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Melinko09

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  1. THANKS FOR THE IDEA'S. I really am a complete newb at this stuff. Sorry for the double post... please chime in on this topic (as it has more traffic currently) :https://forums.nexusmods.com/index.php?/topic/6540626-fusion-generators-that-drain-your-fusion-cores/ Thanks!
  2. OK, sorry for the double post if anyone saw... LOL. I have been super busy at work and unable to check back each day as usual. Gotta say, This does not seem to super complicated, but for sure is going to suck up a TON of time for a newb as myself. I do think it is totally fine to just create a new ammo type and use that for generator. AND YOU came up with a super great idea that you could just convert it back and forth via the chem bench. Honestly something dubbed like "fusion material" or FM would do the trick and yea just make 1 fusion core make like 100 FM... walla. But that would mean that once you use up your fusion core to make FM then it's GONE, never to be refilled. But maybe that's a good thing... maybe that makes it EVEN HARDER to manage power. However, a major hole in that idea is that it would mean you could not have figured out how to use a fusion core as a "battery" like the PA does and it seems like a simply smart dude could easily "copy" what a PA frame does into a home build generator. So why would he break down FC's to FM for a generator if he can just copy a PA frame? OH, CUZ COPYING A PA FRAME WOULD mean it's efficiency or "drain rate" would be tailored to that of a PA frame and that would simply waste fusion cores very very fast... so again, Im liking this whole new ammo idea. then you would never have to place anything back in your inventory as well. Simply FM generator would be able to be "filled up" with FM in the exact same way that the "generators need fuel" mod does with biogas. OK, so I dont know the rules about modding... can i simply just copy that "generators need fuel" mod and change it to include a fusion generator for my game? but then of course not upload as my work, or even upload it as a mod at all...? really, i have no idea whats politically correct in this world. If so, do you have any suggestions on how you can guide me through just modifying his mod to fit my liking? i think it would go something like this: find the large generator in his mod. copy it and rename it "fusion material generator" (FMG) find his bio gas ammo type in his mod. copy it and rename it "fusion material" (FM) change the texture of the FMG to the same as the vanilla fusion generator. change the texture of the FM to the same as a vanilla nuke material. now i need to get the FMG to draw FM from inventory when you press (fill generator) from the options list rather than bio gas. <<< struggling with how to find how this is accomplished in his mod,,, once i do, then i believe i could muster my way through changing the values to match the new needs. Is this done through assigning the bio gas in a script and such? meaning changing and ENTIRE scripts words of anything that says "biogas" to "fuisionmaterial" (do i kinda have this right?) now i need to set change the crafting requirements in the chem station from biomass stuff (or whatever it takes) to 1 fusion core instead. but also set it to make 100 FM or so.<< again no clue on this... but if pointed in the right direction i could probably dink with it enough to get it to work right... maybe? now i need to get the timer to work properly for example: 100 FM is equal to 100 in game timer hours. <<< his mod must have something like this already set up as well because the generators run out of biogas over time... so I assuming again that I could just blanket change the scripts to my new ammo type and change the "rate" of time or what ever the units each equal. I dont even care about the storing and re dropping thing... I would just not do that, then that would avoid it all together... if i had to store the FMG and then build it again, I would just take 100 FM and throw it away to compensate in the rare occasion of that happening. Honestly, after typing all this, it still seems like that if someone more experienced would download: https://www.nexusmods.com/fallout4/mods/14193 ,,,, they could simply duplicate the mod but instead of vanilla generators needing new ammo type "biomass canisters" that are crafted in chem station by collecting "bio-gas" from a workshop construct able item "biomass container" that you put food items in (that make biomass over time). Also FYI, the vanilla "gas canister" item is also a form a fuel equal or close to the "biomass canister". it would be: vanilla fusion generator (could be renamed to "nuclear fusion reactor") needing new ammo type "fusion material" that are crafted in chem station by collecting "fusion matter" (or some other name) from a workshop construct able item "fusion splitter" that you put fusion core into (that breaks down the fusion core charge in materials over time) . Hell we could even duplicate the FYI above to make it so the "nuclear material" item is also a form of fuel equal or close to the "fusion material" or even easier: vanilla fusion generator needing new ammo type "fusion material" that are crafted in chem station by turning one fusion core into 100 FM. either way, tweek the "tank full" number on the generator, and the timing of how long it lasts... because we would want it to last a bit longer that the large generator does in his mod (but it also would produce 100 power while on rather than just 10 like the large gen). THANKS AGAIN FOR ALL THE HELP!
