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The ingredient list for the plasma cartridges isn't accurate. I dunno what it's getting but I have a ton of Ceramic, Lead and Nuclear material.... could be getting crystal instead?
I was attempting to trade 1 fusion core (which I thought should provide 10 ceramic, 10 copper, 10 crystal) for fusion cells which cost 5 Ceramic, 5 Copper, 5 Crystal. I placed 1 Fusion Core into bottom slot, go to the top menu to pick fusion cells, says 0, try it anyways, and no go. Check back at the bottom and I have 1x each Ceramic, Copper, Crystal
Perhaps the mats list on the main page is a typo for fusion core? It currently says:
So is that a typo perhaps? Fusion cores are supposed to be worth 2 ceramic/copper/crystal each, and not 20? (well, 10 each after putting in machine, 20 to craft)
It takes 400 fusion cells to make 20 of each material, and so enough for 1 fusion core. Putting in 1 fusion core however only grants 1 of each material, instead of 10.
Is there any way to convert all available into 1 type instead of 50 per? Trying to make all my other unused bullets into more 5mm.
Also, if you happen to know, regarding your random encounter manager, is there any way to set all of them to follow the player? I like the variety of 'extra' combat stalkers coming to get me. Thanks!
Sure its possible but would need to decompile the scripts and totally rewrite the data structures, so several days work for your there.
Yes it is totally possible for all random encounters to follow the player ! Although it would break the game as there is a limit to how many actors can run complex AI packages at once, follow player is complex in pathing calculations. Plus actors end up teleporting directly to the player when the AI gets frustrated which is apalling UX. Hmmm, there may be actual reasons why I design solutions the way I design them.
so downloaded this from the mods page on bethesda. went into game and placed it in my settlement but having either ammo in my inventory or in the camp stash does nothing on local or other. can click on any ammo type and just nothing. also the mod is at the bottom of the load order. guess I look elsewhere....
Strangely, it fixed itself after I have tried it maybe 10 times, I then thought "Well maybe I just have to wait a few days for the machine to break down the materials." So I left while ammo was still in it, when I came back later, nothing happened. I then came here to find out what's wrong, and then took the ammo out and back in a couple of times and now it's working flawlessly. It's quite nice though! Buy stockpiles of one type of ammo, then change it to another, and now I'm sitting happy on my Survival game.
I've tried this mod in the past but had issues due some compatibility issue. Installed it again and holy jesus, being able to extra make ammo, with Overhaul Redux and other weapon mods installed, is the best thing ever. No issues with AWKCR, which changes 5mm to AP rounds and .45-70 automatically gives you 500 Magnum rounds.
Possible bug (?) if you select any ammo type again too quickly, it only gives you 50 rounds instead of 100 and I'm guessing it withdraws resources for 100 rounds instead.
Very clever and useful mod for those who wish to cheat (less). For those asking about MF ammo, MF already has a vending machine crafting bench for the weapons that add in ammo types so really no need to request that this mod handle that duty.
SKK Vending would be excited to facilitate your bulk transaction needs whilst skimming a fair share.
Unfortunately the technical specialists report that calculations and menu selections for such an option are not practical, or to coin a phrase: "computer says no."
TYVM for this. I wanted a way to get ammo converted that didn't require me to go to vendors and sell what I didn't want and buy what I did. I also never feel good about console spawning ammo or bat commanding it in either. This is a cool way for me to have a guilt free ammo supply.
73 comments
If you have read the comprehensive solution description and still need support,
use the SKK Mods Discord channel? https://discord.gg/tgKNT77DC8
********************************************************************************************
Perhaps the mats list on the main page is a typo for fusion core? It currently says:
Fusion Core Science01 1 20 Ceramic, 20 Copper, 20 Crystal
If you are not getting 50% of the crafting materials back when scrapping then there is a problem with the maths I will need to look into.
Please confirm as all of my time is currently taken creating Starfield content and it will take a while to schedule looking at this.
Also, if you happen to know, regarding your random encounter manager, is there any way to set all of them to follow the player? I like the variety of 'extra' combat stalkers coming to get me. Thanks!
Yes it is totally possible for all random encounters to follow the player ! Although it would break the game as there is a limit to how many actors can run complex AI packages at once, follow player is complex in pathing calculations. Plus actors end up teleporting directly to the player when the AI gets frustrated which is apalling UX. Hmmm, there may be actual reasons why I design solutions the way I design them.
"Ammo conversions: Ammo put into the machine ..."
Installed it again and holy jesus, being able to extra make ammo, with Overhaul Redux and other weapon mods installed, is the best thing ever.
No issues with AWKCR, which changes 5mm to AP rounds and .45-70 automatically gives you 500 Magnum rounds.
Possible bug (?) if you select any ammo type again too quickly, it only gives you 50 rounds instead of 100 and I'm guessing it withdraws resources for 100 rounds instead.
(5) There are two hidden maintenance technician console commands;
set SKK_AOMAmmoMult to 1 ;; multiply produced ammo by N
-Loyal SKK Vending Corp Customer
Unfortunately the technical specialists report that calculations and menu selections for such an option are not practical, or to coin a phrase: "computer says no."