Pencils have never had Lead in them. The reason it's called lead in a pencil is that when it was first discovered, they thought Graphite was a form of Lead.
Odd, using this latest FO4 beta the regular ammunition is listed on the chem station as 'Additions'. The energy ammo category is unchanged. Anyone else having this or do I need to start investigating mod conflicts?
In my game its still listed as Ammo-Bullets. In order to not have to create new categories because of the limitations the game has on those I renamed and reassigned a bunch of items so I could use all of the existing categories. Hence why all the healing items no longer have their own tab (they are under Chems), etc. The original category that became Ammo - Bullets was Drug, so if you have another mod that interacts with the keyword RecipeDrug [KYWD:0010215A] then that could be the cause.
The first iteration of this mod is simple and fits in nicely; perfect with mods that make ammo scarce! I am worried about the new "complete" version and future updates. Simple is modular. There are other renaming mods and mods that make changes to gun upgrades, like new receivers, that I'm worried will conflict later on. Please keep the old versions just in case. Thanks. Endorsed.
I'll leave them where they are. The complete version is necessary for compatibility with mods that add more crafting menus, as there is apparently a cap on that before yous game goes haywire, so it renames and reassigns categories on the chem bench rather than creating new ones. That's not really feasible in the modular original files, since I would have to have them each do the renaming and re-categorization, which ends up with a lot of identical records, which can gum things up as well. Use whichever works best for you. Just letting you know I did consider that before releasing the 'complete' version, and the weapon upgrades will be in separate, optional files since they don't interact with the chem workbench at all.
Something to keep in mind. Every new menu/category you create (that isn't just applied to the fallout.esm default menu list) adds to the 'menu limit' everyone is hitting with workshop/crafting mods. Since this is a new mod, it's worth thinking about. Not sure what will happen in the future, or if anyone is going to find a workaround...
Some of that will be self-correcting, since I will ultimately be renaming existing ones and sorting them. My intention is to put all explosives in the same menu, for example, renaming the recipes to stuff like Grenade - Fragmentation and Mine - Plasma (as examples) for ease of browsing. This mod wasn't really designed to be compatible with other people's crafting mods anyway, since I really only use Homemaker, texture mods and stuff I make myself.
I figure anyone worried about that won't be interested in this mod anyway, since there is no question it makes the game easier already by making ammunition conservation less important. I didn't tweak with the XP gained at all, so you will gain the base amount per crafting. You can't go all that nuts, since Lead is still an uncommon resource.
Thank you for a well thought out simple mod. Was just scouting for an ammo one. My favorite mods do one thing and do it well. This is the way. The thing I hate the most is those "here are 35 options to choose from, 74 optional files and 97 conditional checkboxes in the NMM installer" type of mods. I'd rather find a similar one where the author actually made some decisions. Please, don't add optional files, alternate reality versions and versions you ultimately don't play with.
Just so you know 'tin cans' in almost all cases aren't actually pure tin, they're usually tin-coated steel if they contain any tin so that'd be why tin cans give steel. The only reason tin tends to be used is as a coating to prevent the steel core oxidizing. As for the lead in pencils this is the same universe with nuclear powered cars and asbestos as a common building ingredient. It's possible that lead was never really replaced in this reality, (and, yes, despite what some say there were absolutely old styluses that used lead). The idea seems to be that corporate responsibility was even more diminished in the Fallout universe, hence the Roaring 40s and atomic age themes, the never-ending Cold War, the heavy emphasis on recycling to rebuild, etc.
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Isn't that normal in the past? I mean, Fallout 4's universe DID split before graphite-changes afterall.
The reason it's called lead in a pencil is that when it was first discovered, they thought Graphite was a form of Lead.
http://www.nexusmods.com/fallout4/mods/8588/?
Something to keep in mind. Every new menu/category you create (that isn't just applied to the fallout.esm default menu list) adds to the 'menu limit' everyone is hitting with workshop/crafting mods. Since this is a new mod, it's worth thinking about. Not sure what will happen in the future, or if anyone is going to find a workaround...
The thing I hate the most is those "here are 35 options to choose from, 74 optional files and 97 conditional checkboxes in the NMM installer" type of mods.
I'd rather find a similar one where the author actually made some decisions. Please, don't add optional files, alternate reality versions and versions you ultimately don't play with.