Good afternoon. There is a suggestion for a change to the mod (or make alternative). By adding a bit of lore to it. In the city of Klamath, there is a location with a fallen vertibird. Turn it into a stationary crafting machine. According to the description, the enclave was transporting an experimental (one-of-a-kind) crafting device but crashed. To open a dialogue, you can apply science on vertibird. It may even need to be repaired before use. All dismantling and crafting resources can be removed and will be left as text only. It's like they stay inside the device and you can't get them out. Perhaps this will make it easier to install on the game with mods. Removes the need to modify already modified files.
Just played through the game again using RPU and I think everything worked fine with it as well with the exception of Fire gecko pelts (EDIT: Remembered Turbo plasma rifle) not being recognized. That something you could fix? While on the topic of recipes; Could you also add in some of the missing ones? Hypo, Electronic lockpicks/mk2... I really should've written these down as I cannot for the life of me remember more of them.
Also, I know it's been talked about earlier but would an alternative to a dialog based scrapper be possible? Like a container where you can insert items an everything inside is being dismantled? Sort of how the bartering works, once closed it iterates over the items. I've literally no idea what the scripting looks like let alone what can be done but figured I'd at least suggest it.
Thank you again though for a really neat little mod :)
EDIT 2: An option to disable the cheat menu would be nice. It has happened a few times when you queue up several actions that a number is skipped and instead end up in that menu accidentally adding something.
All good mate; Had a gander at the changelog. Looking good!
That said, after some quick testing... Well, none of my saves are working now with the exception of one way back before the temple of trials. Loaded the game up in F2SE and had the following line
04:03:38.997 Loading item with PID 0x255. 04:03:39.001 ERROR Can't get type for item in inventory.
Fallout 2's debug log keeps spitting this out right before crashing.
I should mention I always make a clean wipe/install when trying things out and with F2SE's hint of 0x255, yeah. The old proto files are gone but is there a way of remedying this or does the new version simply require a new start?
EDIT: After applying the entire set of mods I use and starting anew I come out of the temple with this funky thing. Using it does nothing.
Hate to bump this but it is still an issue. Using RPU the latest update is broken. You end up with an item that does not work (look at the picture above.)
Loved playing with this mod but it seems to cause the Den to be an empty black void for me. Running it with a bunch of other mods, so I doubt this mod is actually the problem, it just isn't compatible with my modlist sadly.
Tried taking the mod apart, frankensteining parts of it back in to see what was causing the issue. Deleting the items.lst file under data/proto/items makes the den visitable.
how do i add custom recipes and modify existing ones? there's a spelling error in the brass Knuckles and i wanna add a lightsaber+blaster Recipe and lower exp gain
1a) Creating new one - You can't add new one that easily but here are some steps if you want dig into it :) a) create prototype using Proto Manager (write down new PID - aka item ID) b) add new line in craft.msg (data/dialog/craft.msg in correct category (for your example weapons) - add move by 1 every other item after that) c) add new line in craft.msg (data/game/craft.msg - just copy previous file :)) d) add (unless already you filled using Proto Manager) name and description in srcnames.msg e) add new 'item' to f2wasp-mod.ini - similarly like other's. Also thing about what crafting materials you would need (here are pids for craft materials) leather_scraps := create_object_sid(599, 0, 0, -1); metal_scraps := create_object_sid(602, 0, 0, -1); scrap_electronics := create_object_sid(600, 0, 0, -1); medical_supplies := create_object_sid(601, 0, 0, -1); explosive_material := create_object_sid(598, 0, 0, -1); weapon_parts := create_object_sid(603, 0, 0, -1); also think about skill you want certain item to use (skills are number from 0 to 15 just like in your character sheet. f) most hardcore part - modify my script so it would also include new item -> there are few places where you would need to add new PID value + define item etc. - just like how it was done and compile script with sfallscripteditor and overwrite craft.int in your scripts folder in f2 installation game folder with compiled one :) - side note, you could have some issue setting script editor so just brace yourself for crashes and hair pulling sessions ;)
Sorry it's just not that easy :(
1b) Modifying is easier, just find item you want to change (using pids) in Proto Manager and just change values, description and art.frm for pictures) + change any value from my *.ini file you want it to be. :) For changing xp rate edit f2wasp-mod.ini and by hand change values in all the lines :)
2) changing name (fixing my typo) is also easy, find item in craft.msg files (in both) and just fix the typo and save. It will work :) - but thanks for the notice. I will patch it on a later date.