  3. Reference this post for more information:https://forums.nexusmods.com/index.php?/topic/6514711-fusion-generators-that-drain-your-fusion-cores/ It appears that I might have to take a crack at this myself. It will be my first mod for Fallout 4. Would anyone be willing to help guide me through making a mod that adds the ability to insert/remove a fusion core from a fusion reactor just like you do in power armor? It would then drain the fusion core when it is running over a configurable amount of time. Or dynamically based on how much power it uses, but I figured that over a static amount of time will be much easier for now. Future plans: make a location that is in the glowing sea that was a fusion core manufacturing plant with a small quest that allows you to fire up the old assembly line to refill empty fusion cores. Then possibly the ability to find plans to make a "makeshift" version of the recharger at your settlement that recharges them much slower than the one in the manufacturing plant (again the rate being configurable). Any discussion on how high level or "difficult" this mod would be to make? how do I start? I already have the creation kit but basically other than just poking around in it and reading some tutorials/youtube's I have no idea how to get going on this type of mod. Thanks in advance.
  4. Reference this post for more information:https://forums.nexusmods.com/index.php?/topic/6514711-fusion-generators-that-drain-your-fusion-cores/ It appears that I might have to take a crack at this myself. It will be my first mod for Fallout 4. Would anyone be willing to help guide me through making a mod that adds the ability to insert/remove a fusion core from a fusion reactor just like you do in power armor? It would then drain the fusion core when it is running over a configurable amount of time. Or dynamically based on how much power it uses, but I figured that over a static amount of time will be much easier for now. Future plans: make a location that is in the glowing sea that was a fusion core manufacturing plant with a small quest that allows you to fire up the old assembly line to refill empty fusion cores. Then possibly the ability to find plans to make a "makeshift" version of the recharger at your settlement that recharges them much slower than the one in the manufacturing plant (again the rate being configurable). Any discussion on how high level or "difficult" this mod would be to make? how do I start? I already have the creation kit but basically other than just poking around in it and reading some tutorials/youtube's I have no idea how to get going on this type of mod. Thanks in advance.
  5. Still hoping for someone to make a mod for this. It seems after looking into the total conversion mods like Horizon and Frost... This should be a piece of cake to make for an experienced modder. But if I really have to, I would be willing to take another crack at it. It's just that I would certainly need a helping hand or someone to guide me through it. I am also reaching out to modders uploads of similar mods to see if they would implement this into one of there mods. But again: It would be awesome if someone could whip this up sometime soon. Thanks!
  6. I totally agree with you... ALL of the generators in the game need addressed. I looked into the Horizon overhaul and how it affects this... simply put, it removed it in a way... you still need fuel to make things like water so you dont just get an unlimited supply of power. As far as the normal generators (like small med large) there is a mod already stated in this forum for that. "generators need fuel" address this issue and I absolutely LOVE that mod. I was hoping this forum could help get companion mods to that one that adjust other types of generators to need fuels as well. I really do NOT want to bring up the 2 major theory's into this forum. Please google the topic of why/how/what is going on with fusion reactors in fallout 4 and if the fusion core charges or drains while in the fusion reactor. These items have already been discussed by THOUSANDS of players. I think it's totally fine if you believe they drain, and i think it's fine if you believe they charge. I just want a mod that allows those of us that believe it drains to implement that into the game. Also, as Simpson3k pointed out, we need to address the vault tech reactors as well. @Everyone else----->>>> Still NO ONE out there that wants to make this mod????????????? PLEASE!!!!????!!
