I just started reading these threads. And I'd first like say that this is one of the most amazing mods ever!!!
Unfortunately I stared reading from the first forum, and didn't know that it had already progressed to the thread one.
After reading for about 2hrs straight my eyes were starting to hurt, so I haven't read everything. So if my ideas have already been given by someone else or if it's already too late to make such major changes to the game (I know your in the testing phase already), then don't mind me ... just trying to get in my two cents
I had an idea for something you can add to the vault that can either make it seem more realistic and more fun to use (depending on how you look at it), but at the same time can be very easy to change between cheat to realistic settings.
I was thinking that you might incorporate something like the replicator system in Star Trek:
(cause if you can synthesize creatures, and teleport, then this shouldn't be much of a stretch)
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Replace Merchants, Food & Drink Dispensers With Synthesizers That Use Energy Units Instead Of Caps
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It seems kinda odd that there would be merchants in the vault. I mean why are they buying your stuff if your the only one there? And where are they getting all those caps from. And why are they even using caps in the first place (shouldn't they be using pre-war money?) So here's an idea to get around that problem.
- create a variable that keeps track of "energy units" (kinda like currency / caps), that are used to create items.
- each items has a certain energy cost to synthesize or "decompose" depending on their "mass" and complexity. (I'd imagine that you can even use the default numberical cap value for this number, or make everything mult. by 1.73 or something to make it different, just so you don't have to go changing every value in the game).
- energy is stored in large "batteries / storage devices / cells" and can be use to create stuff at a "synthesizer / replicator / assimilation / duplication" terminal.
- items can be "decomposed / dematerialized" and converted back to energy and stored for later use. (even decompose caps, though I don't think they'd give much)
- energy can be obtained in several ways:
- from the reactor in the vault (maybe a certain amount per day, week, month)
- from decomposed stuff like guns, clutter, armor, food ect.
- vault upgrades
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Different Materialization Systems
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- Food Synthesizer
- materializes all the food items (or most common ones)
- Equipment Synthesizer
- materializes weapons and armor (or most common ones)
- Ammo Synthesizer (cause they're complex reactions involved)
- for ammo
- Item Replicator System
- makes a duplicate of anything you give it.
(this is mainly for unique and other stuff that can't be incorporated into the other there synthesizer cause it would clutter up the menu system)
(I'm not sure how exactly the script would work but I'm guessing there must be a command gets the id of an item in a container)
- Dematerializer / Decomposer
- converts any item back into usable energy, that's stored in storage cells
(can also replace the garbage can)
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Vault Upgrades
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When you first find the vault, it's systems are very inefficient due to disrepair / incomplete systems / non-upgraded systems / energy leakage ect. and must be upgraded / repaired. Synthesizers may use 200% of the normal energy usage, reactor may only generate at 25% capacity, dematerialize may only be able to recycle 30% of the item's actual energy value, storage cell may leak a certain amount of energy per day ... ect.
- increase reactor efficiency / capacity (increases energy points generated per time)
- increase power storage / repair leakage (increases energy points that can be stored at any time, excess points will be lost if you are over the capacity)
- solar array (generates extra power according to day / night cycle)
- more efficient replicator / assimilation / duplication terminals that use a bit less energy
- more efficient decomposing / dematerialize unit
each upgrade may require certain quests, items / components, or simply a very large amount of energy to replicate it's add-on facility (an investment). It could also require that you have certain states and perks: eg. 45 repair, 50 energy weapons, solar powered to add a solar array.
As for the realistic settings: all you should need to do is tweak the numbers associated with energy production, storage, and efficiency.
I hope you can incorporate some of these ideas and that it's not too late. Either way, thanx so much for your hard work. I can't wait to get my grubby hands on this!!!