MobiusHD Posted December 27, 2023 Share Posted December 27, 2023 (edited) Is it possible to create a mod allowing all lootable objects (miscellaneous) to be placed in the outpost construction menu as static decorative objects? Ex : or a mod similar to the one existing on fallout 4 https://www.nexusmods.com/fallout4/mods/4270/? Edited December 27, 2023 by MobiusHD Link to comment Share on other sites More sharing options...
aurreth Posted December 27, 2023 Share Posted December 27, 2023 Possible? Certainly. And also incredibly tedious. Somebody will get around to it eventually, when they decide they just can't live without being able to build half-eaten sandwiches. Link to comment Share on other sites More sharing options...
Pellape Posted January 12 Share Posted January 12 When CK is availabe, we can add anything to the buildmenues and it is possible with Xedit as well but easier with CK Link to comment Share on other sites More sharing options...
aurreth Posted January 12 Share Posted January 12 1 hour ago, Pellape said: When CK is availabe, we can add anything to the buildmenues and it is possible with Xedit as well but easier with CK It's not really any easier with the CK. You have to make a constructable object for each static you want to add, then assign it to the appropriate list. Honestly someone who knew what they were doing could probably write an xEdit script to automate it. But it's not something that's easier with a GUI rather than a text editor. Link to comment Share on other sites More sharing options...
LarannKiar Posted January 12 Share Posted January 12 (edited) 1 hour ago, aurreth said: It's not really any easier with the CK. You have to make a constructable object for each static you want to add, then assign it to the appropriate list. Honestly someone who knew what they were doing could probably write an xEdit script to automate it. But it's not something that's easier with a GUI rather than a text editor. I used to do exactly that. The problem is with the "Required Items".. unfortunately, even though the game has a Resource form it's not linked to all buildable items to make it actually possible to automate the process of creating their "recipes", i.e., one Steel to make a Knife. Just a note: when one calls akRef.RemoveItem(akItemForm=SomeResource) it removes all items that have a this Resource in their resource component list.. this would have been a great opportunity to create a common component for all buildable objects (and maybe to make item crafting and outpost building a bit more "lifelike but within reason"). Edited January 12 by LarannKiar Link to comment Share on other sites More sharing options...
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