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If it possible to adjust efficiency of item repair?


Nightylighty

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More specifically, is it possible to switch Repair skill for Survival skill in Repair Effectiveness formula (or change formula altogether) then repairing one specific (custom made) item?

 

I guess i should add some clarification to that.

I don't have any real experience with modding aside from tweaking a thing or two in other people mods I'm using, but I wanted some sort of restrain on fast travel functionality for my next playthrough.

What I arrived at after some search for relevant topics was this basic scheme:

a) add a recipe for crafting my custom Armor Item at campfire - no model or any stats aside from its own hp, just an item what would allow for fast travel as long as it equipped and has enough durability left.

b) restore it durability with food items - making a repair list and populating it with a food items seems easy enough, but here I realized it would probably have an effectiveness of each such repair between 5 and 20 percent dependent on Repair skill. And I want to change that for Survival.

c) make my Armor Item lose its durability in fast travel (somehow) dependent on travel distance (somehow) and prevent use of fast travel if not enough durability left in Armor Item (somehow)..

 

ps Should probably, also, invent a name for my Armor Item (somehow)..

 

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As I understand it, "formulas" are baked into the game engine, so you can't really change them unless you are "hacking" the engine like JIP LN NVSE does. What you can do is use "EventHandlers" to intercept the process where the formula gets called and substitute your own. The trick is to identify all the places where you need to intercept.

 

It also behooves you to avoid fighting with the engine design. "Armor" and "weapon" items get created/repaired at "workbenches", not "campfires". Given your description of the intended process, rather than a piece of "armor" just go with a duration based "ingestible" (for "Stamina"?), which will automatically use the Survival skill when creating. That would be much more straight forward to create, especially for a "first attempt".

 

-Dubious-

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Thank you for your response.

I should note what at least half of the reason why I bother with this little mod creation is in the utilization of food items. While the game provides a lot of recipes for different food items and there is no shortage of materials for crafting food items throughout most of the game, even in survival mode there is very little reason to bother. Increasing rate at which "survival needs" accumulate will only serve to increase annoyance not difficulty. The Item for fast travel should serve as a resource sink for food items making survival more valuable and an actual option for leveling. Creating "one use" consumable item which will allow for fast travel use(if I understand correctly this is what you propose for a first attempt) while much simplier to implement (and it was something what first came to mind then I just started thinking about this mod) just seems too inflexible. Same amount of materials will need to be spent on travel to nearby location as on travel across the map for instance. So I arrived at this concept eventually and in it how travel enabling item is created in not really important as it is only created once (or rarely) it can easily use repair and be crafted at workbenches, but effectiveness with which it is repaired (the one in pip-boy, utilizing repair list of an item) should really come from survival, boost from repair skill would make no sense..

So I guess bottom line is - I should learn to use EventHandlers))

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