  7. OK, I am not sure I understand exactly what you mean with all this. Especially the last sentence... I don't give a crap what other thinks about the way I talk or "excuse myself" on a forum that is basically me rambling on about how I in particular think fusion cores should operate in relation to a fusion generator. No need to excuse myself at all. My comment about "am I just overthinking this?" is just soliciting (and inviting) other peoples input... so on that case, thank you for your input on how you feel fusion cores could work. I like your explanation about why/how they would drain much slower in a generator. However, I don't necessarily agree (at least if I understood you correctly), mainly because I feel you can not have both words. let me explain: either the fusion core drains in both or they do not drain at all. Due to fallout 4 making it so PA needs fusion cores, then I think fusion generators need fusion cores as well! again, I feel you just can't have both. In fact fallout lore states that a fusion core can power a suit of armor for 107 years or something like that. This would mean that it makes way more sense to just install a mod that makes it so PA does not ever drain fusion cores (or so slow that you wouldnt be able to notice). However, this does NOT fix the balance problem I seem to have with the game. It's way way way to easy to "win" and "survive" (despite all the mods ive installed to make it an extremely deadly experience) simply because you can create unlimited power. With that power, you can just follow a simple plan to get unlimited resources of any kind. Anywho... back on subject... simply saying because the fusion reactor is huge and is able to efficiently use the power where PA is small and is designed to be effective rather than efficient reminds me of something I might hear from the EPA (sorry for that remark, I work in the diesel repair industry and aftertreatment is a plague among an otherwise great system). What you said about a generator running on the lowest speed versus a porsche I think is arguable in both directions. Simply because--->>> why even have a fusion generator to produce 100 power if you do not need to utilize almost all of that 100??? so it would NOT be running on it's lowest setting. AND furthermore, your comparing apples to oranges with fuel versus power. Like, how can you compare an engine that converts fuel into a mechanical force (porsche) against an engine that converts fuel into electrical engergy (the generator)? NO DOUBT a porsche is going to consume fore fuel then a little honda generator running a 3 amp draw on a 12v circuit in your camp trailer. But alas, I do think that i understand the point you are trying to make, other than the fusion generator in my game would be running at 98 power (because that's what one half of my factory needs when it's up and running). So in comparison to a like machine, it's going to be consuming almost max percentage. But there is NO other generator in the game that potentially runs on fusion cores so there is NOT a like field to compare it in. I think a user would just need to fine tune this setting to his or her liking. Which brings me to the next thing but first yes OK OK, I can see that a generator that runs on a fusion core plausibly is way way more efficient that a suit of PA. In fact I probably agree, but In NO WAY do I think it is so drastically more efficient that it could run at full capacity for years. Last comment. Based on your idea/explination of the rate of why fusion cores last so long in a generator vs PA.. your saying that you kinda agree with me?, it's just that in your particular install of this mod you would set the fusion core to last a couple months in the fusion generator unlike my install that would be set for a couple days. (because I don't think you should be able to hand build your OWN fusion reactor generator that is as efficient as one that rolled out of an assembly line back before the bombs dropped) (this also means I think it should have a much more "pieced together" look in game rather than a basic copy of the ones you find out in the world) Please don't take any of that as rude or anything. I am hoping this forums discussions can bring attention to this mod idea and hammer out the details of what it really "should" be rather than just my one point of view. Again.. Thanks for the input.
  8. Totally just gave it a serious try. I think my road block is the scripts. My CK will not edit the source of scrips and I cannot find them in the game dir to load them in notepad++. Furthermore, I really dont think I'm going to be able to mod the script (as I see that this is where I need to change the ammo type required). So I am totally giving up on this when it comes to myself doing the modding. super bummer. Anyone up for doing a mod that will save my game? (i am dead set on getting some sort of mod that requires generators (of all kinds that produce significant power) to use a fuel of some sort (including fusion generators unless a substitute is implemented) Thanks in advance!!!!
