@Mr. J-
While I'm not entirely sure whether the issue you're describing falls under the jurisdiction of what it is I hope to change with my small collection of mods, I am wholly inclined to agree that it seems strangely 'easy' to amass wealth in the Fallout universe, of late.
Perhaps it
is something I can adjust... although for the sake of gameplay, I don't know how I would even begin to balance it.
I'll definitely keep that thought in mind, however, as I progress on my work here. If anyone else happens to have ideas in regards to how to approach these kinds of things, I encourage them to speak up. Seldom are we all of one mind... and I truly would like to have the greatest number of voices involved possible.
- UPDATE: Presenting: The Scientist! -
My experiments with Presenting: The Scientist are coming along nicely! I have created not
one, but
two brand new crafting stations with which the player can interact.
The first, the Chemistry Lab, will allow the creation of all the chems and aid items which were previously made using either the campfire or the workbench. There are some items which are labeled as chems that are obviously supposed to be DRINKS, however... and these I have left firmly in place. The player will also be able to create a slew of new concoctions and items by the time the project is complete.
The second 'recipe' menu is, in fact, a microscope... and with a Science Skill of 75, the advanced science player can utilize this scope in order to identify unidentified chemical compounds found throughout the wasteland. These compounds, in turn, can then be used with the chemistry lab... with some requiring additional processing, and others being important ingredients in certain recipes.
All of this leads me to the same conclusion... the creation of a straight-froward Gun-Smithing station may very well be what I need in order to make Presenting: The Gunsmith a possibility. Now that I have begun to learn more about the way in which recipes and workbenches work... I am beginning to see that the potential is there for me to make all of this work right within the confines of the vanilla game's crafting system.
It isn't so much -broken-... as incomplete.
My first tests of Presenting: The Scientist are coming up... but first I have to re-make my PHEC Containers mod, as I used a number of vanilla meshes which I had extracted to folders other than their default location (to prevent overwriting). Unfortunately, the same also holds true for the 'textures' I have used as icons. I am currently in the process of remedying the situation... so that hopefully, when the time comes for me to release the mod to the public, there won't be any need for me to distribute meshes or textures (for now) with it.
This means that, when the time comes, you'll be able to fully test the functionality of the mod with little more effort than the installation of an .esp and an .esm.
This is also good news for me... because I don't have the faintest clue how to properly package a mod!
Anyhow, that's all for this update...
... I'd best get back to work. Lots of testing to do.
-Cheers!