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Delivery of mods

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Mod version:1
Game version:1.07
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About This Mod

Description:


This simple system allows the player to order the delivery of any weapon mod for any weapon they currently have from certain sellers, making it easier to purchase weapon mods without relying on the seller's RNG inventory for an additional shipping fee.




I wanted to create a cross between the classic weapon modding in Fallout (talking to a certain NPC with the corresponding weapon and getting a modified version from it) and the modern object-based modding system, and also to facilitate the search for specific weapon mods, as orders with a large number of weapons with subject mods can lead to the fact that the search for the fashion you need will take forever.




Usage:



Get close enough to one of the parts dealers to talk to him, and press the "Capture" key (RS for controllers, Z for keyboard, default) with your weapon equipped.



A menu will appear asking if you want to order the delivery of fashion for weapons.



The system will read information about the appropriate mods for your current weapon and show the price you need to pay to order the delivery of each mod. Choose one of them, the cost will be charged to you and it will be queued for delivery.



It doesn't matter if your equipped weapon has already established fashion.



You can request three mods at the same time from each seller. As soon as the delivery time of each ordered fashion expires, and you return to the merchant and press the "Take" button, again looking at the merchant, any fashion that is ready for delivery will be added to the merchant's chest.



Once the mod is delivered and transferred to the merchant's inventory, you will have to buy it from him, as usual, through the barter menu.



This also means that once the dealer's chest has been restored, this mod will no longer be available for purchase unless the dealer's inventory contains one of the mods dropped on the basis of standard inventory - this is done to ensure that the search for weapon mods through the dealer's standard RNG inventory remains relevant and noticeably more attractive than simply ordering all desired weapon mods, and to maintain the importance of barter in this process.



Each vendor has a certain set of weapon types for which he can purchase mod - for example, by default, a vendortron can only get you mod Guns/Explosives/Non-Energy Big Guns. To check how much time is left until the end of the delivery, simply start the system again at the appropriate merchant.



The presence of the weapon in the EnergyWeapons form revokes its Big Guns status and the system will treat it as an energy weapon.






Merchants:



Vendortron - Guns/Big Guns/Explosives - low/moderate price, low delivery time.



Gloria Van Graff - Energy Weapon - Reasonable price, low delivery time.



Torres - Energy/Big Weapon - Cheap, long delivery time.



Mick - Meli/Weapon - Higher price, longer delivery time, but not many traders offer Meli/Weapon.



Boomers Munitions Manager - Explosives/Big Guns - Expensive but very fast delivery time.



188 Arms Merchant - Explosives/Big Guns/Guns - Cheap price, long shipping time.



Khan Armorer - Explosives/Guns - Reasonable price, long delivery time.



SINK - Everything - Quite expensive, fast delivery time.



Commissioner - All - Reasonable price, very fast delivery time.




TTW:



Flak/Shrapnel - Guns/Explosives - Reasonable price, average delivery time.



Friday (Pitt) - Guns/petty/unarmed/explosive - Expensive, but one of the only chalk/unarmed dealers in DC+.



Pronto - Weapons/Explosives/Big Weapons - Reasonable prices for all but the expensive Big Weapons for a very long delivery time.



Durga (BS DC) - Energy/Big Weapon - Cheap, fast delivery time.



Uncle Roe (Canterbury Commons) - Explosives/Guns/Melee/Unarmed - High price, long delivery time, but you do not have to buy delivered mod by barter - the mod will be given to you directly once the delivery is completed and you contact the system again via Uncle Roe.



This is because Uncle Ro himself is not a trader, which requires additional scripting solutions. Instead of opening the barter menu for Lucky Harith with a script, I decided to add an extra incentive to visit the Canterbury Community, which is most appealing for characters with low barter. However, Lucky Harith still gets covers from the purchase because he is presumably a caravan dealer who buys fashion from.




Customize:



It is possible to configure whether each corresponding merchant will provide any mods at all.



The price multiplier for the shipping fee for each type of mod is set up for each merchant.



There is a switch to make the delivered mod available to the player directly rather than being bought.




Requirements:



JIP LN, xNVSE, Johnny, ordinary things.



ShowOffNVSE is required.



Installation:



Normal installation.



Please approve and vote if you appreciate this mod.