  9. I guess another thing... Would it just be way way easier to abandon the fusion core and fusion generator thing all together and jump into the idea of creating your own "new" ammo type? just use the model from the normal fusion core name it something like "Gen FC" make GenFC a new ammo type that simply does not have a health field at all, and just has a "number" of i guess bullets?? but they group together as one item in the game (like other ammo does) then just make it IDENTICAL to how the mod "generators need fuel" mod works? the only bummer with this idea is then you would not be able to put lets say a fusion core you grabbed out of the commonwealth somewhere into your own to power it... but maybe that's the closest I'm going to get? exploring this thought: where would the spawn and how would you recharge them if they dont have health field that once there consumed, there simply just gone? stumped on that one... chime in if you have any idea's... OK, how about this--->>>>>> completely abandon the fusion generator thing altogether... make a new generator that runs on plasma. this way we avoid the whole recharging issue, health field, etc etc. use a different model/sound, but make a copy of the mod generators needs fuel "large generator", change the ammo type from biomass to plasma ammo (come to think of it we could just use fusion cells but the problem with that is that i think you can craft fusion cells from the ammo plant or some mod has made it so i can... so you could essentially have the fusion cells in the generator used to make more fusion cells??? no no no that is dumb and most likely will create more fusion cells at a rate quicker then it uses them which would circumvent this entire mod idea. so back to plasma). Once you have changed the ammo type, then walla, it's basically done. Now I need to explore how you would come across plasma or if there needs to be a workshop object or new location that has some sort of "converter" that can transform radiation storms or acid rain into plasma ammo or something like that. Also the plasma ammo would have to be much more rare, and increase the value higher so buying them is not cost effective in a way that you could buy plasma convert it to power, run water purifiers to sell, to get more plasma, to make more water and so on and so on and so on to end up with limitless power and water again. Honestly, the whole plasma thing I think could work and I might be able to at least do the first part myself. (the copying an already made item... changing the texture model and sound to something else, and i might even be able to figure out how to change the required ammo type) Am I just way overthinking this?
  10. OK so wait a minute... I'm now confused again... This mod for fusion cores is not possible because F4SE is still missing the SetItemHealthPercent. Or this was an off topic related tangent? FYI I downloaded Creation Kit. Umm. This seems like I could totally learn to do some pretty cool modding for some stuff. But my major problem is (as now it has become evident) that a large part of the mods out there just take AWAY or CHANGE values of already completed stuff in the game. For example: cleaning up settlements or removing objects, taking items and changing stats, etc,etc. But it appears to get WAY WAY more complicated when it comes to making your own scripts (if that's even the right term) and creating items/models/settlements/buildable objects from scratch. How in the heck am I going to add an "ammo" (fusion core) requirement to a fusion generator?? I have NO idea on how to do that or where to start... I've looked at many tutorials but found none related to adding things like that. But what really gets me is, THIS: the author of the mod "generators need fuel" certainly has figured out exactly what I want to do. Just did not incorporate them into the fusion generators. So basically I just need to copy what he did but with the fusion generators... right?????? So i could just simply look into what he did as a guide. LOL?!?! how do I even find out what he did? I loaded fallout4.esp and then marked his mod as the active file, and I've even managed to locate the 3 generators he changed (because they were the 3 vanilla ones). I found some ware in the script thing that it has stuff like "menu pop up with options" and stuff. But nothing is clear as to HOW you go about adding an ammo requirement to any buildable object at all. So...basically I'm seeing that anything other than removing the theater screen from starlight and calling it a "mod" is pretty much way over my head. The author of "generators need fuel" has even made another version that cooking stoves require wood!!!! (great idea btw) ARE WE SURE SOMEONE WITH JUST A LITTLE MORE MODDING EXPERIENCE THAN MYSELF CAN'T JUST WHIP THIS "FUSION GENERATORS DRAIN FUSION CORES" MOD UP IN A JIFFY? (sorry to over complicate, then oversimplify) because for me it seems super complicated, and for this other dude it almost appears like he threw it together in a couple minutes. (again, i have no idea if it was easy or not)
  11. Not that I have the time either, lol but you make it sound like modding is easy... Ive never tried... Is it fairly simple to do what im talking about for a beginner? lol, it seams it would be more work to walk someone through it then just build it yourself... Not saying you, just anyone in general.
