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Make and Break Cases TTW

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Ramare
Posts: 2
Joined: Sun Jun 02, 2019 8:50 pm

Make and Break Cases TTW

Post by Ramare » Fri Jun 07, 2019 6:44 am

This mod's original concept is by Lord Henceforth Ponstlebottom III Esquire! Lord, what a name.

With that out of the way, a copy-pasted excerpt from the original mod's description:

"The number of cases of each type produced are guesstimations from the in-game round weight value, using half the weight of a given round type to determine how many cases of that type can be produced: one pound of scrap, thus, can produce 60 10mm cases, 57 .357 cases, 8 .50MG cases, 117 5mm cases, and so on. Melting down cases to scrap typically requires that value and one more case, save the .50MG since the case weight divvies up perfectly into one pound."

This mod allows the crafting and un-crafting of cases from and to scrap metal. Neat, huh? I decided to expand upon the mod and to make it TTW compatible by:
  1. Adding recipes for .45 Auto, which weren't in the base game.
  2. Adding recipe for 200 lead to 1 scrap metal, reversing the vanilla recipe.
  3. Adding recipes for .32, which weren't even in New Vegas.
And now I'll close this out with the little anecdote of how I found this mod:

Using the Gunsmithing mod, I had broken down a Chinese Pistol and bought a .45 Auto barrel from Moira so that I could make a sweet, sweet 1911.
After the initial high of having made my 1911 and matching upgraded slide had worn off, it occurred to me that I didn't have any .45 Auto in my ammo drawer.
I couldn't buy any from Moira, either. Even Flak & Shrapnel's was lacking!
No ammo was to be found, because it seems that there just isn't any in Fallout 3 land (or maybe I'm just too low level).
So I went searching and found this mod.
It didn't have the recipes for .45 Auto, but by golly I loaded that sucker up in xEdit and made my own damn recipes.
And then I decided to add .32 (making it TTW compatible) and scrap metal to lead (based on a desire/suggestion from a comment on the mod's page) for good measure.

Link to the original mod for posterity: https://www.nexusmods.com/newvegas/mods/36324

Link to my updated version: https://www.nexusmods.com/newvegas/mods/67096

perji
Posts: 23
Joined: Sun Oct 28, 2018 11:44 pm

Re: Make and Break Cases TTW

Post by perji » Fri Jun 07, 2019 12:34 pm

Not that I'm trying to diss your mod or anything, most of this is largely made redundant by the ammo press in the Pitt. I guess you did not check that out in TTW yet. Well, to each their own I suppose.
Truth be told, traveling weeks on a hand cart to the Pitt every time you want to make some ammo is pretty annoying. Unless you have the transportalponder... :P

Ramare
Posts: 2
Joined: Sun Jun 02, 2019 8:50 pm

Re: Make and Break Cases TTW

Post by Ramare » Fri Jun 07, 2019 4:23 pm

perji wrote:
Fri Jun 07, 2019 12:34 pm
Not that I'm trying to diss your mod or anything, most of this is largely made redundant by the ammo press in the Pitt. I guess you did not check that out in TTW yet. Well, to each their own I suppose.
Truth be told, traveling weeks on a hand cart to the Pitt every time you want to make some ammo is pretty annoying. Unless you have the transportalponder... :P
Huh. That's a thing? I suppose that makes sense. But, yeah, there is a certain convenience to being able to just smush some cases into shape at any reloading bench.

If it really seems too similar, maybe I'll make a v2 where the reloading bench recipes are all slightly nerfed so that if you do bother going to the Pitt, you're rewarded with better conversion ratios. Depends on what the conversion ratios for the Pitt are, I suppose.

Actually, having only installed TTW within the least week, I haven't really done much. And I decided to restart my game (for the record, I had only gotten as far as completing the Wasteland Survival Guide and furnishing and decorating my Megaton house) after installing the TTW edition of the JSawer overhaul mod. I'm really enjoying my time so far, though. I haven't actually taken any damage (save from tripping over random clutter and taking damage from rogue Havok physics :lol: ) yet, fingers crossed, but I've been plinking away at raiders with only one, two or maybe three shots each from ye olde 10mm pistole despite being on Very Hard and that scares me.

BLEED plus JSawer Ultimate Edition is a hell of a thing, apparently. Good thing that road seems to go both ways pretty well. ;)

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Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

Re: Make and Break Cases TTW

Post by Risewild » Sat Jun 08, 2019 4:41 am

I usually can't trust my memory. But I think TTW uses the same item DLC "unlocking" as FNV.

What I mean is that after you do certain DLCs, it unlocks content of those DLCs into the wasteland vendors, so if you finish Honest Hearts, it should unlock the .45 Auto ammo.

But like I said, my memory is not to be trusted, so I can't be sure if TTW already does that.
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