montky Posted July 9, 2017 Share Posted July 9, 2017 @dukepatricksure, NMM private message me, as I'd be happy to take a look at that mod and playtest it,with your permission and blessing,perhaps also taking it to local LAN club to showcase and rapid test there too heheh. you can tentatively share an unlisted mod,and test a WiP (work in progress) that way,it's a good way to go, rather than a 'open beta', where reading-averse mod-testersdon't read the read-me on a work-in-progress and kavetch that it 'ate their savegame' hehe.no-one needs that hassle from folks that can't be bothered with a read-me hehe. you came up with the awesome idea though,so it's entirely up to you how you'd like to make the mod possible hehe.if that test functionally works,I do hope you'd consider a standalone and non-DLC dependent variant hehe. Link to comment Share on other sites More sharing options...
MightyZ0G Posted July 9, 2017 Share Posted July 9, 2017 I think I will be done with this by the end of next week. I will not be uploading it to the public for a very long time (may not ever) for reasons I will not get into just now. But as you guys helps me I was wondering if you wanted me to make it available to you via a drop box link? oh yes please :)thank you Link to comment Share on other sites More sharing options...
DukePatrick Posted July 10, 2017 Author Share Posted July 10, 2017 @dukepatrick I do hope you'd consider a standalone and non-DLC dependent variant hehe. Normally I am ALL OVER SKSE (it makes the impossible... possible), but for this project I wanted to see how much I could do without anything but the base game (standalone and no DLC). The only DATA files other than the ESP itself is the one wave file for the "sound effect" and 3 script files. This mod does not even use any quest! :yes: I was able to do it all with the game vanilla workshop system and some tricky slight of hand with the recipe and components forms. 50% of all the mods work is done with the vanilla systems. 90% of the SCRIPT work is done in one custom workbench script that is only about 100 lines (mostly custom functions with really only about 30 active lines of code). The only thing I am sad about is the color of the car. I wanted a hot rod red Sedan, but a nice clean (pre war) sedan texture only comes in green in the base game. Edit: I am looking at making my own texture so I can have a HotRod red Sedan. But this will mean one more non-vanilla file in the data file. This sucks a little because there is one vanilla red sedan but it is post war and so beat up a little and has some rust. Link to comment Share on other sites More sharing options...
DukePatrick Posted July 11, 2017 Author Share Posted July 11, 2017 FUBAR Risk is based on luck and blacksmith skills. And you will not be able use the reload and try again exploit. I found an sneaky way to prevent the player from doing that. Each time you reload the result will be the same.Bethesda should do the same thing for things like hacking. :dry: Link to comment Share on other sites More sharing options...
montky Posted July 13, 2017 Share Posted July 13, 2017 you ask an interesting question in post #14dudepatrick extrinsically, I value your work hehe. in-universe, let's waffle about it, and find value.6000 caps, for a 1 of a kind, non-drivable ornamental car sculpture?I know it's one of a kind, but my gut says "overpriced".as an aside, into numismatics GameTheory of Youtube deduced the value in '08$USD of a single cap.it worked out around ~$45USD per cap (the caps had precious metal in them), IIRC.I believe in lore, the bottle tops post a particular point were Platinum or Silver coated...if they were hand-painted enamel painted tops etc, those may also be precious too(see damascened or 'japaning', mother-of-pearl embossed, acid relief etched etc). in FONV there's a mission where the Regulators stop the counterfeit pre-war cap production.as a store of value, the postwar cap is fungible only in the scarcity/irreproduceability of it.GameTheory then reflected on the difference between the user who obtained a copy of FO4 for a jar of real-world bottle caps,as against the value of the in-game bottlecaps, and concluded the user bought the game for ~$4,37 worth of bottlecaps,or incl. the beers they were attached to, ~$600 of beers worth of captops. in terms of 'gameplay per hour block"so, 6000 Caps might be equivalent to 1,5 hours of gameplay's loot proceeds,or, 3 in-game months of stipends/allowances from BoS rations etc. (three in game months pass from ~3 real world days/72 hours I think?)yet, I don't know the value of the parts it takes to make the statue components...I think from the list you posted,that would cost 15000 caps in parts and gameplay time, it'd take around 3 to 8 hours to finish,and sold for 6000 caps doesn't even breakeven on that hehe.the cost needs to be higher than the parts and labor,so it should be in the 18-20K caps. ----to put it another way,I earn in FO4 survival unmodded, ~10000caps per hour from settlement stores and loot.24 settlements, with 1/2 of the settlement pop as scavers.that's with max focus into the settlement and charisma perk, and blasting a number of baddies and picking them clean hehe.it is ~1 hour's gameplay to get a 6000 cap item, without hacking and having infini-money hehe. I hope that gives you some ideas for finding the in-game value of the sculpture. turning to hacking,indeed, the 'better hacking' and 'different hackables' projectsmake hacking more difficult, so something like that would be great stuff.some proposed having actual dos-box emulated in-game... but, that's a step too far hehe. being able to hack doors remotely (as in Myst and Batman, by matching and emulating waveforms)and remote-access turrets or bots would also be fun as a hacking mod hehe. oh... there's always the reload.are you using some first in last out method, to save the gamestate value of the lock between instances/loads?ie, so you fail it, reload, and the lock 'remembers' you failed that hack attempt in that last playthrough... if you save prior to the check,how can the terminal have been 'pre-hacked'... continuity error much?so, if you fail and load a prior save, that terminal still counts as hacked,even though you haven't causally done the action yet?that seems odd... the terminal meta-checks? "quantum deadlocked"or, more likely, it's a "fourth wall violation" as the terminal 'knows' which universe it's in. you could do 'quantum locks' for FORPGMMO or online fallout AGI Games Master,that'd be a neat way to force folks not to take a shortcut hehe. nah... you just make the terminal authentication combinatoricsbe ridiculously huge, nX! such that, they can't crack it by brute force in a finite time.it can't be forced by random-search methods either.good luck 'bruteforcing' that lock, as the longer it takes, the greater the chance of their discovery hehe.though, then there's always bypassing that lock altogether.blasting and a stealthboy hehe wait for them to open it,and sneak inside,or tunnel around it. Link to comment Share on other sites More sharing options...
