Really great mod. Should be easy for an experienced modder to upload and add other recipes to it too, if they so choose. (Like I plan on making some things available that I really think would be nice to have available)
I intend to keep track of this as I believe it will become extremely useful once more items are added. Ignore the haters. I do not see THEM making anything better. Anyhow, good work here and looking forward to more
When I saw the name of this mod I was really hoping it was a transfer all items from other settlements mod so I wouldn't have to keep manually going to each settlement just to get a few caps from them. Instead this mod just lets you re-craft stuff you have on you, or your workbenches. I'm sorry but this should really be renamed so that people looking to actually "transfer" items from their other work benches won't find this included in the search. Maybe call it, item re-crafting station?
As it is it doesn't stop letting you re=craft stuff once you run out in your work benches, so it's kind of useless, especially since it gives xp every time you craft with it, feels like a cheat mod.
Very useful but extremely limited at the same time. I cannot imagine myself crafting 100 mines, 50 grenades and 3k purified water cans at the same time. Hope to see a "connect every settlement inventory" some day.
This comment confuses me, the mod removes items from other settlements until it runs out of possible items. Then it takes it out of you inventory. Are you seeing something else? I am finding this very handy when combined with another mod that removes the artificial limits behtesda put on caps.
If, when you craft something, it takes the item off your person and then gives it back, that means your other settlements have 0 of that item. Meaning, that's the point at which you've transferred it all.
Remember, settlements that you want to transfer between must be connected in some way via supply route.
Exactly, this mod just lets you get to the miracle tranfered items at all your crafting stations. For the realism people, how is that supposed to work? Any station magically has all the items of all the other ones. Why can't your provisioners just deliver the goods to you. This mod lets them. I'm not sure why it is not more popular, it is very handy. Plus it reduces settlement attacks, since settlements loaded with items tend to get attacked more.
The item transfer station doesn't have big enough boobs to be popular. But this is a mod I decided I want in my game, so I'm not salty about it being buried. However, I'm planning bigger mods in the future. Hopefully those do well.
EDIT: Also would it be possible to add a version that adds caps as a requirement to every recipe (in varying amounts based on the weight of the "transferred" item?) Would make it a bit more immersive, for lack of a better word.
I think I would have to make a patch to make it SKE compatible. I'll look into that some time. Although you are welcome to do that for your own benefit if you know how (in the meantime).
Honestly, though, it's only one crafting bench.
I originally made this mod with that feature. Each item had a caps cost. Actually, I also made it so you only gained 2/3 of what you wanted to transfer, too.
The problem with non 1 to 1 ratios is that once you've transferred all the items from other settlements, it pulls from your own inventory. If I made it cost caps per craft, accidental transfers would happen too often and waste caps. For this reason, I made the bench itself cost 3000 caps, kind of like an initial investment that will pay itself off as your settlement network produces excess items.
I will always be on the lookout for solutions, but since I disabled XP for the new workbench, there is no harm in transferring more than needed.
I didn't even think about that, suppose it makes non 1:1 recipes out of the question, then.
Another thing... There are a few mods that add craft-able boxes in settlements that have their inventories linked together. http://www.nexusmods.com/fallout4/mods/14480/ http://www.nexusmods.com/fallout4/mods/14896/ But neither of them are able to restrict creation of these items/limitation of inventory based upon whether a settlement is linked to the supply line or not. Is there a way to integrate your mod to make that able to happen?
Rather; a craft-able container that shares inventory with other instances of itself in other settlements... But only if those settlements are linked via supply line.
I'm not sure if that's within the scope of this mod, but considering this is the closest thing I've seen to that figured it wouldn't hurt to bring it up! Thanks.
No problem, thanks for taking it under consideration! I imagine it'd be a little script heavy but as you said you're a software engineer I'm sure you could handle it!
Disabling XP for JUST the transfer station (Can't figure this out)
There's a similar mod (for transferring ammo), and it has the same problem of getting experience for the crafting. I suggested to the author that the solution might be to craft zero-value misc items that add the correct items to the player via a script and then remove themselves. You should be able to use one script for everything and just change which items it uses via properties. I think misc items with no value should not give experience. That mod's author said they weren't any good with scripting so I don't think it ever got done...
I'm great at coding (I'm a software engineer) and can read papyrus, I'm just having trouble figuring out the format. I thought a good solution would be to make a script that added a perk that disabled XP when you got into the workbench and removed the perk when the workbench was left. Still looking into it. Unfortunately, papyrus can't change game settings, which control XP.
Your solution seems like a good one, I'm just afraid 0-value misc items still have a minimum XP. I can't find the formula anywhere, but if Skyrim is any indicator, there will be a constant in it.
32 comments
Ignore the haters. I do not see THEM making anything better.
Anyhow, good work here and looking forward to more
As it is it doesn't stop letting you re=craft stuff once you run out in your work benches, so it's kind of useless, especially since it gives xp every time you craft with it, feels like a cheat mod.
Remember, settlements that you want to transfer between must be connected in some way via supply route.
xox
EDIT: Also would it be possible to add a version that adds caps as a requirement to every recipe (in varying amounts based on the weight of the "transferred" item?)
Would make it a bit more immersive, for lack of a better word.
Thanks!
Honestly, though, it's only one crafting bench.
I originally made this mod with that feature. Each item had a caps cost. Actually, I also made it so you only gained 2/3 of what you wanted to transfer, too.
The problem with non 1 to 1 ratios is that once you've transferred all the items from other settlements, it pulls from your own inventory. If I made it cost caps per craft, accidental transfers would happen too often and waste caps. For this reason, I made the bench itself cost 3000 caps, kind of like an initial investment that will pay itself off as your settlement network produces excess items.
I will always be on the lookout for solutions, but since I disabled XP for the new workbench, there is no harm in transferring more than needed.
Another thing... There are a few mods that add craft-able boxes in settlements that have their inventories linked together.
http://www.nexusmods.com/fallout4/mods/14480/
http://www.nexusmods.com/fallout4/mods/14896/
But neither of them are able to restrict creation of these items/limitation of inventory based upon whether a settlement is linked to the supply line or not. Is there a way to integrate your mod to make that able to happen?
I'm not sure if that's within the scope of this mod, but considering this is the closest thing I've seen to that figured it wouldn't hurt to bring it up!
Thanks.
I imagine it'd be a little script heavy but as you said you're a software engineer I'm sure you could handle it!
Your solution seems like a good one, I'm just afraid 0-value misc items still have a minimum XP. I can't find the formula anywhere, but if Skyrim is any indicator, there will be a constant in it.
But it appears you've forgotten to include the XPDisableOnCraft script