Summary:
In vanilla Fallout New Vegas, there are many ammo types that can't be constructed at Reloading Benches. During my first playthrough of the game, I was expecting to be able to buy - or perhaps find - schematics that let me make these ammo types, and I was disappointed when I found that this wasn't the case.
So in a nutshell, that's what this mod does. For each calibre of ammunition in the game, there is a corresponding schematic that unlocks construction and breakdown recipes for all variants of that calibre (e.g. armour-piercing, hollow-point, hand load, etc). It also expands the ammo crafting in FNV generally, making it possible (with the appropriate perk/schematic and skill) to make and breakdown any munition in the game; from .22LR rounds, to frag grenades, right up to C-4 and mini-nukes. There are also other elements like ammo types that visibly utilise shell casings - but lack recoverable shell casing objects in vanilla FNV - being given shell casing objects (e.g. .22LR, 40mm and 25mm grenades).
To exhaustively list the intimate details of every recipe in Ammo Crafting Schematics (ACS) would be the wall of text to end all walls of text, so I'll instead just try to describe the main features below.
Details
- Schematics
These will be available from various merchants, and their price will vary depending on the power of the calibre and how many recipes you get from the schematic (some calibres have more ammo type variants than others). I may also add the schematics to the game world to be found (each one placed in one specific location, rather than as random loot, as you only need one); not sure yet.
- Ammo Crafting Expansion
This is fairly extensive. Notable features include:
- New shell casing items: .22LR, 25mm, 40mm.
- Shell casings can be broken down into the new 'Brass' item.
- Brass can be used to make (among other things) shell casings and primers (in combination with pistol or rifle powder).
- Shotgun shell hulls (and certain plastic items, like toys) can be broken down into the new 'Hull Plastic' item.
- Hull Plastic can be used to make new shotgun shell hulls, and certain other items.
- Explosives (such as frag grenades, dynamite and 40mm grenades) can be made using ingredients including the new 'Explosives Fuse' item and a combination of rifle and pistol powder - or broken down to recover those same ingredients.
- Recipes are organised into new categories (e.g. '9mm Ammo', 'Explosives', 'Brass and Cases', 'Primers', etc) to keep the reams of new recipes tidy.
- Perks
No perks are directly edited, and they should retain their usefulness - or perhaps be even more useful - with ACS. The Hand Loader perk now gives access to recipes for all the ammo variants (for 'Guns' weapons) in the game - not just the 'hand load' ammo variants. It also retains the bonus to shell casings recovered when firing Guns. This effectively means that you can take the Hand Loader perk - and not have to buy all those schematics - or you can buy the schematics and not take the perk (though you'll forego that shell casing recovery bonus in that case).
The Demolition Expert perk will work in a similar fashion; with the added detail that each of the three ranks of the perk unlock the recipes for increasingly powerful explosives. Edit: As it turns out, you apparently can't check what rank the player has in a perk - only whether they have it or not. So I've changed this part so that different explosives-related perks unlock different sets of explosives-related recipes, as follows:
http://fallout.wikia.com/wiki/Demolition_Expert - Dynamite, Powder Charge, Frag Grenade/Mine, Incendiary Grenade, 25mm Grenades, 40mm Grenades.
http://fallout.wikia.com/wiki/Hit_the_Deck - Plasma Grenade/Mine, Pulse Grenade/Mine, Missiles, C-4, Mini-Nuke.
These recipes all still have skill requirements of course - and can be learned via schematics rather than through those perks.
Examples
For most of the recipes in ACS, there were similar recipes in the base game that I could base the new recipes on. For example, the recipe for a hollow-point bullet will be the same as the recipe for the base ammo type of the same calibre; only with slightly less lead, and slightly more powder (just to balance things out gameplay-wise).
I just had to make something up for other recipes, though - and it can be difficult to know in isolation if the ingredients I chose will make sense to others, and be not too expensive, or too cheap. I'm fairly happy with the ones I could base on real-world equivalents - like hand grenades - but for things like mini-nukes and C-4, it's a bit tougher. I did some research, but I kind of don't want to look too hard on the Internet for information on making plastic explosives, you know?

So here are some example recipes from ACS. I'd be interested in hearing what people think of them - or if there are any other specific recipes people want to hear more about.
Dynamite
- Requires: 25 Explosives
- Ingredients:
---- Explosives Fuse (1)
---- Hull Plastic (80)
---- Explosive Powder (100)
Frag Grenade
- Requires: 35 Explosives
- Ingredients:
---- Bobby Pin (1)
---- Explosives Fuse (1)
---- Large Pistol Primer (1)
---- Lead (100)
---- Explosive Powder (75)
---- Shell, Hand Grenade (1)
40mm Grenade
- Requires: 55 Explosives
- Ingredients:
---- .50MG Primer (1)
---- 40mm Case (1)
---- Lead (160)
---- Explosive Powder (75)
Pulse Grenade
- Requires: 40 Science
- Ingredients:
---- Bobby Pin (1)
---- Conductor (1)
---- Electron Charge Pack (20)
---- Scrap Electronics (1)
---- Shell, Hand Grenade (1)
Plasma Grenade
- Requires: 65 Explosives
- Ingredients:
---- Bobby Pin (1)
---- Explosives Fuse (1)
---- Large Pistol Primer (1)
---- Microfusion Cell (20)
---- Pistol Powder (30)
---- Rifle Powder (30)
---- Shell, Hand Grenade (1)
Missile
- Requires: 75 Explosives
- Ingredients:
---- Brass (100)
---- Flamer Fuel (20)
---- Lead (100)
---- Explosive Powder (125)
C-4 Plastic Explosive
- Requires: 90 Explosives
- Ingredients:
---- Duct Tape (1)
---- Hull Plastic (300)
---- Explosive Powder (500)
---- Sensor Module (1)
Mini Nuke
- Requires: 100 Explosives
- Ingredients:
---- Fission Battery (5)
---- Lead (300)
---- Explosive Powder (25)
There's a lot more, but I'd be typing all day.
Suggestions welcome.
