[WIP] Universal Exchange Terminal

Post » Tue May 11, 2010 12:03 pm

http://www.fallout3nexus.com/downloads/file.php?id=11304

Having recently gotten back into Fallout 3, I decided to redo one of my old mods and adapt it to the mods I'm using now, namely FWE. I present, Universal Exchange Corporation's Universal Exchange Terminal.

Curent Features:

Salvaged Universal Exchange Terminals can be found in:

Moriarty's
Tenpenny Towers Bar (Both before and after Ghoul invasion)

Using the amazing Universal Exchange Terminal's Nanotechnology you can:

Caps to Cash - Convert Bottle Caps to Cash (20 Caps for 1 Pre-War money)
Cash to Caps - convert Cash to Bottle Caps (1 Pre War Money for 20 Caps)

Cigarettes to Pack - Converts 20 Misc Cigarettes to 1 Misc Pack
Packs to Cartons - Converts 10 Misc Packs to 1 Misc Carton

Cigarettes to Pack (FWE) - Converts 20 Usable Cigarettes to 1 Usable pack
Packs to Cartons (FWE) - Converts 10 Usable Packs to 1 Carton

Spoiled Carton Recovery - Converts 2 misc Cartons into 1 usable carton.

Misc Alterations:

Changes the value and weight of the following (followed by what it is changed to) M = Misc, U = Usable

Pre-War Money : 20
(M) Cigarette : 1
(M) Cigarette Pack : 20
(M) Cigarette Carton : 200
(U) Cigarette : 1
(U) Cigarette Pack : 20
(U) Cigarette Carton : 200

Compatable with: Vanilla FWE, should also be compatible with any/all the FWE DLC patches and optional mods, as long as none of them alter the items in question. Be sure to load it last, in the place suggested by the FWE load order suggestion.

Future Plans:
I'm also working on a version that works with Vanilla Fallout 3, with Cash to Caps and a Cigarette Wrapper/Unwrapper.
I may adapt it to make an alternate version that will work solely with BLCT.

Comments, Suggestions?
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Minako
 
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Post » Mon May 10, 2010 11:45 pm

Energy Ammo Conversions!

What I feel would be good conversion:

100 ECPs = 50 SECs = 25 MFCs = 10 Alien Power Modules = 5 Alien Power Cells = 1 Fission Battery

Also, maybe add a subscription element, have a note in your inventory explaining how it works and have an initial charge of 250 caps for 3 months of use, and then 100 caps for every month. I remember stomper saying that you can script it to do this kind of check every time you enter the cell, and since you HAVE to enter the cell to use it, it's viable. Deposit the money in the card machine for how long you want to subscribe, maybe giving out deals based on your barter skill, or permanently slashing prices by allowing you an option to hack the card machine to drop the prices at 50 repair + 50 science, and to make it free for life at 100 science + 100 repair. It gives you a card, acting as a password to let you in the terminal, and take it away (deactivate) after the period of time expires.

I think that would balance it out a bit, also make it semi-realistic (as far as magic nano-machine terminals go, it's fallout after all.)
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Noely Ulloa
 
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Post » Tue May 11, 2010 12:48 am

Thanks for the suggestion, I might implement that but without the Alien stuff, as the theme for UniEx is a pre war utalitarian service salvaged and adapted to meet general wasteland needs.
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jenny goodwin
 
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Post » Tue May 11, 2010 4:19 am

Alright I did edit my post above put I'll put it here to.

Maybe add a subscription element, have a note in your inventory explaining how it works and have an initial charge of 250 caps for 3 months of use, and then 100 caps for every month. I remember stomper saying that you can script it to do this kind of check every time you enter the cell, and since you HAVE to enter the cell to use it, it's viable. Deposit the money in the card machine for how long you want to subscribe, maybe giving out deals based on your barter skill, or permanently slashing prices by allowing you an option to hack the card machine to drop the prices at 50 repair + 50 science, and to make it free for life at 100 science + 100 repair. It gives you a card, acting as a password to let you in the terminal, and take it away (deactivate) after the period of time expires.

I think that would balance it out a bit, also make it semi-realistic (as far as magic nano-machine terminals go, it's fallout after all.)

Also, if you wanted to not include an alien tech element, maybe give the option to the player to modify the terminal (science + repair at 100, 50 Alien Power Cells and 10 fission batteries) and then you could have it do it. Just throwing stuff out there.
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Nathan Maughan
 
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Post » Tue May 11, 2010 7:39 am

I'm not quite at the skill level of scripting t odo that though, yet.

I might just make it so that it takes caps away as well, say something like 10% of the value of the item you're converting, so to convert 20 caps to cash, it'd cost you 22 and vice versa. The cash to caps and wrapping/unwrapping was originally for my own roleplaying purposes this was before usable cigarettes were out etc.and so i could have stacks of money representing my wealth.
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Janine Rose
 
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Post » Mon May 10, 2010 11:54 pm

I apologize if my ideas seemed daunting, then. I will still most likely download your mod in any form though, as I like the initial idea of it enough.
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bimsy
 
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Post » Tue May 11, 2010 11:46 am

More to the fact that I don't really know scripting.

I tried putting in a costs system but didn't know how to make it kick you out if you didn't have the required caps for payment.

I have 2 forms of it, one for normal Fallout and one for FWE.

I'll probably keep it as a free service, since it's more a ingame utility than a potential cheating tool.

Released the first version, contains both standard and FWE compatible versions.
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Rhi Edwards
 
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