Making new Recipes?

Post » Fri May 27, 2011 4:35 am

I'm trying to make some new recipes for the workbench, but no matter what I do I can't get them to show up in-game. The only way I have found that allows me to make a recipe is to change an existing one, which I definitely don't want to do. I'm guessing there is some sort of master list of recipes that show up when you activate the Workbench, but I can't seem to locate it. I would think that simply creating a new recipe and setting it up as a Workbench recipe would be enough, but I guess not.

Anyone know what the problem is?

Thanks in advance for any help.
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Alex Vincent
 
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Post » Fri May 27, 2011 8:42 am

I, too, have been wondering about this... both for Fallout: New Vegas as well as Fallout 3.


I looked for quite some time at the lists, hoping to find some idea of how the game handles the workbench crafting system. The only thing I ever found was the start script for Fallout 3.

In New Vegas, that script is altered to open up a 'crafting menu'... which makes it even harder to figure out.

Is this hard-coded? Or is it just really, really well hidden?
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Lou
 
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Post » Fri May 27, 2011 7:39 am

I'm trying to make some new recipes for the workbench, but no matter what I do I can't get them to show up in-game. The only way I have found that allows me to make a recipe is to change an existing one, which I definitely don't want to do. I'm guessing there is some sort of master list of recipes that show up when you activate the Workbench, but I can't seem to locate it. I would think that simply creating a new recipe and setting it up as a Workbench recipe would be enough, but I guess not.

Anyone know what the problem is?

Thanks in advance for any help.


Actually, editing an existing recipe is the easiest way to do it - just make SURE you save it as a new form, and the preexisting recipe should be unaltered.

Otherwise, look under the Miscellaneous tab for Recipe, create a new one, and make sure you attach a category, sub category, skill required, and skill level. You'll also need ingredients and output (what you use and what you get, respectively). As far as I can tell, it's the category and sub category that determine what item you'll be required to activate to bring up the list of recipes (workbench, campfire, and so on) ... but I've already successfully added four or five new cooking recipes into the game myself, and I'm home sick!

So heck, if a sickie can figure it out, so can you :wink_smile:
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Jerry Jr. Ortiz
 
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Post » Fri May 27, 2011 4:49 am

This is excellent news!


Now all I need to do is find some poor, bored modeler who would be willing to take on a requested project!

Thanks for the help! I'm going to go see if I can't figure out how to do what you just said! Hopefully, if it's not too terribly challenging, I should be able to make it so that the player can 'break apart' damaged weapons for their parts. These 'parts' will then be usable for basic repairs and the like, or if the player is PARTICULARLY skilled, the construction of a new weapon.

The trouble, of course, will be balancing out how many bits and pieces the typical deconstructed gun will give you... versus what you need to produce a new one.

If I make the gun break down into all the requisite parts to rebuild said gun... that could probably be exploited. Especially since I have no idea what the starting condition for any given crafted object is... or how it measures such things.

-_-;' Blarg... so much work... so many questions...

I'd best get to it.
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Jessica White
 
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Post » Fri May 27, 2011 9:05 am

Hmm, I had thought that I was doing everything correctly, but I just copied a recipe I knew worked and created a new form then edited it as normal and it worked. I guess I was leaving something out before. I think I forgot to set the skill required setting. I guess it's important that everything be set and nothing left at a value of 0.

Thanks for the help.
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danni Marchant
 
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Post » Fri May 27, 2011 1:13 pm

I looked for quite some time at the lists, hoping to find some idea of how the game handles the workbench crafting system. The only thing I ever found was the start script for Fallout 3.


Look under "Miscellaneous / Recipe" - that's where the individual recipes are stored.

You'll also need to add them to a Recipe Category (probably best done via a one-time quest at start-up rather then touching the actual recipe list, just like any other container?). Looking at the "ReloadingBench" object (World Objects / Activator) - it looks like you're going to need to dynamically add recipes to the recipe category via a one-time quest script. Because when you "activate" the ReloadingBench, it executes: "player.showrecipemenu ReloadingBenchRecipes", there's no option there to easily add in additional recipes without breaking other mods that attempt to do the same.

A few of the recipes have visibility requirements that check whether a "note" is present in the player's inventory. So you'll also need to create a Items/Note object and add it to the player's inventory in some fashion. Some are added via quests, some are added when you pickup an item (like the original FO:3 schematics, which fired off a script when you pick them up), others are handled by actually placing the note object in the game world (the Powder Charge is done that way - the Powder Charge schematic under Items / Misc / Junk is a fake and isn't actually used).
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Karl harris
 
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