any chance I could take a peak at your source for the script, I want to implement similar functionallity in a mod i'm working on where by the workshop object will consume fertiliser before producing an item to the workshop inventory.
is it possible to edit the amount received every 24 hours? 10 feels way overboard in my opinion, I'd probably bring it down to about 2, where its useful and profitable but you're not being flooded with chems unless you build full settlements purposed to producing them.
Hello this is my first mod for fallout 4, I don't have any mods installed.
I tried assigning mama murphy to the jetlab but she doesn't approach it, she just passes by. I tried the other settlers and it seem to be the same. Also where can I check if if they made jets?
This sometimes happens, as long as the workbench says they are assigned the settler should come by at some point to actually begin working, then they will behave as expected
I'd love to see an update with some of the planned features fleshed out. If such happens, please include the ability to craft the medical chems like Stimpaks, Radaway, etc. Another option might even be to do a compatibility patch with Maim to also have settlers crafting the medical supplies from that mod.
As for the option to become a Chem dealer, we already can... sorta. In my FO4 I have the ability to craft different types of vendor stalls which I can assign my settlers to. I know this is part of the base game, but I also have the ability to craft chem vendor stalls. I do NOT know if the chem vendors are part of the base game or if that was from a mod.
So my thought is simply, have your settlers making chems for you, and then simply build several chem vendor stalls in your settlement where you assign your settlers. The effect is pretty much on par with the idea that you become a full scale chem merchant. Are the merchants ACTUALLY selling the chems your settlers are crafting? Well no, not actually as the ones the settlers are crafting would get stored in the workshop. But the in game effect of it would certainly give the illusion that they are. And of course you can turn around and sell your crafted chems back to the chem stall merchants (and visiting traders like Trashcan Carla) for extra caps.
A 2nd idea might be also include a compatibility patch for Depravity, which introduces the idea into the game that you become a big part of a new drug cartel with new types of chems introduced into the game. Perhaps adding these chems to the LL your settlers are able to craft, and adding them to the LL for your chem vendor stalls.
I'm sure the mod authors of both Maim and Depravity would get behind this idea and put a link to your mod on their mod pages (thus driving up visibility for your mod) should you decide to go with this sorta idea.
Best of luck with the mod. I hope to see more of it.
thanks for the ideas & feedback, i've been on a bit of a modding break from FO4 for a while but looking forward to ending that pretty soon and getting more updates out for my mods (mainly this one).
My suggestion is to expand greatly on this epic mod, dude Make it so that I can be a drug dealer, and sell drugs to settlers, get them hooked, then have them come back for more. Then have them like be like wearing rags and stuff, dude that'll be dope af
Games are a damn good tool to analyze people's psychology, directly and indirectly. This kind of behavior indicates insecurity and anxiety, that is normally transformed on a toxic need of control. Yes, even in games. Games give us the opportunity to be whatever we want and be safe of punishment.
It's a post-apocalyptic world where slavery and drug use are common. It's not a rosy utopia where everyone wanders around until their weekly therapy session.
By that same logic you should hate anyone who ever chooses to do wrong actions in video games. Every GTA player? Detestable. It's a video game, being sadistic as Hell for shits and giggles is a whole lot of fun for a whole lot of people.
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EDIT: Settlers literally never go anywhere near the work benches when assigned. No Jet is appearing in the workbench.
I tried assigning mama murphy to the jetlab but she doesn't approach it, she just passes by. I tried the other settlers and it seem to be the same. Also where can I check if if they made jets?
I'd love to see an update with some of the planned features fleshed out. If such happens, please include the ability to craft the medical chems like Stimpaks, Radaway, etc. Another option might even be to do a compatibility patch with Maim to also have settlers crafting the medical supplies from that mod.
As for the option to become a Chem dealer, we already can... sorta. In my FO4 I have the ability to craft different types of vendor stalls which I can assign my settlers to. I know this is part of the base game, but I also have the ability to craft chem vendor stalls. I do NOT know if the chem vendors are part of the base game or if that was from a mod.
So my thought is simply, have your settlers making chems for you, and then simply build several chem vendor stalls in your settlement where you assign your settlers. The effect is pretty much on par with the idea that you become a full scale chem merchant. Are the merchants ACTUALLY selling the chems your settlers are crafting? Well no, not actually as the ones the settlers are crafting would get stored in the workshop. But the in game effect of it would certainly give the illusion that they are. And of course you can turn around and sell your crafted chems back to the chem stall merchants (and visiting traders like Trashcan Carla) for extra caps.
A 2nd idea might be also include a compatibility patch for Depravity, which introduces the idea into the game that you become a big part of a new drug cartel with new types of chems introduced into the game. Perhaps adding these chems to the LL your settlers are able to craft, and adding them to the LL for your chem vendor stalls.
I'm sure the mod authors of both Maim and Depravity would get behind this idea and put a link to your mod on their mod pages (thus driving up visibility for your mod) should you decide to go with this sorta idea.
Best of luck with the mod. I hope to see more of it.
Make it so that I can be a drug dealer, and sell drugs to settlers, get them hooked, then have them come back for more.
Then have them like be like wearing rags and stuff, dude that'll be dope af
Yes, exactly. That's why it is totally appropriate to want it in a game. It is a healthy release of that toxic need of control.