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Changing crafting so it doesn't consume resources


brennan998

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Hello,

 

I'm trying to script a high level perk that allows players to craft without consuming the required resources. I was hoping I could change the showrecipemenu function to accommodate this (essentially check to see if the perk in present and, if it is, it doesn't consume resources), as I want it to be compatible with any mod that adds recipes. Does anybody know if this is even possible?

 

Thanks in advance

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You can define whether a recipe is available in the Requirements tab of the recipe. I just tested this by setting a requirement of Perception > 5 against my base Per5 main: without mods it won't appear, but when I put on +1Per headgear the recipe appears as normal.

 

It's a bit fiddly, but basically you could create a copy of each of the existing recipes, setting the default recipes to HasPerk (MyPerk) != 1 and the perked variant to HasPerk (MyPerk) == 1. The copies would require the same ingredients, but in the Output tab you'd enter the ingredients again (eg Bighorner Steak requires 1 Bighorner Meat, produces 1 Bighorner Steak + 1 Bighorner Meat).

 

This could get a bit silly though, as in the above example, as you're basically cloning items. It would also provide a way to break the economy since you could take one set of high-yield ingredients and produce and infinite number of dishes - combined with the perk that lets you fast travel with overburdened it could easily be abused for endless caps. Another option that's in-line with other perks would be to double the output dishes when the player has the perk.

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