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Increased material costs


BlixBlueCrip

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Sorry, but this mod is mandatory.

Searched high and low, and nothing. If anyone knows of a simple mod which increases materiel costs for crafting, please let me know.

This mod is an absolute necessity, and I cant imagine the true reason for why it does not exist. This is supposed to be a game where things like this should already be thought of, where people can configure to their hearts content from a selection of readily available mods.

 

Simple problem, game provides too much good junk to scrap, especially for my style and pace of playthrough.

Simple solution, increase material costs for everything. 2x, 3x, whatever.

 

But also increase costs for ammo crafting. The required lead is perhaps the only material in the game which is truly not abundant and does not need its requirements increased. But the other materials for ammunition do.

I would suggest a modification to the "Crafting Framework" mod for ammo and anything else.

 

Thanks.

 

 

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From what i know you can just open your fallout 4 data package in creation kit , find evertyhing that says co_mod_ and individually increase amount and what resoursces are needed for crafting

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After you loaded your files in FO4Edit, like your master files for example (*.esm), you have to expand the ones listed on the left side and edit the Constructible Object Entries. When you expand this category, you can see all the crafting recipes in that file (Fallout4.esm for example) and clicking on a specific recipe it appears on the right. In this panel you can see all the requirements: components in the components tab, quests, perks and other in the conditions tab, in the created object what you effectively craft with that recipe, in created object count how many objects you craft at a time, and finally the workbench keyword, category keyword and priority are practically the workbench used, the menu filter and the position of the recipe.....like for example WorkshopWorkbenchTypeFurniture is the main settlement building one, WorkshopRecipeFilterFurniture02Tables it means the object recipe is in the furniture menu, tables submenu.....and a priority of 0 it means possibly the first in list, 999 it means possibly the last one (and all numbers in the middle of course, to place a recipe in a specific position).

 

To edit all this entries you have to click with the right mouse button on the recipe you want to change in the left panel list, click with the left button "copy as override into....", click Yes to pass the eventual FO4Edit warning message, click on the last option of the list that appears (new file), ok.....and finally write a name for your esp file (without writing the esp extension, only the name).

When you've done, in the left panel appears your new file and the chosen recipe is tagged in green (it means that is an unchanged entry), clicking on it and changing what you want in the right panel (watch out for the column you edit, you have to edit your file column that is probably the last one to the right, don't change the master file entries) from green changes to yellow (it means an override change) or to red (it means that conflicts with other changes). Reapeat it for all the recipes you wanto to modify.

 

You can also select recipe groups (pressing the shift key or using the mouse) or the whole category (with the command "Deep copy as override into...") and in a second time clean the esp from all unchanged entries (Remove "Identical to Master" records).

But to start I think it's better to change the entries one by one :wink:

 

At the end close the program, save your choosen file that appears in the list, not the others that you may have unwittingly modified.....and to exclude them untick their flag in the list leaving ticked only your file, ok.......done.

 

EDIT

 

It's very intuitive to use and clunky to write, just remember the two main things:

1- on the left there are the lists, on the right the actual entries to modify;

2- click with the right mouse button on anything to see your options for that particular thing.

 

Once you get used to it, it will be very easy.

Edited by nordmarv
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thank you for taking the time to explain this, truly appreciated, not being sarcastic or anything.

But I should have mentioned that I already know how xEdit works, to save you some time.

 

What I need are the exact values to edit, and how to find them.

I'm not sure where to start exactly, this is a bit daunting, I wish that someone with more experience would rather take the time in doing this.

Wouldn't you agree that a mod like this should already exit, and that I should not be requesting one here?

 

Anyway, how do I specifically find the values I need to edit for ammo crafting added by the "crafting framework" mod, or any other mod for that matter?

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ugh, your post is so long and i am so lazy :ermm:

im sure you probably already explained, ugh, please dont be offended, i will actually read everything you wrote,

 

im just holding out on the small hope that someone else makes a comprehensive material increase mod

Edited by BlixBlueCrip
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