For anyone wanting to use both of the plugins, make sure you load EyeBotMoreResources.esp AFTER MoreStuffFromEyebot.esp, because the MoreStuffFromEyebot will overwrite several of EyeBotMoreResources's entries. So they would be placed like this in your load order: MoreStuffFromEyebot.esp EyeBotMoreResources.esp
Or... If you know how to use FO4Edit, you'll see several of MoreStuffFromEyebot.esp's entries under Quest are grey. You can remove those and then place the plugins however you want in your load order. Or... you could merge EyeBotMoreResources's changes into the MoreStuffFromEyebot's plugin, though that isn't necessary just to save a plugin slot. You can safely flag each of these plugins as an ESL in FO4Edit. If you don't believe me, check out https://www.nexusmods.com/fallout4/mods/35922 and learn how to check for yourself if it's safe to do so.
You can just use xedit and merge hundreds of small mods like this in your custom or any desired esp. I have prob 200 mods merged in 1 esp like weapon tweaks, lvl lists, game settings and so on.
Hey, do you think you do add an option file that will allow the eye-bot to find Plasma Cartridge and Fusion Cells? Its driving me crazy on my energy weapon character.
Hi there, I'm pretty unfamiliar with modding through the use of FO4Edit. How easy would it be exactly to make a version that replaced the 1-5 resource components with shipments that gave 100-300 components? I'd love to have the option to go out and play the game in order to gain resources (like copper) instead of learning the vendor rotation and going on a fairly uneventful run around the shops.
It'd be even better if each resource could be tweaked individually, like wood giving more then copper, which gives more then gold. Would this be something I could learn to do fairly quickly or does this play with mechanics that you kinda need to know your way around?
This is quite a nice idea. I admit I don't know how the eyebot code works, but knowing bethesda it gives a pitiful amount and sends you to the equivalent of the death-claw sanctuary to retrieve it. I think I'll wait until I actually get an eye-bot pod before installing though, in case I find the vanilla settings to my liking. I am tracking the file though.
Resource chances are pretty low, with leveled chances. For example The eyebot only has a guaranteed chance of finding 1 resource, and 4 separate 75% chances of finding 1 more, for a min of 1 and a max total of 5. Would you like to see a leveled increase or a static one? and to what degree?
I...I don't know! I'm a fan of reasonable changes, so I wouldn't necessarily want it to be OP, but I think there's a few good options for both the variety of materials and quantity of the primary material found.
I've added a version you might like, it increases the maximum amount of possible resources you can get from 5 to 19. let me know if you can think of any other improvements
How much does it multyply it by?, havent used the eyebots much, but the 1 time i made it search for 5mm bullets i got 300+ in the box marked (i do have rank 4 of the ammo scrounger perk though)
I'm not the mod author, but I just looked at the code. The 3x statement in description is confirmed: 5mm increases from 30 to 90. The rest must be your scrounger perk. Btw, I looked at the code for the scrounger levels to find out exactly what the vanilla game does. All I see are lots of chance boosters. Can't find the actual number/percent of ammo added.
Thorald is right, but the container that has the ammo also rolls several times on the leveled ammo list as part of the original scripting. I only modified the static guaranteed value from 30 to 90, but the game also rolls 30 times on the levels list for 30 individual chances to find from 3-7 more 5mm ammo, meaning you have a guaranteed anywhere between a minimum of 180(90+30*3), and a very lucky maximum of 300(90+30*7), plus if the container is marked as a scrounger container in the game files there is an additional chance for ammo of any type to spawn.
Also 5mm ammo spawns in high numbers in all game files do to scaling, for example the max number of 2mm EC that can be found is only 36 with 4 rolls on the leveled list, meaning you have a minimum of finding 48 and a max of finding 64. This is all part of Bethesda's original scaling scheme which I left untouched. Hopefully that answers your question.
18 comments
For anyone wanting to use both of the plugins, make sure you load EyeBotMoreResources.esp AFTER MoreStuffFromEyebot.esp, because the MoreStuffFromEyebot will overwrite several of EyeBotMoreResources's entries.
So they would be placed like this in your load order:
MoreStuffFromEyebot.esp
EyeBotMoreResources.esp
Or... If you know how to use FO4Edit, you'll see several of MoreStuffFromEyebot.esp's entries under Quest are grey. You can remove those and then place the plugins however you want in your load order.
Or... you could merge EyeBotMoreResources's changes into the MoreStuffFromEyebot's plugin, though that isn't necessary just to save a plugin slot. You can safely flag each of these plugins as an ESL in FO4Edit.
If you don't believe me, check out https://www.nexusmods.com/fallout4/mods/35922 and learn how to check for yourself if it's safe to do so.
modrepair this game, no matter how many years this might take. LoLThanks
It'd be even better if each resource could be tweaked individually, like wood giving more then copper, which gives more then gold. Would this be something I could learn to do fairly quickly or does this play with mechanics that you kinda need to know your way around?
Also 5mm ammo spawns in high numbers in all game files do to scaling, for example the max number of 2mm EC that can be found is only 36 with 4 rolls on the leveled list, meaning you have a minimum of finding 48 and a max of finding 64. This is all part of Bethesda's original scaling scheme which I left untouched. Hopefully that answers your question.