TheTalkieToaster Posted February 10, 2016 Share Posted February 10, 2016 It's a constructible object. Look up 'mod_Null_Melee_ScrapRecipe_Steel' and similar. The game checks the 'created objects' for that recipe then uses it for returning the 'creation cost' for them (even though this recipe isn't buildable). You can make a recipe that only creates a single object, not a list, for whatever you want to dismantle. Link to comment Share on other sites More sharing options...
Narrrz Posted February 10, 2016 Author Share Posted February 10, 2016 (edited) Ah, great, that fixes one problem (a totally different one, lol)Edit: actually, i'm struggling even with that. I've mimicked the forms of those null_melee constructibles, changing the component in question to my custom one and creating a custom formlist, comprised of my quality mods, to which the constructible links - but it doesn't affect the salvage output.How do conditions work in constructibles? the subject obviously refers to you the player, but what about target? is that the workbench itself, the weapon being modified, something else...?i'm attempting to make it so that you cannot downgrade a high quality weapon in order to retrieve the 'high quality' mod, which can then be simply attached to a different weapon without needing any perk investment/use of materials, and would trivialise the entire system i'm trying to put in place.I can think of a few ways i could do this which i haven't tried yet, but they're all contingent on me being able to run a condition on the weapon itself, which i can't seem to do. Edited February 10, 2016 by Narrrz Link to comment Share on other sites More sharing options...
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