Deleted2746547User Posted November 28, 2015 Share Posted November 28, 2015 (edited) If you didn't watch Full Metal Jacket you might not get the reference. Anyway, here you'll get to make your own weapons, craft your own armors, & clothe your settlers with whatever garb you want to recreate. An all encompassing crafting, questing, adventure mod to take you to a more perfect wasteland. Many of the features will have to wait for CK but...Among other things it tries to bring back some of the crafting elements from FNV that Bethesda chose to leave out. I'm writing this post not to 'push' my mod but to get feedback on what to include, to leave out and how it might be better in your eyes. I try to balance game play and immersion/realism. If you get time - check it out and give me some feedback on changes, what you'd like to see, etc or how I can improve it.And if you can't check it out/don't want to - let me know anyway what aspects you liked in crafting system in FNV and which ones you didn't.AN OVERVIEW: (2) Crafting Benches: Crafting & Reloading Bench and an Armor & Outfitting Bench. These two benches will let you make just about anything as far as weapons, chems, armor, clothing, etc.I don't like having to jump constantly from one bench to another and then back to another just to make one thing... so I've tried to consolidate things sensibly in these two benches.Ammo Crafting: Right now, I use a generic shell case size + X# gunpowder + X# lead or steel core. X# depends on ammo type. **I've skipped variations for shell sizes and powder types and left out primers entirely. I wanted some of the immersion without making it overly complicated. Again, trying to balance game play and realism. Your thoughts are welcome though.I've introduced new elements for producing energy ammo.Weapon Crafting: To make a firearm you compose it with a (depending on whether it is a rifle or handgun): Receiver, Barrel, Stock/Grip, Sight, Magazine/Clip. Energy weapons work from the same concept but add ECM's (Energy Capacity Modulators) to regulate/handle energy ammo. I didn't vary the Receiver for 5.56 .308 etc. but I can add it if folks like that wrinkle in the process. I'm also looking at ways to use excess weapons mods to create a weapon but I need to research that more. I don't want to have any negative impacts on the player's mod inventory.Grenades & Mines: are produced with grenade/mine casings, firing mechanisms, gunpowder and "ammo" (energy cells, steel cores, liquid nitrogen cells, etc.) I had wanted to make various ammo types like handload, AP, etc. but until we get scripting and a crafty modder figures a way around the way Bethesda chose to &%&^%&^$ people by taking weapon ammo off form lists.... I'm kind of stuck.Perks like Gun Nut, Blacksmith, Science, etc. are needed for producing different items.I've included recipes to produce the various components needed like lead, gunpowder, charcoal, copper, glass, etc. Breakdown recipes for ammo, weapons, outfits, etc. are also problematic without scripting because there's no easy way to break an item down into multiple components - well, at least that is my exp. so far in FO4Edit. Part of the system I've started though is in anticipating for when CK comes out. Then You can also build a fusion generator (999 power) for your settlements.My plan is to make this a fairly comprehensive mod that acts almost as a DLC in itself with quests, the ability to 'mine', etc.Anyway your thoughts and feedback are appreciated.THANK YOU!PS: Very open to collaboration with other modders.http://www.nexusmods.com/fallout4/mods/2655? Edited November 28, 2015 by Guest Link to comment Share on other sites More sharing options...
ZoeWolf Posted November 28, 2015 Share Posted November 28, 2015 Looking at the mod page I would recommend not allowing "recharge" of fusion cores (though crafting them is fine) as they are not really batteries but mainly the nuclear material that allows the fusion generator in the power armor to function. On that note maybe requiring fusion cores for the settlement fusion reactor that your making would be a good balance for the large amount of power. Link to comment Share on other sites More sharing options...
ShinraStrife Posted November 28, 2015 Share Posted November 28, 2015 (edited) PS: Very open to collaboration with other modders. If you need my help, I'm good with making NMM installer scripts, scripting in Papyrus, and will also beta test :D Edit: Looking at the mod page I would recommend not allowing "recharge" of fusion cores (though crafting them is fine) as they are not really batteries but mainly the nuclear material that allows the fusion generator in the power armor to function. On that note maybe requiring fusion cores for the settlement fusion reactor that your making would be a good balance for the large amount of power. He could always add a requirement for nuclear material when recharging (to simulate replacing the depleted uranium for new uranium) Edited November 28, 2015 by ShinraStrife Link to comment Share on other sites More sharing options...
Deleted2746547User Posted November 28, 2015 Author Share Posted November 28, 2015 Looking at the mod page I would recommend not allowing "recharge" of fusion cores (though crafting them is fine) as they are not really batteries but mainly the nuclear material that allows the fusion generator in the power armor to function. On that note maybe requiring fusion cores for the settlement fusion reactor that your making would be a good balance for the large amount of power.Thanks for the feedback. I tend to agree with you on the 'recharge' idea... and I like ShinraStrife's suggestion too. I had intended to make a fusion core a requirement for the Generator and to make it gradually 'run down' and need to be 'replaced/recharged' but I don't know how to do that in FO4Edit. I plan on making that a requirement though once I CK is here (or I can find someone to help me make it work before then). Link to comment Share on other sites More sharing options...
Deleted2746547User Posted November 28, 2015 Author Share Posted November 28, 2015 PS: Very open to collaboration with other modders. If you need my help, I'm good with making NMM installer scripts, scripting in Papyrus, and will also beta test :D Edit: Looking at the mod page I would recommend not allowing "recharge" of fusion cores (though crafting them is fine) as they are not really batteries but mainly the nuclear material that allows the fusion generator in the power armor to function. On that note maybe requiring fusion cores for the settlement fusion reactor that your making would be a good balance for the large amount of power. He could always add a requirement for nuclear material when recharging (to simulate replacing the depleted uranium for new uranium) Would absolutely LOVE some help on this.. I really do want to make it almost a self-contained DLC-like project... and I struggle with scripting. Right now I've got an ammo breakdown (into multiple components) issue -- FO4Edit won't let me make ammo a component in a recipe that breaks it down into another item.. Keep getting an error. .. and I want to make the fusion generator require cores that can run out too. So much to do. Anyway,, would love and appreciate your help my friend. Link to comment Share on other sites More sharing options...
Deleted2746547User Posted December 1, 2015 Author Share Posted December 1, 2015 PS: Very open to collaboration with other modders. If you need my help, I'm good with making NMM installer scripts, scripting in Papyrus, and will also beta test :D Edit: Looking at the mod page I would recommend not allowing "recharge" of fusion cores (though crafting them is fine) as they are not really batteries but mainly the nuclear material that allows the fusion generator in the power armor to function. On that note maybe requiring fusion cores for the settlement fusion reactor that your making would be a good balance for the large amount of power. He could always add a requirement for nuclear material when recharging (to simulate replacing the depleted uranium for new uranium) Sent you a message my friend. Would love some help on this project. Link to comment Share on other sites More sharing options...
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