[RELz] Ammo Toolkits

Post » Sun Jan 23, 2011 2:24 am

Hi I'm finally releasing this my mod here - I never looked at the Bethesda forums before, thus never realised that i could. Anyway onto the mod details:

Download here: http://www.fallout3nexus.com/downloads/file.php?id=2693 (Fallout3nexus)

Description
=======

3-tier Schematics allow for greater ammo produced with more copies of same schematic, just like weapons. CRAFT/CALIBR compatibility now
A workbench and toolkits for making ammo are located at Craterside Supply and Tenpenny Tower(Workbenches now in extra esp). Calibr Toolkits are buy-able in Underworld and Rivet city Market.


Details
=====

Portable Toolkits to make gunpowder ammo out of Frag Grenades/Mines and Scrap Metal or Energy Ammo out of Fission Batteries and Scrap Metal.
Schematics and the Toolkits can be bought form Moira Brown of Lydia Montenegro and a secret Hidden place with one of each schematic. Owning 3 of a schematic produces
thrice the amount of ammo, 2 yields double ammo. Calibr Toolkits and Schematics can be bought from Flak 'n' Shrapnels and Tulip and once again a third set hidden away.

Clues for the hidden sets are "Elect to find T51b" and "When is a tree not a tree?" <-- cryptic crossword clues affect me...

The Car Mechanic add-on allows you to strip cars for Fission Batteries and Scrap Metal (Must be sneaking when you activate them to do this.). This was due to rarity of fission batteries but them being the only viable ingredient for energy ammo. You can also strip buses for twice the amount of scrap metal and fission batteries, Bikes for motorcycle fuel tanks, handbrakes and scrap metal and scrap wrecked cars for scrap metal. After picking up the car mechanic book you will be given the car mechanic perk and be able to strip cars, buses, bikes and derelict cars.

The Work-benches plug-in returns the old static benches i used when i first made the mod, purely for nostalgia.

The Toolkits have a Base price of 3000 caps, this will be affected by you barter skill. Schematics base price ranges from 500 - 2000.

Ammo Artisan offers perks which increase the ammo you gain from production, which can be gained after making enough ammo. Increase varies for each ammo type. Every 50 or so pieces of ammo made grants a new level of the perk, upto 3 levels each increasing ammo yield more.

Alien Power Cells and Modules can be made with the Alien Power Cells Plug-in, this requires the Mothership Zeta expansion to use.

Scatter Schematics does just what it says on the tin, the schematics hidden around the wasteland and i mean HIDDEN, some people are gonna be screaming at me for this...

Remodelled - Uses a new model custom made by me for the toolkit (Don't use with the Toolkit Re-tex Plug-in)

Finally decreased output was a request to lower ammo yield, don't use with ammo artisan.


Install
====

1. Extract the selected file, see below, and read-me to C:\(Install Directory)\Data
2. Start Fallout 3, select Data Files, Check "Ammo Bench.esm" file, plus appropriate plug-ins.

Ammo Bench.esm: Just the schematics and Portable Toolkits
Ammo Bench - old Work-Benches.esp: Adds the old static workbenches that i originally used.
Ammo Bench - CRAFT Plugin.esp: (Craft.esm needed for this) Craft compatibility
Ammo Bench - Artisan: Adds the new perks in-game. Make enough ammo to get the perks.
Ammo Bench - Car Mechanic.esp: Strip car engines for fission batteries and scrap metal after reading "Auto Repair" magazine in Rivet City Science Lab.
Ammo Bench - CALIBR: (Calibr.esm needed)Adds a Calibr toolkit and schematics to wasteland merchants. <-- this is also the ammo that FWE uses.
Ammo Bench - Alien Power Cells: Adds an Alien Toolkit, unique textures, and 2 new schematics for Alien Power Cells and Alien Power Modules.
Ammo Bench - Scattered Schematics: Schematics are very hidden across the wasteland.
Ammo Bench - Decreased Output: Drastically lowers the amount of ammo received, a request from Bethesda Game Studio Forum user (jwh).
Ammo Bench - Remodelled: A new custom model made by me for the toolkit.

Uninstall
======

Delete the "Ammo Bench.esm", "Ammo Bench v3.0 Readme.txt" amd optional .esp files and "(These are in both Meshes and Textures folders)/StewB/AmmoToolkits folder" from ?:\(Install Directory)\Data\

? = whatever drive letter it is in.

