About this mod
Overhauls the way how you learn new crafting schematics/blueprints in "immersive" way.
- Permissions and credits
If you are not happy (just like me) with the way how you learn new modifications in "Vanilla" game;
If you are (like me again) a hardcore "immersion boy/girl" and like things to be closer to real live;
If you like to make your game harder but more logic;
This mod might be for you!
Be aware, this one is a WIP, so bugs and weird things could happen.
The purpose of this mod is to make "not fun" mandatory crafting perks to be gone for good while increasing the "value" of mods (especially low-level ones).
You will need to be lucky,rich or atleast very patient to find the way of crafting "better" modifications.
So what this mod will actually do for you.
Ze working features:
1. 15 skill books for every rank of every annoying crafting perk from Vanilla.
2. Some vendors got loaded with the apropriate blueprints. Like if vendor sells armors in Vanilla - he will have some armor blueprints for sale too. Apropriate means that you will not be able to buy endgame schematics before the real endgame.
3. Blueprints could be found from a legendaries as a LEGENDARY drop. This mean that legendaries will become more valuable in a MODDED enviroment. Because you know,when you got the awesome mods like "Legendary Modification" and "Customize Legendary Enemy Spawning" at some point in the game (preety fast actually) legendary enemies will devaluate because you will craft yourself your needed legendary, fully pimp it up with best mods and stop on this.
Ze books:
1. The books (actually magazines) with blueprints are brand new records, meaning that the books by themselves will not conflict with anything.
2. They are covered with new textures. As for now only a placeholder textures by me, but BlastoLho is working on proper hi-detailed covers. He will post a sneak peak eventually and will need some ideas on how other skill books could look like. Stay tuned with comments section.
Ze books gradation:
Every book grants perk rank accordingly to book tier, so Tier 1 Gun Mods will give Gun Nut rank 1.
Tier 1 (Improved) - Melee Mods, Gun Mods, Hi-Tech Mods, Armor Mods
Tier 2 (Advanced) - Melee Mods, Gun Mods, Hi-Tech Mods, Armor Mods
Tier 3 (Expert) - Melee Mods, Gun Mods, Hi-Tech Mods, Armor Mods
Tier 4 (Master) - Gun Mods, Hi-Tech Mods, Armor Mods
Ze vendors:
If you do want to figure out who sells what by yourself - DO NOT expand the spoiler!
Tier 1 (Improved) - Trashcan Carla, Cricket, Arturo Rodriguez
Tier 2 (Advanced) - Cricket, Arturo Rodriguez
Tier 3 (Expert) - KL-E-0
Tier 4 (Master) - Proctor Teagan, Tinker Tom, Institute vendor(forgot the name)
Armor Mods:
Tier 1 (Improved) - Trashcan Carla, Lucas Miller, Myrna/Percy
Tier 2 (Advanced) - Lucas Miller, Myrna/Percy
Tier 3 (Expert) - KL-E-0
Tier 4 (Master) - Proctor Teagan, Tinker Tom, Institute vendor(forgot the name)
We don't have lots of vendors in Vanilla,so this is probably the best gradation that I could do.
Anyway as always - if you have any ideas/suggestions feel free to post a comment.
Ze planned features:
1. Hide Vanilla perks from perk sheet and replace them with usefull ones. (This will actually give you optional perks vs mandatory crafting perks in Vanilla). I have tested this a bit and I want to say goddamnit Bethesda! I will explain a bit - they allowed us to link perks into perk sheet by adding flag "playable" to them and adding SPECIAL condition. Yes this works and you are allowed to properly select this perks on a lvlup. BUT they have hardcoded relations between perks and their animated icons. And NO, the pairs are not EditorID-Clip.swf, they are FormID-Clip.swf and for sure they are not defined in Fallout4.esm but actually somewhere in either one of the interface swfs or even hardcoded in a game. So before I will find a fix for this we might end up with so called "Default Vault Boy" icon without animation. Will try to contact one of the swf Gurus out there on nexus (like the guy who created DEF_INV or New Dialogue), maybe they will find how to fix/modify this.
2. Hand-place blueprints into the world and remove them from legendaries/vendors. Dunno if I could do this before CK comes out. Well its doable, but will involve too much of save before entering the zone(spawning/populating it)/edit the refference/load and check how it looks/rince and repeat.
3. Hand-place blueprints into "Named" NPC's pockets/containers. Doable without CK for sure, but I need ideas on this NPCs.
4. This one is a BIG work,but thats what I'm aiming for - overhaul the crafting in the way that every mod cathegory will have apropriate perk and blueprints. For example there will be 4 skillbooks for receivers and finding one of them will not auto-unlock all tier1 mods for you. Just T1 receivers. Same will be done for grips,mags,sights and so on.
And ofc as always:
If you are happy with the changes this mod makes and enjoying the expirience with it overall - don't forget to get back and endorse. Its not about my ego or something, its about providing the mod to wider public.
Sad story, but the majority of users will not read comments and descriptions to determine if they need the mod or not ... they will just download most endorsed ones and move on to the next category. Personally, I got some jewels in my mod collection with awesome changes and low downloads. You know why? Endorsements.