Dandie Posted June 21, 2012 Share Posted June 21, 2012 I making somewhat of a recipe overhaul, with focus on container consistency. By now I've fixed almost everything that I wanted, there a few things to do.I need ideas about what to do with the poisons. I mean, what to do with vials for them. In my mod, I try to get rid of visual miracles like nightstalker blood and two poison glands turn into a pretty-looking vial. So, I need something lore-friendly to implement into the game, or - even better - something that is already exists in game, to use it as a contaner. For now, empty whiskey/scotch/soda bottles is all that I can think of, but I don't like that idea.So, can someone help me with a brilliant suggestion? Thanks beforehand.P.S: I also would be glad to hear your thoughts about concept of my mod in total. Is it useless/necessary/can't-say-it's-musthave-but-good-thing-to-try? Maybe you have some other thoughts about recipes/crafting, that you want voice? Again, thanks in advance. Link to comment Share on other sites More sharing options...
pluramon Posted June 21, 2012 Share Posted June 21, 2012 So, if I understand you correct, basically you want to make it so that the said recipe would require the player to have an empty vial in their inventory.You could make a misc item 'Empty Vial'. Use the existing vial models (search for 'antivenom' in 'Fallout - Meshes.esm' and extract them. There should be four). Then make this misc item a required ingredient in the recipe.Create a new Base Effect, which would use a script to add an empty vial to the inventory whenever the player uses poison (the recipe for 'Mass purified water' does something somewhat similar - look into it). Also, add the empty vial item to various clutter leveled lists, so that the player would randomly find them inside containers. Merchants' inventories is also an option.Overall, the idea sounds very useful and something I would use.Leave a reply if you have further questions. Link to comment Share on other sites More sharing options...
Cyberlazy Posted June 22, 2012 Share Posted June 22, 2012 (edited) My mod craft master adds Glass vials/jars/bottles and my mod craft pack uses them for construction of various drugs, along with empty syringes, empty jet, etcAlso adds plastic bottles and water in glass bottles, to allow bottle refilling without that magic glass->plastic conversion. All the items can be crafted out of other plastic or glass items, by breakdown to generic 'glass' or 'plastic' respectively. I don't have return on use, but thats next now that I have my mod installer Modfusion working and AVP is much easier to use/configure without bloating peoples load order. Edited June 22, 2012 by Cyberlazy Link to comment Share on other sites More sharing options...
Dandie Posted June 22, 2012 Author Share Posted June 22, 2012 @pluramonYes, you understnad correctly. My goal is to add a necessity of a vial/container to recipes, when it's looks logical, and try to get rid of models being transformed in the process of crafting.But I don't know if it's a good idea to add "empty vial" item to level lists and merchants. I want to use an item, upon finding of which you don't stop and think: "Why it was lying here? What was it's purpose in pre-War times" and not finding an answer. It must be something logical, lore-friendly (and already existing in game files, I guess, 'cause I can't make new models, hehe). @CyberlazyYeah, I saw your mods - these ones a lots of work here, you have my regard.But I just don't want to add new recipes in game, my mod will be more of a tweak. Link to comment Share on other sites More sharing options...
pluramon Posted June 23, 2012 Share Posted June 23, 2012 I was speaking generally. You could add it to first-aid boxes and chem lists. It wouldn't be unusual, I think, to find empty vials in those. And as for merchants, most offer an assortment of oddities, and to me it makes perfect sense in a post-apocalyptic world - where every worthless piece of junk can be of some use to somebody. Why, then, would it be lore-unfriendly for a merchant to sell empty vials? Are they less useful than ashtrays, bent tin cans, motorcycle handbrakes and damaged garden gnomes? Anyway, those are just my own thoughts. Now, about the models - as I said, they already exist in the game. You could just extract and use them for your item. Link to comment Share on other sites More sharing options...
Dandie Posted June 24, 2012 Author Share Posted June 24, 2012 Well I guess you've got the point here.And after all, I may sound naggy, but the look of poison vial itself in my opinion doesn't fit. I mean, when to find such things in merchant's inventory is okay, but what such an item would be doing in a Aid box? They just look like some tribal-made clay things. So, what if I make an empty can of Buffout/Cateye to be used for that purpose? And I will add them to the merchants and those First Aid Boxes, and after consuming named chems you will get a can as well? They look appropriate for storing a poison, what do you think? Link to comment Share on other sites More sharing options...
Cyberlazy Posted June 24, 2012 Share Posted June 24, 2012 Great secret: Most people don't drop items. If you give it a decent pipboy icon and name it correctly, thats enough for most people. Link to comment Share on other sites More sharing options...
Dandie Posted June 24, 2012 Author Share Posted June 24, 2012 (edited) @CyberlazyLol, maybe so)But it won't be enough for me, 'cause I maikng it firstly for myself. And I'm going to drop the items, I think, since I want my next playthrough to be hardcore (low carry weight, three weapons max, no hud etc.)Anyway, right now I've done some shaman dancing with Nifskope and PS, so now I things are this way:Rad-X, Buffout and Cateye now use same model (Rad-X). They use their own textures, so no worries. I did so because, as I mentioned, I don't like magical transformations, and after short thought I decided, that I'm going to use this vial for poison-making. Then I'll add vials to vendor lists and Aid boxes. But right now I'm going to try making textures for poisons. I guess, I just write it's name on a sticker or something. Edited June 24, 2012 by Dandie Link to comment Share on other sites More sharing options...
Dandie Posted July 3, 2012 Author Share Posted July 3, 2012 (edited) I don't know if anyone is still interested, but I'm still working on this mod (though slowly), and now again I need a few advices.1) In vanilla, Empty Soda bottles are turning into small plastic water bottles in Cactus Water recipe. What would you prefer:a) Having water bottle to look like Soda Bottle, thus not having these plastic bottles in your game at all;b) Add item "Empty water bottle" to the Wasteland, and use it for Cactus water recipe;c) Add "Empty water bottle", make different variations of recipes using all bottles and make new different meshes for them (God please no). Also, I've changed look of Moonshine (it now look like a bottle of whiskey, with it's own sticker of course). Any arguments against it? I think it's just too big. And again also, I'm thinking about making "littering" version, where I'll try to add containers (boxes, bottles, vials etc) to every item where I can. Thing is, many of items will be completely useless, while much work must be done. Maybe it'll be too much? Edited July 3, 2012 by Dandie Link to comment Share on other sites More sharing options...
Cyberlazy Posted July 7, 2012 Share Posted July 7, 2012 I added both, and plan to make plastic bottles slightly lighter... Maybe. In retrospect, it kinda makes more sense to just remove plastic bottles, But then my mod does kinda need more uses/sources for plastic. Link to comment Share on other sites More sharing options...
Recommended Posts