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.
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
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.
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. ...
23 comments
EDIT: Up.
I can tweak them on my own though. Thank you again! Just in time for a new playthrough.
but it does also affect other cores. I will split it next update.
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
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.
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.
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. ...