Known Issues or Bugs
==============

Once a car is stripped in with Car Mechanic no model is added afterward, this is to do with a PlaceAtMe issue when it is used continuously, rather than
as a once off. It causes savegames to become huge, thus load times are increased e.t.c. I opted for no model, but faster load times.


Contact
=====

You can find me on Fallout3Nexus as 'Stewb', Bethesda Forums as Acwaz-Mare or alternatively you can email me at: stew1409@yahoo.co.uk


Licensing/Legal
==========

You can do whatever you want with this mod, just remember to credit me if you put it in one of your own mods.


History
====

Saved this till last as its most boring ;)

**27/2/10**

Added two new plug-ins, Scattered schematics and Decreased output. The latter being a request. Please don't ask me where xxxx schematic is
as i truly will not be able to answer you, there is 80 schematics hidden, i can't remember every single one.


**7/1/10**

Updated the CRAFT plug-in and main .esm so Flamer Fuel works better


**13/11/9**

Made changes to the script and added a quest to track ammo made to the main .esm. This allows me to have the Calibr and Craft plug-ins
add the ammo they made to the total made, meaning all the ammo you make is added to the total for ammo artisan. I also added a new
texture for the Calibr toolkit. I made some changes to the script too so the ever-lasting ammo production bug should go away.


**5/8/9**

Added Alien ammo toolkit and schematics.


**15/7/9**

Fixed CALIBR toolkit errors.
User avatar
GEo LIme
 
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Post » Sat Jan 22, 2011 4:17 pm

Just making sure I understand: I can carry the toolkit anywhere I want and then, with the correct materials, craft ammunition?

If so, I love you. Heh. I play a hardcoe no fast-travel realistic needs world and am always trudging through the wastes to get more equipment (I play with a mod that adds weight to ammo) - so this will be well worth my character earning the caps for.

J
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Samantha Jane Adams
 
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Post » Sun Jan 23, 2011 1:33 am

Just making sure I understand: I can carry the toolkit anywhere I want and then, with the correct materials, craft ammunition?

If so, I love you. Heh. I play a hardcoe no fast-travel realistic needs world and am always trudging through the wastes to get more equipment (I play with a mod that adds weight to ammo) - so this will be well worth my character earning the caps for.

J



Correct, but you need to drop the toolkit on the floor/table/what surface comes to hand then activate it. You'll get a menu giving you choices of what to make or to pack it up back into your inventory. The toolkit weighs 15lbs itself though. There is a video demonstration on the site you are downloading from to show you how it works.

Edit: That read-me i copied the info from really needs updating, i got another update in mind for it so i will give the read-me a proper update too. Will have to wait until i fix my game before i can test the update though.
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Raymond J. Ramirez
 
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Post » Sat Jan 22, 2011 10:25 pm

Went and downloaded. It will take me a while to amass 3000 caps in the modded game I'm playing but I am very (very!) excited for this mod - it is one of those small but game-enhancing mods I love.

Thank you very much for your work and time in this - appreciated!

J
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RObert loVes MOmmy
 
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Post » Sat Jan 22, 2011 4:46 pm

No problem, just remember to leave any feedback on balance/bug or glitches so i can fix anything that i missed. 3000 caps = base price b.t.w, real price depends on your barter skill.
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Gavin boyce
 
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Post » Sun Jan 23, 2011 2:51 am

Lol - I have a harder barter game thanks to Arwen.

The Toolkit comes in at 10,000 caps right now.... with the schematics at 3-4,000 a pop.

I love it!

Btw, what are the "ingredients" for the different ammos ? Are they each different? Just curious - since it will be a while in-game before I can afford anything.

J
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Taylrea Teodor
 
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Post » Sat Jan 22, 2011 12:33 pm

Once a car is stripped in with Car Mechanic no model is added afterward, this is to do with a PlaceAtMe issue when it is used continuously, rather than
as a once off. It causes savegames to become huge, thus load times are increased e.t.c. I opted for no model, but faster load times.


That line right there, where you mention that you don't use the PlaceAtMe code is what sold me :) I look forward to trying this out!
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Emily abigail Villarreal
 
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Post » Sun Jan 23, 2011 1:25 am

Lol - I have a harder barter game thanks to Arwen.

The Toolkit comes in at 10,000 caps right now.... with the schematics at 3-4,000 a pop.

I love it!

