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Better markups for craftables?


stebbinsd

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PLEASE NOTE: While this mod may seem simple, I cannot make it myself. For some reason, whenever I try to install the Fallout 4 Creation Kit, it just says that I don't have the game installed, even though I do. So with all due respect, I have to request somebody else make this mod, even though it's clearly a beginner-level task.

 

With the exception of a handful of chems (mostly jet), crafting items for re-sell will consistently leave you with a net loss.

 

Case in point: Rank 5 of the ballistic weave armor mod improves that clothing's value by 100 caps, in addition to what it was previously. The problem here is that it requires 8 adhesive, 12 ballistic fiber, and 10 fiberglass to make. Even if you ignore the obscene markup prices for shipments of these materials, the base components themselves combine for a value of 174 caps. Right out the gate, I'm on a net loss, even if I could get 100/100 trade prices (which as we know is impossible because trade prices are hardcoded at 80%).

 

Call me a capitalist pig, but shouldn't the most powerful armor mod in the game be one of the most valuable and lucrative mods? If I can create armor that can provide 110 resistance while still allowing you to wear additional armor pieces on top of that, shouldn't I be treated like royalty for my valuable skill?

 

Then there are the forges added by Contraptions. With the exception of ammunition (and even then, only certain TYPES of ammunition), every item I can craft will cost more in materials to make than I can get back in re-sell. Once all my settlers have been outfitted with armor, given a weapon to use, and about 500 rounds of corresponding ammunition, why not sell the remaining weapons and armor for profit? I could build a manufacturing settlement that could rival Diamond City in terms of how much traffic it gets ... if only these forges gave me a business opportunity!

 

I'd like to see a mod that gives me more opportunity to make money via crafting.

 

For example, Rank 5 Ballistic Weave should be worth at least 1,000 caps, so I can buy whole shipments of the ballistic fiber/fiberglass (but not adhesive sine I can grow that for free), and still make a net profit with each weave mod, provided I have maxed-out trade prices. After all, it's worth it if it's the most powerful armor (excluding actual Power Armor) in the game, right?

 

For contraptions, increasing the value of the weapons and armor would obviously unbalance the rest of the game, but maybe you could reduce the amount of materials needed to make the items at the forges. Same with chems and grenades at the chem station. For example, making molotov cocktails could be profitable if you got rid of the adhesive requirement (which seems arbitrary for molotovs anyway, if you think about it), and only requiring 1 glass, cloth, and oil to make. With a base value of 7 caps for ingredients and a base value of 20 for the item you make (nearly three times the ingredients' value), you'd need some pretty low charisma to have a net loss after that.

 

While we're at it, why not do the same with the ballistic weave mod? Reduce the ingredients so that each rank of the weave mod only requires one extra adhesive, ballistic fiber, and fiberglass? So Rank 5 would only require 5 of each? Combine that with the aforementioned suggestion of having the mod itself be worth a thousand caps, and we're REALLY be raking in the dough!

 

For the weapon forge, let's take the assault rifle as an example. Why do I need both adhesive and screws? They're both used to hold items in place, so I should only need one and not both. So get rid of the adhesive and oil ingredients altogether. Only require 1 gear, 10 screws, 3 springs, and 15 steel The ingredients only cost 47 caps, but the resulting product would have a base value of 182 caps. I wouldn't even NEED to invest in charisma at all if I invested heavily into gun nut!

 

This doesn't seem like it would be all that big of a task for even a beginner-level mod maker. I'd make it myself if not for the aforementioned problems with getting the CK to run.

 

Any takers?

Edited by stebbinsd
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