Feature Request - Fusion Cores Inventory management

Post » Thu Mar 03, 2016 9:15 pm

I'm not sure if this is the right place for this suggestion, but if it isn't, please move to the appropriate forum, thanks.



I would like to suggest that it should be possible to at least group cores by their integer value instead of their decimal value so that you know you have 6 cores at 99, 9 cores at 90, and so forth, instead of having them string out and fill in your inventory, giving poor beleaguered players like myself scrolling calluses. Seriously, that would be a helpful adjustment.



Also, a toggle to prefer your lowest powered cores instead of your highest, to conserve the 100's (which do group together nicely) and to burn through excessive inventory of partially used cores faster, which, if you're not going to fix the grouping, would at least help to minimize it.



Thanks for considering my thoughts on this subject.



Regards,


John Romero

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Amy Siebenhaar
 
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Post » Thu Mar 03, 2016 9:22 pm

For Power Armor, you can open up the container menu and insert any core you want instead of automatically inserting a fully charged one. I do that all the time and get away with one partially spent core and a stack of full ones. Gatling Laser is still a mess though if you reload or swap before completely draining a core - but I've heard tell that the new patch actually remembers how many shots are left in a magazine when you swap weapons, instead of automatically refilling them. I haven't tested that, though.

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Katy Hogben
 
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Post » Thu Mar 03, 2016 2:16 pm


This.



Also, what you're asking for would not really be possible. Each core is its own consumable following a simple script. To do it you're way, we'd need to create 100 different versions of the power core (an ID for 99, another ID for 98, another for 97...etc.), and have the game constantly swap the physical core with the new version whenever you used up 1% power. That's the only way to make them stack (and they'd still wind up stringing out anyway.)



Besides, try to manage your cores manually whenever possible. A merchant will pay the same price for a core at 100% or one at 1%.

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Ownie Zuliana
 
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Post » Thu Mar 03, 2016 3:01 pm

Thanks for the responses. I guess I theoretically knew I could insert a core manually, but it hadn't actually occurred to me to approach it that way. I appreciate the head's up on that.



With regards to inventory management and scripting, I understand that this is an ultralow priority, and also that it's not actually broken, so a 'fix' is maybe not a great idea, but -- though I'm not a game programmer -- my intermediate experience with VB macro writing suggests to me that if this was a spreadsheet problem, I could produce a script (even if it consisted of 100 case possibilities) that would group cores in my list according to their integer values with a count of each one, and I could probably perfect such a script in about 4 hours or less. (I know, point and laff at the office dweeb.) But writing more code does introduce the possibilities of more errors. I suppose I should be glad I don't have to actually stop and rifle through a virtual humonguous dufflebag of holding to whip out a core when the one I'm using is about to give out.



And I have figured out that about merchants, which is something I've been taking advantage of, but thanks for the tip anyway.



I have another somewhat related question -- I haven't been able to figure out how to eject a weaponized core from my power armor. Is the Fusion Core supposed to show up as a grenade in my weapons list?



Thanks again.


John

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Big Homie
 
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Post » Thu Mar 03, 2016 3:52 pm

You have the last rank of Nuclear Physicist, yeah? I think you use the grenade hotkey without any grenades equipped to do it.

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Leah
 
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Post » Thu Mar 03, 2016 7:15 pm

Thanks!

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ijohnnny
 
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Post » Thu Mar 03, 2016 10:41 am


You can eject a fusion core by holding the grenade button on whichever system you are playing on. I think you have to have no grenade currently equipped, but i have not tested this myself. It pretty much just drops out of the back of the suit and explodes moments later.

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Chica Cheve
 
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Post » Thu Mar 03, 2016 5:52 am


Albeit not a pressing issue, its still one of those things that made you go, "oh, common..." The first moment you realized the low cores weren't being prioritized.



I'm curious to see if this patch hides the gatling power core as PA does.

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IM NOT EASY
 
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Post » Thu Mar 03, 2016 1:42 pm


You're correct -- it can be done. My example is almost exactly what would have to be done. However, there is a limitation within the game engine: each "object" placed in the game world may have only one script attached. If this were not the case, it would be easy to simply stack all fusion cores regardless of charge or even marry partially drained cores together. (Which would also cut down on abusing almost-spent cores as a type of currency for gross spending power. :P )



As it stands, regardless of how efficient the script you wrote was, if you applied it to fusion cores...they couldn't run their "power drain" script. And would be effectively broken. To stack something in inventory, you need an identical ID. The way around this is to wait for the CK and FO4SE so that a new layer can be added to the inventory, effectively categorizing all partially used cores under their own "sub-tab" or something.



Can't do it yet. But..."soon".

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Victor Oropeza
 
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Post » Thu Mar 03, 2016 5:47 am

btw, John Romero, thanks for all the fine work at id Software! :wink_smile:

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Isaac Saetern
 
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Post » Thu Mar 03, 2016 5:28 pm

Ha! If only!

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CSar L
 
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Post » Thu Mar 03, 2016 6:09 am

- the only workaround i see is to add something similar to the Junk Jet


- preferring used cores would end up reloading a weapon with 10 ammo or something like that


- or a workbench recipe to scrap 2 fusion cores that have : 25 charges and return 1 fusion core that has 50 ....

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Mashystar
 
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