Btw, what are the "ingredients" for the different ammos ? Are they each different? Just curious - since it will be a while in-game before I can afford anything.

J


Frag Grenade or Frag Mine for any gunpowder based ammo your free to choose which you use. Fission Batteries for Energy Ammo. Scrap Metal for all ammos. amounts vary depending on what you make. Bullets - 1 Frag G/M and 1 scrap metal - Output varies on the ammo too. Energy ammo - 1 Fission Battery and 1 Scrap Metal - Output varies depending on ammo. Railway spikes and Darts - just scrap metal. All schematics can be found in Notes section once bought/found and tell you everything you need.

Edit: added that info to the description for you.


That line right there, where you mention that you don't use the PlaceAtMe code is what sold me :) I look forward to trying this out!


Thanks I have always tried to avoid anything that degrades the performance of the game. That goes for all my mods actually.
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Dalley hussain
 
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Post » Sun Jan 23, 2011 1:22 am

Are ammo schematics available for all the ammo types available to a Calibr! merchant?
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Judy Lynch
 
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Post » Sat Jan 22, 2011 1:57 pm

Are ammo schematics available for all the ammo types available to a Calibr! merchant?


That's what the CALIBR plug-in is for, see Install section of description for details. ;) Unless it's been updated since i made the plug-in, in which case i may have to update the plug-in. the CALIBR schematics can be found at Tulip in Underworld and Flak 'n' Shrapnel in Rivet City, both sell the toolkits too. Static benches for them are in same places as normal ammo benches. A third set of schematics is found in a secret place, see cryptic clue in description above ;) 3 schematics == triple ammo yield. As a side note many mods use CALIBR for their ammo, like FWE or 20th Century Weapons e.t.c, any ammo made on these toolkits can be used on those mods.
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Red Sauce
 
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Post » Sat Jan 22, 2011 5:45 pm

I LOVE this mod.

The fact that you made the portable ammo kit weigh 35 lbs is wonderful!

I use Arwen's mods - so I can only carry about 180 - and that is using Wolf's backpack mod (so a bit of a cheat but makes it all more realistic - plus I'd never scavenge if I could only carry 90 lbs)

So even with the ammo kit - I have to watch what I carry.

Your balance of the mod seems pretty good - although I'd lean towards 10 or 15 bullets per grenade/scrap metal ..... since grenades, mines and scrap metal are fairly abundant in the wastes. (And if you feel like tweaking that right away .... well, I'd give you my first-born for one year of indentured servanthood). 25 per can unbalance the scavenging side of the game - so I'd lean towards 10. Especially since more schematics and perks can increase that (although I'd do it in "5" ammo increases myself)

Otherwise this mod is just what my scavving, lone wanderer wanted - thank you so much!

J
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Jinx Sykes
 
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Post » Sat Jan 22, 2011 9:38 pm

I LOVE this mod.

The fact that you made the portable ammo kit weigh 35 lbs is wonderful!

I use Arwen's mods - so I can only carry about 180 - and that is using Wolf's backpack mod (so a bit of a cheat but makes it all more realistic - plus I'd never scavenge if I could only carry 90 lbs)

So even with the ammo kit - I have to watch what I carry.

Your balance of the mod seems pretty good - although I'd lean towards 10 or 15 bullets per grenade/scrap metal ..... since grenades, mines and scrap metal are fairly abundant in the wastes. (And if you feel like tweaking that right away .... well, I'd give you my first-born for one year of indentured servanthood). 25 per can unbalance the scavenging side of the game - so I'd lean towards 10. Especially since more schematics and perks can increase that (although I'd do it in "5" ammo increases myself)

Otherwise this mod is just what my scavving, lone wanderer wanted - thank you so much!

J



If you don't like the amount you can actually change the ammo yield in-game, if you don't have the ammo artisan(It changes the Globals that control ammo yield when you receive it) add-on active. Just open the command console (the tilde key `) and type "Set AmmoAuto to **" ** is how much you want. You also need to change AmmoNorm, AmmoScope, AmmoNuke and AmmoMiss. AmmoAuto controls how much ammo for automatic weapons get, AmmoNorm is just for pistol ammo like 10mm AmmoScope is for like .44 or .308 AmmoMiss is solely for Missiles and AmmoNuke is solely for Mini-Nukes. I'll get the proper mod done after i finish the add-on i am working on.
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Melissa De Thomasis
 
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Post » Sat Jan 22, 2011 6:51 pm

That is awesome - I will do so!

