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JonathanOstrus

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JonathanOstrus

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18 comments

  1. nerdywolf
    nerdywolf
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    What's up with the conversion rate? 1000 of a resource to get a 25 resource note is really, really terrible. The caps cost is nothing though.

    *Edit: nevermind, I see now that it's creating multiple shipments of 25.
  2. scfaction
    scfaction
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    Thanks for at least leaving the recipes for shipments of 25 adhesive and aluminum in the mod and just marked them as ignored so I can put them back in without much work... Good mod, but didn't make sense to me that you disabled those recipes.
  3. DeFactoEmperor
    DeFactoEmperor
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    Wonderful. Now I can store all my stuff as shipments, and not have my workshop randomly eat all my materials. Keep having an issue where after I run everything through a recycler and store it that stuff will disappear. I think due to too many items in the workshop. Perhaps this will fix it.
  4. JimmyRJump
    JimmyRJump
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    Nifty mod. Have a problem with Oberland Station where I can add a supply line, but the WorkShop somehow doesn't get connected to the network. Your mod will help a lot in adding necessary ingredients to Oberland's WorkShop

    Endorsed
  5. deleted21914704
    deleted21914704
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    I was all up in the forum typing out a mod request for craftable shipments for my survival mode haul from red rocket to home plate when it occurred to me to check and see if there already was one.... sure enough this.... exactly what i was looking for! thanks, will endorse in 10 mins (figured this would be a more popular mod)
  6. ARavenCalledWayne
    ARavenCalledWayne
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    I'm down for paying caps without material loss. Like, I have excess and need it moved to another location, so I pay "someone" to "ship" it for me. If there is material loss then they are stealing from me and I will feed them to a yao guai!

    OMG I just had a vision of the wasteland economy moving from coins(caps) to "banknotes"! Wonder whose face they will put on it???

    Vault Boy of course!

  7. grands4everyone
    grands4everyone
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    This is very useful! Thank you so much!
  8. SakuraKoi
    SakuraKoi
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    Just 15 Caps Service/Guard Fee for a Shipment? Even if "hired help" is able to carry more than one, that's awfully generous... or rather stingy. (Serious concern)

    Also lol@all the pencils being broken, one each for one piece of paper (just sayin', same goes for all the prewar money being rewritten)
    1. JonathanOstrus
      JonathanOstrus
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      At first 15 caps seemed a bit high to me. Now looking back maybe a bit low. The lead requirement does seem a little off balance though so that's definitely something I'm looking at.
  9. JimmyTNias
    JimmyTNias
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    Good concept, but maybe instead of the lead, cloth & cap requirement you could make it require Local Leader 1. That seems fairly balanced and lore-friendly, seeing as that's the perk that allows supply lines. Admittedly, supply lines would reduce the actual usefulness of this mod, but certainly not to the point of obsolescence. Anyway, that's just my two cents, do with it what you will.
    1. JonathanOstrus
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      I keep forgetting about that stupid perk. Good idea though. Will definitely be implementing that in a future release. As for the supply lines, they're great and all except for a few places that can't have them. Home Plate comes to mind. Or potentially any custom player home that isn't a true settlement. There's been quite a few I've seen come up that have workshops but not the ability to have a supply route.

      I've been experimenting with recipes and think a higher cap cost + perk + 5% resource "tax" might fit better. Someone was suggesting 20% resource loss to me but that seems a bit excessive.
  10. ascenizator
    ascenizator
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    Would be better if you could 'buy' the shipment via crafting, like 500c for 50 aluminum or something
    1. JonathanOstrus
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      Didn't think of that since I have a serious abundance of materials already. In fact I usually just barter off a bunch of materials every time I' at some random store just to get rid of inventory.

      I suppose adding in an unlimited supply of them for maybe a 50% extra cost over regular npc's price might balance it out. You are in essence trying to buy without being "thrifty" so an extra service charge we'll say is appropriate. I don't want to make a blatant cheat mod. That's why I put in the caps and extra material cost for the current revision.
    2. Huanes
      Huanes
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      http://www.nexusmods.com/fallout4/mods/10594/?
    3. JonathanOstrus
      JonathanOstrus
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      Well alright then! LOL. I hadn't even bothered to look if something existed already. Thanks for the pointer.
    4. jpsimonetti
      jpsimonetti
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      That mod is caps-for-shipments. Doesn't this mod exchange junk items for shipments (plus a small fee)? Those are targetting different people. Personally, I'd like the requirements optional. For example, there's a dozen or so materials that always stay under 500 total for me even in long games, and Lead is one of them. I don't know why that is semi-rare. Not nearly as many pencils as previous games.
    5. JonathanOstrus
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      Lead wasn't really an issue for me cause I buy the dumbbells whenever I'm around a vendor that has them. they're super cheap and give a lot of lead. Rather heavy but since it's usually around Diamond City I just throw them into a workbench (they don't reset) until I bought the Home Plate key and then I can just go inside and scrap it directly there.

      Experimenting with removal of the lead and possibly cloth requirement and putting in a perk and higher caps cost to compensate. I could always just make a cheat version that has no cost.

      And as stated this won't break down any junk to create the shipments. You would need to do that before hand as this will only take the already broken down raw materials. The exception is for the current cloth + lead requirement. Those can cause the respective sources to be broken down, except when creating a cloth or lead shipment. I need to revamp it. This was a quick 20min hack I put together to deal with my 300k resources.