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SkyrimSloot

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SkyrimSloot

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11 comments

  1. SkyrimSloot
    SkyrimSloot
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    Unfortunately no ESL will be available for this mod, apparently tweaking levelled lists and adding in crafting recipes makes parts of the file too big to be formatted as an ESL.
  2. Yucclets
    Yucclets
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    I'm not getting the drained FC back after it depletes
    1. SkyrimSloot
      SkyrimSloot
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      Is this from Power Armour, Weaponry, or both?
  3. Dunmer4287
    Dunmer4287
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    Now if only we had a Flux Capacitor... Then we could take the DeLorean back in time to prevent the war...
    1. SkyrimSloot
      SkyrimSloot
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      Hmm... this gives me an idea... ;D
  4. Gantros
    Gantros
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    Nice mod, but having a unique drained core is really unnecessary, I think. Simply having the vanilla cores be an ingredient with the Flux would be sufficient. If a player wants to use a core that still has charge to top it off, I don’t see why not.
    1. SkyrimSloot
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      I added the drained core as part of my plan to have empty cores be returned to you when they’re depleted, so they can be “recharged”, however I couldn’t figure out a way to have them return to the player when they run out instead of them being removed. If I can’t figure it out I’ll probably either remove the drained cores from the mod or upload an optional file without them. Also it wouldn't make sense to use a full Fusion Core as a requirement to craft.. a full Fusion Core? So a drained Core it is! Cheers for the feedback! 

      Maybe at some point i'll add an optional recharging station, I'm still fairly new to touching scripting and such
    2. CrunchyWithKetchup
      CrunchyWithKetchup
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      It'd be a situation where you let the real fusion core get removed and then give the player a depleted core each time one is removed.  So, it'd be a scripted event to do a player.additem command, triggered by the removal of a Fusion Core.  I'm not well-versed in whatever scripting language Bethesda uses, but it makes sense to me that that's how it'd work.
    3. DragosDrakkar
      DragosDrakkar
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      I have seen some other mods that give a drained core when a core is used up, so there is a way to do it. I haven't looked too far into those mods to know how they do it though.
    4. SkyrimSloot
      SkyrimSloot
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      Yeah i'm just not too sure how to do it, i'm still learning how scripting as a whole works. It was easy enough with scrap, because the script for bottlecaps is already there, however there are about 5 different fusion core items in the CK with nowhere to just whack a script onto them. I think I might have to add them via a perk.

      Edit: After 6 hours of trial and error, and breaking a lot of stuff, it's finally working. New version is now up.
  5. bludwolf77
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    Does your mod directly edit Leveled Lists? Because that can cause conflicts. You can use RobCo patcher to patch in the new items to the Leveled Lists or alternatively there's a script in the Far Harbor DLC that lets you do that too. 

    This way is cleaner, no conflicts and might allow you to make your mod an ESL.
    1. SkyrimSloot
      SkyrimSloot
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      It adds in 2 new levelled lists, one for Flux, and one for the cores, which i've then added directly too the LargeJunk (Bosses) and the JunkVendor levelled lists, so it just adds my levelled lists into those other levelled lists rather than edit the LL's they already contain. I'm not very versed with RobCo patcher but i'll take a look at it over the weekend, I'll probably add an optional version that doesn't touch LL's