Sorry for the wall of text, but I'd rather give detailed walkthrough than just say I can't be bother to explain or give half assed solution :)
--------------AFTERTHOUGHT-----------------------
In the next version I will try to move all item pid's into one place inside script for future use.
Yes - I will release SCP as standalone (without RP for newest sfall) version with a few tweaks and after that there will be Kamos's MegaMod with all of my mods combined as one.
1) You are absolutely right. :( During my last playthrough I just memorized hotkeys for x items. I think I could do a small update that will add functionality like that.
2) I remember thinking about something like that, but I was internally split about adding necessary to the player and spamming console. Besides resources are dynamic. There is a formula that I don't remember but from what I remember for dismantle I recall you get 50% mats with min skills required and with linear growth up to 100% mats (from ini file) for having 50 skill over min cap. I will give example cause that crap is not easy to describe xD
For Leather Jacket you need Outdoorsman 15 to dismantle. If player has 15 he will get 12(or 13 don't ask which :P) leather scraps. If he has 65 (+50 from min) he will get 25 (so 100%)
For Combat Armor you need Repair 35 and small guns 50. So with both skill on minimal you get 100 leather scraps and 100 metal parts (50%). If you have let's say 85 Repair (so +50 over min) but still 50 small guns. You would get around 75% of mats. 150 leather scraps and 150 metal parts, since max is 200 LS/200 MP.
For crafting is almost identical but you need more elements if you are not skilled enough. To with the example of Combat armor with min skill you would require 300 leather scraps and 300 metals parts, and for Repair 90 (cause 40 is min for crafting) and Small guns 110 (60 is min for crafting). you would need 200 LS/200 MP.
Hope that makes any sense :D
All the data about items/requirements/etc you have in SCP.xlsx if you are interested. - I know it is immersion breaking but I didn't have any idea how to put it all into the game. :(
However you have a good idea about adding it to the crafting menu directly. I will need to think about it :)
Hey if you want, you could use uncompiled files and change it however you want :)
44 comments
There is a suggestion for a change to the mod (or make alternative). By adding a bit of lore to it.
In the city of Klamath, there is a location with a fallen vertibird. Turn it into a stationary crafting machine. According to the description, the enclave was transporting an experimental (one-of-a-kind) crafting device but crashed. To open a dialogue, you can apply science on vertibird. It may even need to be repaired before use.
All dismantling and crafting resources can be removed and will be left as text only. It's like they stay inside the device and you can't get them out.
Perhaps this will make it easier to install on the game with mods. Removes the need to modify already modified files.
Also, I know it's been talked about earlier but would an alternative to a dialog based scrapper be possible? Like a container where you can insert items an everything inside is being dismantled? Sort of how the bartering works, once closed it iterates over the items. I've literally no idea what the scripting looks like let alone what can be done but figured I'd at least suggest it.
Thank you again though for a really neat little mod :)
EDIT 2: An option to disable the cheat menu would be nice. It has happened a few times when you queue up several actions that a number is skipped and instead end up in that menu accidentally adding something.
That said, after some quick testing... Well, none of my saves are working now with the exception of one way back before the temple of trials. Loaded the game up in F2SE and had the following line
EDIT: After applying the entire set of mods I use and starting anew I come out of the temple with this funky thing. Using it does nothing.
Running it with a bunch of other mods, so I doubt this mod is actually the problem, it just isn't compatible with my modlist sadly.
