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.