The idea is very good, but it would also be great if like all other shipments, these could be recycled back to water. Oh, and the experience provided looks like exploit - I leveled up in just a few seconds. Thanks, I guess, but it would be better to avoid that.
I'm not sure how to prevent the XP without preventing XP gain for crafting anything. As far as I can tell, it's automatically based on item value, and the shipments have to have high values to work, so they wind up being relatively high XP craftables. If I'm mistaken, I would like to get rid of the XP gain, as my intent was a 1:1 exchange, not a 1:1+XP deal.
There is a limitation keeping it from being recycled back into water, at least in terms of using the default shipment script. Water is technically a Potion in the Creation Kit (literally under a "Potion" section"), and the shipment script only allows Misc items.
Until the XP issue is fixed (assuming it can be), it would actually be super exploitable if it did work like an actual shipment, because then you could convert it to a shipment, get XP, use that shipment to make the same shipment again, get XP, and onward to infinite XP.
The difference is technically just two bytes; one being the last character of the file extension and the other being a flag in the header. The big difference is how they use the IDs. For ESP: xxyyyyyy where xx is the load order and yyyyyy is the reference/form id. For ESL: FEzzzyyy where the load order is always 'FE', zzz is the sequence number relative to other ESLs and yyy is the reference/form id. I prefer to think of ESLs as a way to auto merge small mods, with the zzz allowing up to 4096 mods. Mod authors just need to ensure the IDs for new objects in their mod only use the last 3 digits (ie. they fall between X'000' and X'FFF'). To save a mod as an ESL you need the Creation Kit (althought I expect FO4Edit may soon have the option). According to what I've read it's best to develop the mod as an ESP then when its ready to release use the 'Compact Active File Form IDs' and 'Convert Active File to Light Master' options in the CK to save the mod as an ESL. The compact ensures the IDs are in the correct range, and the convert writes the new file. Theoretically the only difference should be the file extension and header flag. Please note I'm not a mod author, the only thing I've done with the CK is to convert about a dozen small mods to ESL, fortunately without making a mess of things and the above information may contain errors due to me not understanding what others have written about ESLs.
I like your idea here, I made a similar mod where you can bundle crops and water as a sellable shipment item. This game seriously needs a "business management" system so to speak, perhaps something where you can negotiate trade deals and send shipments via caravan to DC...
Went off on a tangent there, but main point is that I like these trade enhancing mods, good job!
Oh lord, thank you. I was tired of lugging around 1000s of purified water across the wasteland for bartering every few in-game days. As for the XP gain, I find it perfectly reasonable that setting up massive trade shipments around the wasteland qualifies for a little XP. I see nothing unreasonable or game-breaking here. ^_^
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Except I think it does have that bit of an xp exploit that allows you to convert the shipments back to items to repeat the cycle again.
Thanks again for the hard work.
There is a limitation keeping it from being recycled back into water, at least in terms of using the default shipment script. Water is technically a Potion in the Creation Kit (literally under a "Potion" section"), and the shipment script only allows Misc items.
Until the XP issue is fixed (assuming it can be), it would actually be super exploitable if it did work like an actual shipment, because then you could convert it to a shipment, get XP, use that shipment to make the same shipment again, get XP, and onward to infinite XP.
For ESP: xxyyyyyy where xx is the load order and yyyyyy is the reference/form id.
For ESL: FEzzzyyy where the load order is always 'FE', zzz is the sequence number relative to other ESLs and yyy is the reference/form id.
I prefer to think of ESLs as a way to auto merge small mods, with the zzz allowing up to 4096 mods. Mod authors just need to ensure the IDs for new objects in their mod only use the last 3 digits (ie. they fall between X'000' and X'FFF').
To save a mod as an ESL you need the Creation Kit (althought I expect FO4Edit may soon have the option). According to what I've read it's best to develop the mod as an ESP then when its ready to release use the 'Compact Active File Form IDs' and 'Convert Active File to Light Master' options in the CK to save the mod as an ESL. The compact ensures the IDs are in the correct range, and the convert writes the new file. Theoretically the only difference should be the file extension and header flag.
Please note I'm not a mod author, the only thing I've done with the CK is to convert about a dozen small mods to ESL, fortunately without making a mess of things and the above information may contain errors due to me not understanding what others have written about ESLs.
Went off on a tangent there, but main point is that I like these trade enhancing mods, good job!