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WasteTheLand

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Qrsr

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23 comments

  1. Qrsr
    Qrsr
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    Locked
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    This mod was created for Dark Commonwealth.
  2. rover440
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    Adds a condition check to nearly all fusion core loot.
    Were you unable to implement this for power armor sets? I want to use this to restrict power armor usage in the early game, but when every set comes with a fully charged core, by the time I run out I'm already at the point where I can afford to resupply myself through vendors. 
    1. Qrsr
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      Its a long time, i have to check might be that i missed it.
    2. rover440
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      Thanks! This mod is a gem by the way, it's never leaving my modlist. 
    3. Qrsr
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      I have it on my list now, maybe even today, for certain is, once im changing the main picture it will be an update available ;)

      EDIT: Up.
    4. rover440
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      big ups
  3. bhardy345
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    Does this conflict with mods that reduce the chance of finding fusion cores as loot?
    1. Qrsr
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      Depends. If those mods alter the the same leveled list load my mod after. Im only using leveled lists so anything else should be safe.
    2. bhardy345
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      Thanks! I'll try it and check if there are any conflicts in FO4Edit. I'd love to use this. Nice mod!
    3. Qrsr
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      thanks, yw.
    4. bhardy345
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      Conflicts with Ultra Rare Fusion Cores and Stimpaks

      I can tweak them on my own though. Thank you again! Just in time for a new playthrough.
    5. bhardy345
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      Do you know which LL entry controls the spawns for generators? My guess is one of the ammo ones?
    6. Qrsr
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      LL_Ammo_FusionCore
      but it does also affect other cores. I will split it next update.
    7. bhardy345
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      Thank you and endorsed! I got them to play nice. It makes fusions cores rare and when I do find them they are usually heavily drained.
    8. Qrsr
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      LL_Ammo_FusionCore_Dummy should now properly hold all Fusion Cores which are referenced to Fusion Generators.
    9. unkn0wnm0dder2313
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      how do i fix the conflict between the two?
  4. AnThraxLetters
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    Great mod Qrsr! I am currently using this with your other mod, Depleted Fusion Generators. I found that the cell and worldspace edits conflicted, checked and saw some floating fusion cores in the generators disabled by your other mod. Would it be fine if I just deleted the cell and  worldspace edits from this mod? Or can I just load this one before the other mod?

    Many thanks on your hard work! I am also currently using your mod, Dark Commonwealth, which is also wonderful! 

    Disregard: Read the sticky post in the Dark Commonwealth page, silly me. T'was a load order issue after all! :P 
    1. Qrsr
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      Good to hear that is was a load order issue :) have fun
  5. NaliSeed
    NaliSeed
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    Tracking. Got no computer to play for now anyway. 
    1. Qrsr
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      Allin for L3 cache!
  6. MasTi80
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    very nice. never liked the idea that a "prewar battery" is fully charged 200 years later.

    but to compensate on the massive loss of energy introduced with your mechanic I wonder if it would be a good idea to give every synth a chance to drop a fusion core on death. at least they have to be powered someway and this would make them a little viable to loot. same goes for the robots obviously. have you taken a look at robco patcher? it allows easy manipulation of form lists and npc's and such things _without_ creating a "traditional" mod.
    1. Qrsr
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      Great idea with the synth. I did it in older overhaul as well. I will take that into account for the next version and/or seperate patch.

      I think RobCo patcher is like Object Swapper some next generation modding. Similar to F4SE. I personally prefer to stick to the old way.

      Thanks for the feedback.
  7. HighM4inten4nce
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    I see you added variable fusion cores, and raise you a question of the best (mod) ways to charge them.
    1. Qrsr
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      I think charging Fusion Cores shouldnt be part of the game. Rather, you (as the modder) should find a way to implement a passive side-quest. That is to force the player to find ingredients, components, research on how to craft a fusion core.

      A fusion core should be difficult to obtain, and im talking about 1 single core. The base game (vanilla) is to short to throw so much fusion cores all over the place. The idea of binding fusion cores to gatling laser is worth an epic face palm. Its interesting as a game mechanic though.

      Ultimately the player should have two options craft or trade, with lets say a special (third) option finding a core in an hostile synth environment. So

      • Crafting
      • Trading
      • Killing
      When a fusion core is present the next step would be how to limit power armor and mechanics tied to wearing, moving with a power armor, etc. etc. ...