This is such a good idea! I wish I'd thought of it.
Like Shanlon though, I changed things around a bit.
I changed the perk name to Radical Recharger, I made it so that energy cells (not MFCs or ECPs) could be recharged without the perk (it's a bit odd opening an empty recipe menu), and I changed the description too.
My new description reads as follows: You've figured out the secret art of energy transference! You can now use generators and reactors to recharge ECP and MFC ammo too!
I also edited the perk so that it required 30 Science skill (energy ammo is hard to come by) instead of 40 Repair. And I changed the image to that of the perk Math Wrath, as it was the only one I could find that was really fitting.
My only critique is the text of the perk, which has a few spelling and grammatical errors and refers to fission batteries as "fusion batterys".
In my own game I edited the perk name and text to the following:
"Recharger
Feeling drained? Not a problem! You can now use generators and fission batteries to recharge spent microfusion cells, electron charge packs, and energy cells."
The idea is awesome and so far the mod has worked flawlessly. However I am a bit concerned that it might conflict with http://fallout.wikia.com/wiki/Not_Worth_a_Hill_of_Corn_and_Beans quest. Has the author already given thought to it or are my concerns unfounded?
EDIT: My one suggestion is to require differing levels of the Repair skill for each type, similar to the way recycling those power sources are at a workbench. The idea being that its a bit trickier to hook things up due to varying connectors and avoiding electrocution. In fact, you could perhaps allow a less-than-required skill but with a risk of electrocution damage.
i just made an energy weapons char a week ago and i like the idea of this mod greatly, and i agree with you, however i would say a science skill requirement wold be a better placeholder.
Science will work, but after thinking it over, I'd be tempted to do *both* ... you are kind of mimicking what an Electrician does, which is not just pure Science - there is a mechanical aspect as well, which for this game comes under the heading of Repair. And no real harm in having a requirement of some sort for Science *and* Repair.
Hrmmm ... having checked Recipes via FNVEdit ... no, not directly: there can be only one Data entry. But one or more Conditions could be added that provide equivalent restraints. So while technically there is a potential solution, it is probably too kludgy.
I agree with Corlagon's idea of making it a perk. It also could be cool if you didn't necessarily get to pick the perk while leveling- I imagine that reading a book about electrical science would be a good way of gaining the perk without needing the required skills. Perhaps such a book could be hidden in Repconn, or the BoS bunkers, or in a vault, or even purchasable from sciency-type NPCs, like the Follower's Immunization perk (that I think Project Nevada adds, idk).
I have made 3 version one were it a book you buy another were you need a robco battery tool that you fix up with the repair skill and one were its a perk I am going to try them all out and see witch one Seems right thanks for the ideas guys should have the updated version up to tonight
The energy weapon skill should be the primary requirement to get the perk or trait or book whichever you decide. It would make sense to me that someone who uses energy weapons primarily; would have learned tricks on how to recharge there cells. And I would also throw in repair/science requirements. It shouldn't be too easy to get as it could be too overpowered early in the game. Maybe 90 energy skill minimum to learn it.
Oh and another idea for ya hehe. Recharge flamers at ovens maybe?
I think ovens would be way too common. Better would be gasoline storage tanks, such as the one at El Dorado Gas & Service; and / or propane tanks on trailer homes.
For the ovens a script maybe which would allow a small amount of fuel every few days. There should be a limit on the generators as well, I would think recharging all your empty cells (say you have 1000 empty cells) would be too much as well.
the gas idea I like but mabye a more limited version like it only effects tanks of fuel once only and you need a perk with a pretty high req but you siphon 50 Fuel from it or 20 depending on how many tankers there are I know the boomers have about 15 so a bit Op there
High enough energy weapons skill as a reguirements makes sense to me too. My current character never uses energy weapons and it feels kinda off that I can recharge stuff at workbench. Workbench that has no electricity coming to it! Maybe remove ability to recharge energy cells at workbencges alltogether too? Or make workbenches that has generators with them. ^^
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Like Shanlon though, I changed things around a bit.
I changed the perk name to Radical Recharger, I made it so that energy cells (not MFCs or ECPs) could be recharged without the perk (it's a bit odd opening an empty recipe menu), and I changed the description too.
My new description reads as follows: You've figured out the secret art of energy transference! You can now use generators and reactors to recharge ECP and MFC ammo too!
I also edited the perk so that it required 30 Science skill (energy ammo is hard to come by) instead of 40 Repair. And I changed the image to that of the perk Math Wrath, as it was the only one I could find that was really fitting.
inb4 dont have perk
just got the perk
p.s. Recharger mod later in mod list
My only critique is the text of the perk, which has a few spelling and grammatical errors and refers to fission batteries as "fusion batterys".
In my own game I edited the perk name and text to the following:
"Recharger
Feeling drained? Not a problem! You can now use generators and fission batteries to recharge spent microfusion cells, electron charge packs, and energy cells."
I ask because the Grinder mod that sharpens knives, didnt. :/
>*Edit- Yes!, is works. I almost forgot to level up for the new perk you added. Great Mod, thanks!!
EDIT: My one suggestion is to require differing levels of the Repair skill for each type, similar to the way recycling those power sources are at a workbench. The idea being that its a bit trickier to hook things up due to varying connectors and avoiding electrocution. In fact, you could perhaps allow a less-than-required skill but with a risk of electrocution damage.
Perhaps such a book could be hidden in Repconn, or the BoS bunkers, or in a vault, or even purchasable from sciency-type NPCs, like the Follower's Immunization perk (that I think Project Nevada adds, idk).
Oh and another idea for ya hehe. Recharge flamers at ovens maybe?
I think ovens would be way too common. Better would be gasoline storage tanks, such as the one at El Dorado Gas & Service; and / or propane tanks on trailer homes.
The small amounts of gas/electricity charge like you said, would also make sense. Some could be empty as well.
Maybe remove ability to recharge energy cells at workbencges alltogether too? Or make workbenches that has generators with them. ^^
Oh and yes nice idea!