DukePatrick Posted July 13, 2017 Author Share Posted July 13, 2017 er.... Montky, DUDE! You confused me. Is 6000 too little or too much? :tongue: I have decided to do a mini game for the final build. That would be once you have all 6 of the subassemblies in your inventory or workshop storage. Boiled down to the basics it will be a “progressive” slot machine gamble on improving the sell price of the car. The premise is that the more effort you put into the final assemble the more likely the car will be worth a lot more. The less effort means a chance you will only barely get a return on your used materials. The mini game works like this: Easy and cheap or cheap and fast or fast and easy. You cannot have all three. Each time you press the “effort” button random items from the following list will be consumed from your inventory. This represents the effort you put into the final build. A bell curve based formula with a random component is used for the result. The more effort you put in the better your chance to get a high return. However it is possible to get a super high return even with one effort point but it is very unlikely. The list of effort itemsGlue, blowtorch, tape – for the quality and expense of the work.Stimpacks and bloodpacks - for shop accidents and how hard you work.Cola and water and radaway - for the time and work. The least you will get is 2000 caps, the most was going to be 10,000 but I can change that to 18,000 if that is what your math and research suggest (I was not sure from your post). Oh, and about the hacking, you are right I forgot that it is mostly a skill game not a chance game. Link to comment Share on other sites More sharing options...
MightyZ0G Posted July 13, 2017 Share Posted July 13, 2017 er.... Montky, DUDE! You confused me. Is 6000 too little or too much? :tongue: I think 6000 is too little for the time involved and cost of parts according to Montky's calculations. Link to comment Share on other sites More sharing options...
DukePatrick Posted July 13, 2017 Author Share Posted July 13, 2017 er.... Montky, DUDE! You confused me. Is 6000 too little or too much? :tongue: I think 6000 is too little for the time involved and cost of parts according to Montky's calculations. So the min will be 6000 and the max about 25,000 (maybe a little more). The max will be very rare to get however. I will try to get the formula to spit out about 16 to 18 k on average or as close as I can get. Edit: the 18,000 "average" assuming you put in about 30 effort points. But as I said you still could get very high caps even for just 10 effort points if you are lucky and you will always get the min even for 1 effort point. The more effort the more likely you will get the max. Link to comment Share on other sites More sharing options...
montky Posted July 13, 2017 Share Posted July 13, 2017 that sounds awesome-erthanks dudepatrick,that sounds about right, where the caps per hour of real-world gameplay's at. looking forward to this one,if it goes well, you might 'carve out a niche' (pun duly noted as lame)making sculpture/statue features hehe.a scrap orrery perhaps, which I can binford2000 per increment of 10 power attached?(think photonicinduction vids "until it pops" series hehe) I'm looking forward to putting some cars in the institute 'museum of stuff' wing.I might need to come up with a plinth or elevator system to showcase them. Link to comment Share on other sites More sharing options...
DukePatrick Posted July 13, 2017 Author Share Posted July 13, 2017 Latter (way down the road pun intended) I may be able to include other car styles but for now it is only a sedan hot rod red car. It is going to take a lot of extra work to do other cars because there are several stages of the project and each stage you see the "work bench" change from rusty junk hull to grinded metal frame to primed body then to the final red sedan beauty. Doing all those stages requires setting up multiple versions of the same work stations. And the other car styles are not really close to looking like gas engine cars so that is why I used the sedan. Using the other car styles would require too much suspension of disbelief. So it was not worth the effort for now. The parts list screams "gas engine" so I could not just say that the other cars are not gas engine cars. Edit: well… I guess I could include other cars as an unlocked bonus for after you make the first car. The bonus cars will not have “stages” only the rust hull and the finished car. I could do this I think. You will only be able to use one car build workbench at a time. Once you are done with a build the others will unlock again. Link to comment Share on other sites More sharing options...
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