I truly love this mod.... it makes it so immersive to be roaming and living off the land/waste/city and not have to go buy ammo - and yet have to still forage and find the materials. Plus I could only afford the 10mm so now my character's goals are to be able to afford other ammo kits to become more self-sufficient.

Wonderful mod for its creativity and, in some ways, simplicity - yet it feel game immersive to me and like it should have always been an option!

kudos again!

J
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lauren cleaves
 
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Post » Sun Jan 23, 2011 3:38 am

Sounds like good stuff, will be adding it to my game shortly.

Many thanks for sharing.


-kwm
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Daramis McGee
 
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Post » Sun Jan 23, 2011 12:33 am

when i pickup the auto manual from the science lab nothing is in my inventory, i assumed this was correct so i tried to go up to a car and nothing couldnt activate it do i need a tool to strip the cars or is something wrong.(maybe i mucked up the load order or something?)
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Naomi Lastname
 
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Post » Sun Jan 23, 2011 3:49 am

I aswell have the above issue.
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CYCO JO-NATE
 
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Post » Sat Jan 22, 2011 1:58 pm

One question: this doesn't make scrap metal more rare does it?

Lol. Maybe it's just because finding it matters now, but I felt like I was always seeing Scrap metal - now I feel like it is a rare treasure I stumble upon.

So just to make sure: the mod doesn't affect Scrap metal levels does it?

J
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Melanie
 
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Post » Sat Jan 22, 2011 5:55 pm

@Glue and Uglulyx: You need to be sneaking when you activate the cars for it to work. When you pick up the manual you'll get a perk called Car Mechanic which gives you all the activate options for various vehicles - Broken down cars, cars, buses and bikes. Any car that has been blown up by you can't be activated, this is because it creates a hulk with a completely new form i.d which isn't in the activate list for the perk. Hope this solves it for you.

@jwh: No, scrap metal wasn't affected. Given the amount you can melt down and receive from broken down vehicles in the scrapyard you should be rolling in it ;)

Edit: I was on holiday from work for the past two weeks, expect slower replies now i'm back.
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sexy zara
 
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Post » Sat Jan 22, 2011 4:15 pm

thanks, never thought to be sneaking while doing it liberty prime is gonna have one quite walk to the jefferson memorial with no car blowing up
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rheanna bruining
 
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Post » Sun Jan 23, 2011 3:10 am

thanks, never thought to be sneaking while doing it liberty prime is gonna have one quite walk to the jefferson memorial with no car blowing up


Oh, i dunno, he will have vertibirds, super-mutants and enclave troops to kill, that should keep him busy.
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Amiee Kent
 
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Post » Sun Jan 23, 2011 3:15 am

I've downloaded and had a look at ammo toolkits, it's the type of mod I like that makes use of things in the game. However I've noticed a conflict with FOOK2 esm and Ammo Bench esm which both change the Tenpenny tower quest. Even if the Ammo Bench esm is loaded after the FOOK2 esm it will still be overwritten by the FOOK2 esp.
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Jennifer Munroe
 
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Post » Sat Jan 22, 2011 6:03 pm

looks amazing!
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Darren
 
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Post » Sun Jan 23, 2011 2:08 am

Ok I got scrapping cars to wrok thanks. But here's a query, why not keep the model the same rather than outright removing the car? I kind of bugs me.
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CSar L
 
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Post » Sat Jan 22, 2011 7:44 pm

Ok I got scrapping cars to wrok thanks. But here's a query, why not keep the model the same rather than outright removing the car? I kind of bugs me.


The reason is stated on the front page why :)
Known Issues or Bugs
==============

Once a car is stripped in with Car Mechanic no model is added afterward, this is to do with a PlaceAtMe issue when it is used continuously, rather than
as a once off. It causes savegames to become huge, thus load times are increased e.t.c. I opted for no model, but faster load times.


I am no scripter or anything, but maybe http://geck.gamesas.com/index.php/MoveTo could be used.

Personally, I find it more realistic to know if I am scrapping a car, well, there wouldn't be much left of the car after :bigsmile:
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kasia
 
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Post » Sun Jan 23, 2011 1:22 am

What I'm saying is perhaps he could leave to car there still just put a doonce catch or something in the activation script.
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Rudy Paint fingers
 
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