  12. Sorry if I misunderstood... I really do not know how to mod... or anything related to scripts and how to write them... So yeah I probably misunderstood big time. Let me get straight here: So would this mod idea be something possible to be integrated into the "in game" fusion cores? (simply by just making a new settlement object that is a fusion generator that requires a core) <<<<-- No problem if the original "limitless" fusion generator is still in there, I personally just will not use it and replace the ones I have with the custom made ones that drain a fusion core. If so, would you or anyone you know be willing to take this mod on? Also, another question (because I don't know anything about modding): That link for the "generators require fuel" mod... couldn't this idea it just be done the same way that guy made generators need fuel? or is it because he made a new "fuel" in the game rather than using an existing thing such as the fusion core? Honestly, if my power armor used the games normal fusion core, and it wouldn't work on the newly made fusion generator... that's fine... as long as the "new" fusion cores (lets say, "Gen fusion core") are placed randomly among Boston and DLC, and don't forget that new location in the glowing sea that should have a bunch of empty's and a couple full "Gen fusion cores". Even though this means that there would basically be 2 different types of fusion cores in the game... that's totally fine with me... in fact it might be even better... this way you couldn't just swap one for the other which would make normal fusion cores (for power armor only) and "gen fusion cores" for generating electricity even MORE valuable specifically because they would NOT be interchangeable. Final thought....... Even if the core drain rate is static, that is fine too. Because honestly it almost makes more sense. Here is why -->> keep in mind I know NOTHING about fusion reaction or nuclear reaction and how all that stuff works, but most of what I have recent browsed through states that the amount of energy produced does not change if you use it at maximum or minimum or even at all. this translating into the game --->> maybe once you pop the "Gen fusion core" into the fusion generator, then basically you started the reaction and cant stop it until it's empty (even though this does not make sense due to the PA draining only in use and is variable based on how you use it). So really it just doesn't matter, the only thing that does matter on this whole thing is simply this: we need a way to address unlimited power in the settlements. This mod should make it so... GONE are the day's of collecting enough stuff to build one fusion generator, 5-10 water purifiers and achieve unlimited health (through purified water) and unlimited caps (through selling your purified water) to get unlimited ammo/fusion cores/building materials/or virtually ANYTHING, simply because there is an unlimited amount of power from your ONE fusion generator. (and yes, before anyone say's, "but you only get 100 power from the generator" that's not what I'm talking about here... I know you only get 100 power, but you get it FOREVER)
  13. OK, I kinda figured that it would not work if trying to modify the original generator... So would anyone want to take this on? Just an FYI I also found this :https://www.nexusmods.com/fallout4/mods/14193?tab=files However, the modder does not include fusion generators needing cores to keep them running. I did NOT address this in my original post but here goes: It seams there is a major SPLIT between the community of how fusion generators work... both seem to have logical explanations and even scientific statements to back them up. One side of the coin believes that fusion generators recharge or charge the fusion cores. That's why they are always at 100% when you pull them out of some basement fusion generator in a factory that has been abandoned for 200 years. There are a couple variations but the most common is that the fusion core acts as the "battery" that starts the reaction and then the generator is able to continue reacting as long as the fusion core is in place. Once it is removed then the generator only has a limited power left. Some mods have fusion generators that can recharge fusion cores. The other side of the coin is that the fusion core powers the generator and does NOT charge them it DRAINS them. Hence mods that change the charge of these fusion cores to a lesser charge when finding them. Also mods that require a fusion core on the build sheet for making a fusion generator. Furthermore, this explains why when you pop the fusion core out of a generator then it shuts down. Maybe it goes to backup power or has reserve power for a certain time and that's why the lights in the building don't shut down, but again there are mods that make it so they do shut the lights down when you pop the fusion core out. So clearly there are mods that support both theory's Problem with the mod I posted above (at least for me) is that he modder is on the side that believes the fusion core is charged by the fusion generator. In no way am I saying he's wrong, I just see it differently... that's all. I am hoping that someone will make a mod or version of his mod (if he allow's it) that includes fusion core drain on fusion generators.
