brennan998 Posted November 10, 2010 Share Posted November 10, 2010 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 Link to comment Share on other sites More sharing options...
hayst Posted November 11, 2010 Share Posted November 11, 2010 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. Link to comment Share on other sites More sharing options...
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