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terzaerian

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15 comments

  1. streetyson
    streetyson
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    Having used this mod for an entire playthru (to level 114) I found it worked perfectly, on the latest game version and UFO4P. I totally endorse this mod in 2022. Looking back, I'd have preferred a version that had blueprints a bit cheaper (eg, 200 caps for cooking stations, 400 caps for the others), but call them local build contracts, and have them single-use. Then it would feel like you're arranging with the merchant to have a local tradesman come & provide the skilled construction labour each time. The cost would stop you building too many, would still benefit you to get the leader perks eventually, and would feel less like a cheat - indeed the opposite (i.e., you can have it sooner but at a bit of a cost penalty).

    I doubt author will update a 2017 mod now. I've reduced the cooking blueprint price using FO4edit, but it's beyond my skills to make a full revision to the single-use contract idea I mentioned above. However if original author or anyone else does it, please let me know!
  2. KefkeWren
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    Don't know if you're still working on this, but if you are, would you consider making a version that makes cooking stations not have requirements at all? They're literally just fire with something to hold food above the fire.
    1. streetyson
      streetyson
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      Just tell yourself the cost covers construction materials - and special stuff like firebricks/panels, and paraphernalia like thermometers etc.
      P.S. thanks to the modder - endorsed.
  3. zootofzoot
    zootofzoot
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    In the second image, what Inventory mod are you using that has those category icons along the top?
  4. deleted27582875
    deleted27582875
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    This mod is incompatible with http://www.nexusmods.com/fallout4/mods/2328/? Getting access to the second station means you need the Local Leader perk for both. Is there a way you can add the second power armor station to the schematics?
  5. JinRoh3181
    JinRoh3181
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    Hi,

    nice Mod - but i have a question. What is the mod name form time of the 3 pic? Can you tell me the name?! Thanks
  6. chillshock
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    This is an awesome idea! Absolutely great!

    Would you consider adding the stores to the blueprint list? Or maybe create something like "Stores Buisinessplans" to work around those cap collector + medic or whatever requirements?

    Anyways: Thanks for this!
    1. terzaerian
      terzaerian
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      I personally feel that the idea behind using Local Leader for stores makes sense - it represents your character's ability to effectively manage merchants. I also didn't want to make LL a total non-factor as a perk, either - just make it so that, for the essential ability to build crafting workbenches, that it became a shortcut instead of a bottleneck, so that players that are flush with cash but still in the middle of setting up a perk build wouldn't have to take a two-level detour just to make a couple workbenches. That said, I might make an update that puts basic stores on LL1 instead of locking it all behind LL2.

      EDIT: There is also an issue or using OR flags with the compound requirement constructible objects like the Clinic - the game will ignore it in favor of the "requires A and B" perk no matter how you order it.
    2. chillshock
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      I see. And yes, I haven't really thought about it as far as "making the charisma tree less valuable". I guess I was a bit euphoric.

      And indeed, that tree needs it's perks, too. I still don't get how there's no "allows you to take 1,2,3 more companions along" perk in that tree. Or anything that actually works with the whole "people come to you because you're awesome!" thing. Would imho go really well with charismatic leader. Telling someone to set up a shop... hm, weak.

      Well, thanks for the mod and the answer and especially sharing with us players.
    3. maledwarfwarrior
      maledwarfwarrior
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      One way around that is a second set of buildables that produce/are tied to the same object/object ID, but the requirements are different. If NOT doesn't work, a flag that can be removed when prerequisites are met might work. Not sure if you could tie it's removal to onlevelup or if a consumable would be required.
  7. BiohazardInc
    BiohazardInc
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    This is great!
    Could you add support for armorsmith workbenches?
    1. terzaerian
      terzaerian
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      I also run Armorsmith, excellent mod. If I recall correctly, the requirements for that were Armorer 1, which, if you're going to be regularly tweaking and making armor and armor mods, your character will probably take it, so it dovetails more nicely with a build that way; that is also probably why the author chose to use that instead of a more vanilla set of requirements.
  8. Thirdstorm
    Thirdstorm
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    Great concept!
  9. kathrynfr15
    kathrynfr15
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    Nice! Thanks!
  10. fadingsignal
    fadingsignal
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    Perfect. Thank you!