  14. Fusion cores should drain when used in fusion generators... let me explain... I have noticed mods for correcting fusion core drain for Immersion. I feel they are done backwards. Currently there are mods that address this issue like this: "Why can a fusion core power a generator for 200 years but it drains in a power armor frame in like a 20 min walk????" So the correction has been to make the drain much much slower in a power armor frame. I think it needs to be done the other way around... but this means we need to be basically rework the entire power system in Fallout 4. Hear me out: (keep in mind this mod should be completely configurable to the users liking if the rate of drains/fills is not there taste) I think if you have a super security system along with an ammo factory and sorting line and such in your settlement then it should take fusion cores to power all that. Fusion generator makes 100 power. So you hook exactly 100 power draw on it. That should drain a fusion core from 100% in one day. 50 power draw, drains the fusion core in the generator in 24 hours to 50% charge. Now a person needs to "trade" fusion cores to make ammo or sort there stuff... or run there security system while they sleep... or whatever else they need power for. Believe me there are many potential problems and holes with this idea. I will try to address them next (brainstorming here) "What about the fusion cores out in the wasteland then? wouldn't they all be empty?" Well yea... unless there in an area where raiders have swapped them out to power there lights (it's not like it would drain in one day for them because there just using lights that don't actually require any "number" of power, but for immersion they should be already partially drained). For the generators that are abandoned, they should be empty and the same concept could apply the light's there (they are still on even with a drained fusion core) or (maybe this should be configurable to the user's liking.) Credit for the specifics on this section go to H.A.R.D.core fusion generator mod other than that I think some should be completely empty. "If fusion generators use up fusion cores then why would you not just use gas generators instead?" Well this definitely needs addressed... I see 2 options for this: 1. Re working not only the fusion generators, but also the gas generators. Maybe they should use flamer fuel? and flamer fuel should be renamed to just fuel? and it should be more abundant? (again configurable?). This seems like a huge job for the modder to do but again it might not be because that's basically what were doing for the fusion generators so????? (I'm not a modder so I do not know how hard this whole thing would be). VERY IMPORTANT: this would mean that ALL generators (except the windmill) are essentially fueled and would make even more of a tedious task of refilling generators in all your settlements. Some may find this great and some INSANE. SO: we need to have more items like the windmill (items that do NOT require fuel) things like solar panels and hydro electric generators. This way small security systems and basic needs (excluding lights because again, lights do not use a "number" for power like a laser turret does) can be powered without constant need to have a generator refueled (gas or fusion). OR 2. Simply only reworking the fusion generator and NOT the gas generators, but in order to balance them out... make the gas generators produce significantly less power. For example: a small generator makes only one power... your not going to feasibly be able to build 100 small generators to power your factory/security/sorting facility with small generators... same would apply to a large generator if it made only like 10 power. So in effect, the only way to get into the really good stuff (making ammo plants and such) would be to "trade" fusion cores for that functionality. This seams way easier from a modders perspective, but maybe not if your already reworking the fusion generators... might be copy/paste stuff (again, I have no clue...) "What about when there empty? and what about when you find empty one's? there just useless?" NO WAY. I feel like it would make sense to have a fusion core manufacturing plant located in the glowing sea area that has the ability to recharge (at a configurable rate... example: 24 hours equals one fusion core to charge to 100%) fusion cores. Maybe there should be a quest related to getting this location up and running again? maybe there's a stockpile of full "ready to be sold" fusion cores found during the quest? maybe there's a bunch of empty/partially filled one's on the assembly line? Just spit-balling here. Maybe there is even a schematic that show's you how to build a small version of the re-charger that you can build at your settlement (but with the cost of it being much slower that the big one)? Maybe this smaller version requires an insane amount of materials to build? Finally, (I think)... Fusion cores should NOT be re spawning. Make a set amount of them... maybe 200 total in Boston? a couple more in the DLC's? this way it makes them very valuable. All of this is kind of just idea's of what I think would be a new dynamic to game play that would be challenging, fun, immersive, or maybe just "survival mode" immersive. Let me know your thoughts and if this is even possible/someone would even want to take this on... Thanks!!!!
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