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Possible to have a "multi level" scrapping system?


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Good evening everybody!

 

I know in the vanilla Fallout 4 scrapping system, it works like this:

 

If you scrap anything, you get "components".

Components can't be scrapped, but components can be used to craft other things.

So there are two "levels", a crafted (or scrappable) item and the components.

 

 

This is what I want to do:

 

If you scrap an object, you get some "modules" that you can then further scrap into "modules" (...) and if you keep on scrapping you eventually get the actual "components" (like the "vanilla" ones).

Each of those "modules" could be either scrapped or reused to craft other stuff ...

Those "modules" could be either crafted from other modules or bought from traders.

 

So this would be a n-leveled scrapping system (because something complex like a turret would consist of many such "modules").

 

So, this would basically need a completely new "class" of objects ("modules").

 

 

An example of how things could be scrapped:

  • Bed (like one of those metal framed beds)
    • Matress
      • Cloth
      • Springs
        • Steel
    • Frame
      • Steel
      • Screws
        • Steel

 

 

 

 

Would something like that be possible?

If yes, how?

 

 

 

(This would be the "main feature" of my new "crafting overhaul system", so if this isn't possible, well, that's just another project for the trahs pile ...)

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YDNKMN, you always have to go into survival mode, do you?

 

Its extremely easy in terms of technicality. You'd just have to edit the scrap recipes to have a different output. And create components and miscitem counterparts for them.

 

 

But seriously if you want this to be working and out for the public don't. There are tons of mods out there that alter the resource system, with "Horizon" being popular and my "Resources Expanded" also being quite famous.

 

You're gonna find yourself in Patching Hell

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YDNKMN, you always have to go into survival mode, do you?

 

Its extremely easy in terms of technicality. You'd just have to edit the scrap recipes to have a different output.

 

 

But seriously if you want this to be working and out for the public don't. There are tons of mods out there that alter the resource system, with "Horizon" being popular and my "Resources Expanded" also being quite famous.

 

You're gonna find yourself in Patching Hell

I tried and the only thing that you can select in the "components" section of a misc item are actual components (like c_Steel, c_Rubber, ...).

You can'T have another MISC object as the result of scrapping.

 

That's why I am asking if maybe somebody knows about some weird other way that this could be possible ...

 

 

Also, what do you mean by "survival mode"?

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xEdit allows you to put in MISCs instead of CMPOs, but a quick test shows that picking up the object in-game results in an instant CtD, so you would also need an FSE dll mod to change a core part of the game.

 

Alternatively, you could make your modules as new CMPOs. The way it works in-game is that you have a CMPO record, with an associated MISC, so when you scrap something that has a specific CMPO as a component of it, you receive the MISC version in your inventory. If you were given the CMPO directly, it would be invisible in your inventory*. You could then have the CVPA - Component of the corresponding MISC be the CMPO one level down instead of pointing back at the CMPO.

 

As an example:

You would have a CMPO record for Screws, and the MNAM (Scrap Item) would be the MISC record for Screws. The CVPA (Component) listed under the MISC record would be the CMPO for Steel instead of for Screws.

 

You would have to make the crafting recipes use the MISC records for the "Modules", which would make it so you can't directly craft them from the lowest level° (i.e. something that requires screws would require you to craft the screws from steel first), but if I am reading your plan right that is what you are wanting in any case.

 

I haven't actually tested this in game, but it seems like it should work.

 

But as Zorkaz said, it would be a compatibility nightmare. You would have to edit every single MISC record in the game**, as well as every COBJ in the game (if you wanted to change settlement building to use the same system), and any mod-added items from other mods would require the same changes.

 

 

 

*You can see this by making a scrap COBJ and using the CMPO as the yield rather than the MISC version, you won't visibly see it added to your inventory, but if you go to craft something you will see that you have them usable for crafting.

 

**Unless you are planning on only using existing CMPOs like springs and gears as the intermediary CMPOs, rather than editing the yield from scrapping things to use more complicated modules such as "power cell", which could be scrapped to nuclear material, steel, lead, and rubber (as an example). And if you are adding more complicated things like that, you wouldn't even be able to write an xEdit script to make the changes for you

 

°To further explain using my "power cell" example, if you have a portable terminal the would yield a power cell as a CMPO, you could craft something that requires a power cell and the game would automatically scrap the portable terminal to provide the power cell, the way the game does with CMPOs normally. But if you wanted to craft something that required Nuclear material, you would have to scrap the portable terminal to get the power cell, and the game could then see that there is nuclear material in that power cell and allow the power cell to be auto-scrapped to use in something requiring nuclear material.

 

Though that now brings up the question of the game auto-scrapping a power cell for the nuclear material when you try to craft additional power cells when you already have one, and I don't know enough about the order it uses Junk items to say if it would use them last. So you would have to make the crafting recipes for the intermediary CMPOs to also only the MISC in the COBJ rather than the CMPO, so you would have to (in my example), scrap the portable terminal to get the power cell if you want to craft something requiring a power cell. If the COBJ for making a Power Cell had the CMPO for Nuclear material (0001FAB3) instead of the MISC for it (00069086), it would show the nuclear material in other Power Cells when listing the components you can use for making a Power Cell.

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Alternatively (to making all scrap recipes use MISCs instead of CMPOs), you could (probably) use an F4SE dll to change things so the game allows MISCs as a component of another MISC directly, then you could still allow CMPOs in crafting recipes, which would allow the game to auto-scrap something that has (using my example) a power cell to craft something that uses a power cell, rather than having to manually scrap the first thing to explicitly have a power cell, before you can use it to craft the second thing.

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Wow, thanks for that long answer!

 

You almost got it ....

I was planning that you can either craft something from "modules" or "from scratch" by just using "vanilla components".

 

 

Obviously i wold have to edit every scrappable / "craftable" item, yes ...

And this mod will most likely be "just for personal use", because of compatibility ...

 

 

So I would need to make a .dll that allows scrap recepies to both allow MISCs and CMPOs. (Because if you scrap something on the "lowst level", you would get CMPOs).

 

 

This should probably be a new topic, but how does one make a custom DLL?

Are there any good (preferably written) tutorials for it?

 

 

(I wonder what other kinds of interesting stuff one could do with those "DLL" things .... And what other "limitations" could be avoided / woked-around ....)

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This should probably be a new topic, but how does one make a custom DLL?

Are there any good (preferably written) tutorials for it?

 

 

(I wonder what other kinds of interesting stuff one could do with those "DLL" things .... And what other "limitations" could be avoided / woked-around ....)

No idea, never made an F4SE mod. And it would require you figuring out what part of the game's code controls what it allowed as a component of a MISC, and figure out how to make the change you want. Even with what I was thinking (make it so MISCs can directly be components of other MISCs), wouldn't allow you to go down all levels, unless your edited code iterated through components of MISCs to look at the components the next level down. It would not be simple at all.

 

And even with just allowing MISCs as components of MISCs, I am not certain F4SE would allow enough access to do that. I don't know what the limits of an F4SE dll are, vs what would require a change to the F4SE code itself.

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