broken down it is only seen as its basic core stuff like lead and shot and powder so ammo crafting is more generic and based on the amount of materials on hand only so breaking down 9mm can also make other ammo and not just different tyupes of 9mm only so that 308 or 9mm or 22 or even 12 or 20 guage shells can be used to make any ammo of your choice as long as you have the right casings for it. I TOTALLY AGREE WITH THIS!! SOMEONE MAKE THIS HAPPEN!! ENDORSEMENTS FOR SURE! Link to comment Share on other sites More sharing options...
webster63 Posted February 26, 2011 Share Posted February 26, 2011 (edited) Gottcha, the point before didn't seem overly clear. I don't know anything about crafting ammo IRL, but from what I know about explosives it makes perfect sense that different size/shaped charges will need a different size/type of primer charge to detonate them efficiently (which is the only other caliber specific item to NV crafting). It shouldn't be too hard to do, just GECK it up and manually change the recipes to only produce/consume one particular primer, then rename the primer to something more general. At any rate, this is a different topic to the original, so take it to another thread if you want to continue it. well i just wanted to suggest it be included into this threads topic as going a little further with the ammo idea, i just dont always explain things well as for saying my discussing the way ammo is made is not being related to the thread that is discussing making ammo, well you make no sense with that comment so maybe you should reread the topic post can someone make a script or mod for a better way to make ammo but i have said my thoughts on it already Edited February 26, 2011 by webster63 Link to comment Share on other sites More sharing options...
mrmike49 Posted June 26, 2013 Share Posted June 26, 2013 (edited) well for anything, making grenades, making food, turning nuka cola into different type of nuka cola. but for anything that you use to make anything. to make greater amounts of it than just 100, like 5000, or 10,000 or whatever anyone up for the challenege? 100 is the maximum value you can get for any recipe, it's hard coded, not something which can be changed. If you wanted to do this, the best way would be to manually change the recipes to take 5x the ingredients and give 5x the products. IE: Bullets have to be manufactured/broken down in groups of 5, but the new effective max for doing it at once is 500. (10x for 1000). (this is end of quote - I erased last part, and apparently screwed up) This would be a GREAT mod, I recommend 10X for ease of calculation (by user). You wouldn't use this mod early in game, but late in game when you have 5,000 rounds of 10 mm, and you need 12,7mm instead, it would be fantastic!!btw, this mod I found does do a bit of 10X breakdown, but is just too limited in how many recipies are left out. But the author said he only spent like 20 minutes on it, so it must be fairly simple http://newvegas.nexusmods.com/mods/48350/?tab=4&navtag=%2Fajax%2Fcomments%2F%3Fmod_id%3D48350%26page%3D1%26sort%3DDESC%26pid%3D0%26thread_id%3D833412&pUp=1 Edited June 26, 2013 by mrmike49 Link to comment Share on other sites More sharing options...
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