[SEMI-WIP/REL]Better Crafting

Post » Tue Jul 13, 2010 4:51 pm

I've been working on a mod that greatly expands a lot of the crafting stuff. I've got a version already up on the http://newvegasnexus.com/downloads/file.php?id=38389, but I just worked on it some now (Summery of all changes in the spoiler). Mainly, I'm just curious if these values sound good so far, but I'm also wondering if anyone has anything else they want me to add. I'm already planning on adding schematics for all the other non-standard ammo types, as well as breakdown recipes, and I'm also going to add new, perk-only handloads for people that both take the perk and find the schematics for that ammo caliber's normal handload type.
Spoiler
  • Breakdown recipes for all handloads (On Nexus)
    • Each recipe calculated to match the proprotion between making normal ammo and making handloads
    • Schematics for all handloads added and placed in the world, handloads unlocked by either finding the recipes or having the perk
    • 10mm Hollow Point round recipes finished, schematic exists but is not in the world yet (Creation recipe on Nexus, breakdown is not)
    • All breakdown, recharge, and recycle recipes are hidden unless you have some of that ammo/drained cell/whatever

  • Bulk recipes for mass crafting (On Nexus)
    • Almost all ammo recipes, including bullet creation and breakdown as well as energy cell conversion, recycling, and efficient recycling, have X10 and X100 options
    • All explosive recipes have X10 and X20 options
    • Both the APC recycle recipes and all fission recharge recipes have X5 and X10 options, due to the scarcity of APCs and the weight of Fission Batteries not making higher bulk options feasable

  • Fission Recharge recipe for APCs (On Nexus)
    • 1 Fission Battery will recharge 5 Drained Alien Power Cells (Doubles with Vigliant Recycler)

  • Making standard energy cell types (On Nexus)
    • Making ammo requires an Energy Weapons skill of 80 to see the recipe and a Science Skill of 80 to craft
    • Takes 1 Fission Battery and 2 Scrap Electronics to make 40 ECP, 30 SEC, or 20 MFC
    • Unreleased version has dummy recipes that show up when you have an Energy Weapons skill under 80, with the skill requirement set to Energy Weapons instead of Science. The addtional Science requirement is pointed out in the recipe name

  • Fission Recharge for standard energy ammo types
    • 1 Fission Battery will recharge 30 ECP, 12 MFC, or 24 SEC (Again, doubled with Vigilant Recycler)

  • Recycle recipe for APCs
    • Recycles 7 drained APCs to 1 charged (5 with Vigilant Recycler)

  • Substantial increase in drained cell recovery
    • In general, base cells have a fairly high rate of recovery. Max charge cells have the lowest due to putting the most strain on the cell, Bulk is a bit higher than max due to less strain than the base but lower quality construction, Over charge is a bit above that due to better construction but still putting more strain than the base cells
    • APCs have a recovery rate of 75, no variants, APCs are always recovered with Vigilant Recycler's double-recovery effect, recovery rate is due to being fairly durable alien technology
    • ECPs have a recovery rate of 50, Over charge 40, Bulk 30, and Max charge 20, only the base cells gain 100% recovery, low recover rate is due to the cells main place as automatic ammo
    • SECs have a recovery rate of 80, Over charge at 60, Bulk at 50, Max charge at 40, All ammo but Max charge can gain 100% recovery, high recovery rate is due to the the cells main place as sidearm ammo
    • MFCs have a recovery rate of 60, Over charge at 50, Bulk at 40, Max charge at 30, only Over and base charge ammo gain 100% recovery, Moderate recovery rate is due to the cells place as rifle ammo

  • Recieve proper amount of drained cells when making Over and Max charge ammo types
    • When crafting Over charge cells, you recieve 1 drained cell of that type, causing a more sensical recipe of 3 normal cells to 1 drained and 2 Over charge
    • Max charge give 3 cells, leaving the recipe at 5 normal cells to 3 drained cells and 2 Max charge cells

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Strawberry
 
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Post » Tue Jul 13, 2010 4:26 am

Seems really good, could I ask you to include a bulk ammo breakdown? For the bulk ammo you can buy. Other than that I would like it if you made the recipes really hard to get, cause the perk would be kind of useless otherwise. Thanks for this endeavor!
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Amy Cooper
 
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Post » Tue Jul 13, 2010 2:16 am

Seems really good, could I ask you to include a bulk ammo breakdown? For the bulk ammo you can buy. Other than that I would like it if you made the recipes really hard to get, cause the perk would be kind of useless otherwise. Thanks for this endeavor!

Bulk ammo breakdown will come at some point, but it's going to take a while to finish. And for the second part, I assume you're talking about the handload schematics? As mentioned in the original post, I'm already planning on making a second "tier" of handloads that'll be unlocked if you have both the schematics for that caliber and the perk. In fact, I might make some of the current more powerful handloads into the tier 2 loads, since some of them are pretty powerful. Like the .308 JSP, which takes a straight-up 50% buff to damage, or the .357 Magnum JFP, which has 25% increased damage, -3 damage threshold, AND 80% spread. Compared to .45-70 Gov SWC, which has 20% increased damage and -6 damage threshold, but X3 weapon degradation, or the 10mm JHP, which has a massive 65% increase in damage but doubles damage threshold
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Alba Casas
 
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