Patches:



This is not a framework - extending this functionality to fashion-added merchants will require manual system expansion in GECK, using special scripts.



I have no current plans to patch other mods.




Compatibility:



Fully functional with any and all weapons/weapons mods added.




Bugs:



Please report bugs in the "Errors" tab, not in messages. I get error notifications, but I have too many mods to keep an eye on all of them.




Future plans:



They may or may not appear, depending on whether I want to implement them or not:



Variable delivery time.




What about the ___ trader?



Quartermaster Hoover Dam - I don't want to block him from accessing the system behind his speech so he can supply you with goods, at least not now.



Blake, he's pretty typical. I don't want to include it in the game.



Carter/Hannigan - It is difficult to establish a good supply chain by being part of an allegedly raiding/gangring ring in a very civilized part of the world.



Chet is Lol, no.



Cliff Briscoe - I don't feel particularly good about it.



Contreras - Don’t want to block his interaction with the system if he goes to jail. Maybe I'll add it when I want.



Joshua Graham - You won’t see him for long, he disappears after HH completes, and his supply chain is limited.



Johnson Nash is a small fry.



Lacey - Why is she even selling guns?



Mr. Holdout - He sells knives, and that's pretty much it.



Miguel - Maybe over time. Possibly only Melee and/or Unarmed.



Old Gibson - Maybe over time. Probably only hand-to-hand combat and/or unarmed weapons.



Michelle is a tiny potato.



Alexander - Perhaps with time. Ultimately, it will be less attractive than the GR's headquarters.



Dale Barton - This trader sucks.



Carl (Family) - The family is pretty secluded and doesn't have much access to trade, so I don't feel like he would be a natural choice.



Haley (PL) is mostly a swamp vendor, so I don't see him having a supply chain to buy on-demand mods.



Panada (PL) is limited access to supply chains, and I make balancing decisions believing that PL is a low-level experience, so I don't really want to stretch the credibility of the supply chain to ensure that it provides any mod in the game at a relatively early level.



Mikel Masters/Gustavo - They are not traders as such, they are simply opening their weapons stockpiles to you for trade.



Moira - She doesn't have very good goods in most cases, so because she's (probably) the first trader you have access to and her relatively poor stock, I don't want to add her to that system.



Smiling Jack - Honestly, you don't have much reason to go to him, and by the time you do that, you'll have destroyed his entire market, so it doesn't seem logical to me that he can get fashion on demand.



Sydney is a mercenary, not a trader.



Tulip - Limited access to supply chains.



Common scavengers/merchants are too much trouble.




Questions:



Pop-up window, when will each mod be available/delivered by courier or script?



I don't plan on delivering the mod by courier or script, or for the game to tell you that the mod has arrived. You will have to go back to the original seller and use the grab key again. All scripts are based on the capture event in front of the merchant and the delivery time is stored in the inventory in special containers. I'm not going to try to track all the shipping commissions I can and send them to you or provide pop-up messages, that would be very troublesome.



Can I get ___ unique/unique mod like FIDO with this system?



Yes. There is no prohibition on using this system to purchase late games or unique/unique mods such as FIDO or similar. If you can find a weapon, you can order the delivery of any fashion he uses through the appropriate seller.



Make the mod available for one-time purchase indefinitely regardless of vendor inventory reset/available for infinite purchase?



I'm not going to prevent ordered mods from disappearing when the seller's inventory is reset. It would be a bit of a hassle, and I like the idea that they just put it on the shelf based on your delivery request, and if you don't get it for too long after the purchase, someone else will probably "buy" it.



Will I miss delivery if I wait too long to return to the seller?



Items will not be added to the merchant's inventory until you ask him to press the Grab button, again targeting the merchant - there is no chance of losing the ordered mod under any circumstances, until you ask the system to move the mod to the merchant's inventory.



Does barter/discount/charisma/historical outcomes affect the price of commissions?



I don't plan to do that. Now I'm satisfied that they are affected by the purchase after delivery.



More shipping slots?


No.



Dialog option to prompt the delivery system?



I don't want to mess around with dialog.



Factional commission money?



I don't want to bother.




Permissions:



Do what you want.




Support:



If you want to support my work on fashion or say thank you, feel free to donate via Nexus or here on Ko-Fi.

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Game Version *

1.07 (Mod Delivery-82652-1-07-1720056857.rar)