I'm pretty sure experience gained is linked to the created item's value, so if you made some zero-value misc items that added ammo with a script when they're added to the player's inventory and then removed themselves, you could circumvent the xp gain.
Making a load of misc items could be a bit tedious though, but you should be able to reuse the same script for all the different ones and just change the ammo with the script properties.
A nice side effect would be that you could name the misc item for the different quantities so you can easily tell them apart in the crafting menu.
that would be a great idea to do it. sadly i have no idea how scripts work. I'll test if a zero worth item gives no exp, and if that is the case i might try it. I'll probably need scripts at some point with the mod i am working on, so this might be a good place to start.
Another feature to add to this mod (and good to learn about) is putting Conditions in the recipes to only show up in the crafting menu if the item exists in player/container inventory. Basically, if there are no Mini-Nukes in the linked settlements and player is not carrying any - then those recipes will not show up in the menu. Instead of greyed out they would be gone.
Also, as for having recipe to transfer 1 to 1 ammo - might be good to keep it - like for mini-nukes and missiles where you might not have or even need more than 10.
thanks. although i don't know if i'll be able to do that, the experience you get is very little, around 12. but if you do it a lot it will increase the speed a bit. if you know/find a way to do that i would love to hear and integrate it.
Here is a mod that removes crafting experience. Aptly named No Crafting XP Includes workbenches and settlement building. I used same settings from another mod I think. It works with this one, I get no xp for transferring ammo.
nice, but that would get rid of all crafting experience, not just for the bullet ones. i guess they are all linked, and that it would be impossible to remove the experience for only there recipes without some more ingenious way instead of just simple crafting recipes
I did think about a fee, didn't know if people would like it. might add it. I would love to add a recipe to the provisioners, but i don't have a clue how to do that. somehow i want to try to make a big mod adding locations, a follower and even a companion quest, but i have no idea how to do all that. so that will be fun since i don't know the smallest thing about scripting and the only tool i know is the CK, so that will be fun. but hey, go big or go home.
and yea, that was a major f*#@ up, thanks for the heads up.
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Making a load of misc items could be a bit tedious though, but you should be able to reuse the same script for all the different ones and just change the ammo with the script properties.
A nice side effect would be that you could name the misc item for the different quantities so you can easily tell them apart in the crafting menu.
I'll test if a zero worth item gives no exp, and if that is the case i might try it. I'll probably need scripts at some point with the mod i am working on, so this might be a good place to start.
Also, as for having recipe to transfer 1 to 1 ammo - might be good to keep it - like for mini-nukes and missiles where you might not have or even need more than 10.
and yea, the 1-->1 for things like missiles and mininukes. but more for .38 ammo and stuff like that.
if you know/find a way to do that i would love to hear and integrate it.
I used same settings from another mod I think. It works with this one, I get no xp for transferring ammo.
The 1 to 1 recipe is just a lot of clicking to get the last 9 bullets - not really essential imo.
Also, on the description, you have 1 for 10 and 1 for 100 ... that seems like a cheat. Did you mean 10 for 10 and 100 for 100 ?
An idea for future versions - Add the recipe to the Provisioners. That way you are sort of paying the folks for moving all that inventory.
I would love to add a recipe to the provisioners, but i don't have a clue how to do that. somehow i want to try to make a big mod adding locations, a follower and even a companion quest, but i have no idea how to do all that. so that will be fun since i don't know the smallest thing about scripting and the only tool i know is the CK, so that will be fun. but hey, go big or go home.
and yea, that was a major f*#@ up, thanks for the heads up.