Deleting the items.lst file under data/proto/items makes the den visitable.
there's a spelling error in the brass Knuckles and i wanna add a lightsaber+blaster Recipe and lower exp gain
a) create prototype using Proto Manager (write down new PID - aka item ID)
b) add new line in craft.msg (data/dialog/craft.msg in correct category (for your example weapons) - add move by 1 every other item after that)
c) add new line in craft.msg (data/game/craft.msg - just copy previous file :))
d) add (unless already you filled using Proto Manager) name and description in srcnames.msg
e) add new 'item' to f2wasp-mod.ini - similarly like other's. Also thing about what crafting materials you would need (here are pids for craft materials)
leather_scraps := create_object_sid(599, 0, 0, -1);
metal_scraps := create_object_sid(602, 0, 0, -1);
scrap_electronics := create_object_sid(600, 0, 0, -1);
medical_supplies := create_object_sid(601, 0, 0, -1);
explosive_material := create_object_sid(598, 0, 0, -1);
weapon_parts := create_object_sid(603, 0, 0, -1);
also think about skill you want certain item to use (skills are number from 0 to 15 just like in your character sheet.
f) most hardcore part - modify my script so it would also include new item -> there are few places where you would need to add new PID value + define item etc. - just like how it was done and compile script with sfallscripteditor and overwrite craft.int in your scripts folder in f2 installation game folder with compiled one :) - side note, you could have some issue setting script editor so just brace yourself for crashes and hair pulling sessions ;)
Sorry it's just not that easy :(
1b) Modifying is easier, just find item you want to change (using pids) in Proto Manager and just change values, description and art.frm for pictures) + change any value from my *.ini file you want it to be. :)
For changing xp rate edit f2wasp-mod.ini and by hand change values in all the lines :)
2) changing name (fixing my typo) is also easy, find item in craft.msg files (in both) and just fix the typo and save. It will work :) - but thanks for the notice. I will patch it on a later date.
Sorry for the wall of text, but I'd rather give detailed walkthrough than just say I can't be bother to explain or give half assed solution :)
--------------AFTERTHOUGHT-----------------------
In the next version I will try to move all item pid's into one place inside script for future use.
-----UPDATE----
Mod pack is now available. Enjoy :)
- "one more/again"
option after selecting item for dismantling or creating would make it much more pleasant to use. For example:
- Menu ->
- Dismantle / Create ->
- Weapon - >
- Knife ->
- that's enough / one more
Another.. quality of life thingy would be an info about needed resources to create something, for example while crafting:
- Menu ->
- Create ->
- Weapon - >
- Super Sledge (60 ME, 30 EL)
ME - metal, EL - electronics, MD - medical, LE - leather, ES - empty syringe, WE - weapon, EX - explosives.. or something :P1) You are absolutely right. :( During my last playthrough I just memorized hotkeys for x items. I think I could do a small update that will add functionality like that.
2) I remember thinking about something like that, but I was internally split about adding necessary to the player and spamming console. Besides resources are dynamic. There is a formula that I don't remember but from what I remember for dismantle I recall you get 50% mats with min skills required and with linear growth up to 100% mats (from ini file) for having 50 skill over min cap. I will give example cause that crap is not easy to describe xD
For Leather Jacket you need Outdoorsman 15 to dismantle. If player has 15 he will get 12(or 13 don't ask which :P) leather scraps. If he has 65 (+50 from min) he will get 25 (so 100%)
For Combat Armor you need Repair 35 and small guns 50. So with both skill on minimal you get 100 leather scraps and 100 metal parts (50%). If you have let's say 85 Repair (so +50 over min) but still 50 small guns. You would get around 75% of mats. 150 leather scraps and 150 metal parts, since max is 200 LS/200 MP.
For crafting is almost identical but you need more elements if you are not skilled enough. To with the example of Combat armor with min skill you would require 300 leather scraps and 300 metals parts, and for Repair 90 (cause 40 is min for crafting) and Small guns 110 (60 is min for crafting). you would need 200 LS/200 MP.
Hope that makes any sense :D
All the data about items/requirements/etc you have in SCP.xlsx if you are interested. - I know it is immersion breaking but I didn't have any idea how to put it all into the game. :(
However you have a good idea about adding it to the crafting menu directly. I will need to think about it :)
Hey if you want, you could use uncompiled files and change it however you want :)
--------------------------UPDATE-------------------------
1) DONE :)