Just an update about load order. Using this may help resolve the <token> error people have been getting. Thanks to GenericFallout for finding this out.
[Copied from GenericFallout's comment] Working Load Order for Manufacturing Extended Expanded: -------------------------------------------------------------- Your .esms (as you can't really move them...)
Amorsmith Extended.esp
ManufacturingExtended.esp (Kentington's mod) DLC items to manufacturing.esp (from this mod)
<.esps that add/change ITEMS you can make (Armor, weapons, and such)
ValdacilsItemSorting-00-ValsPicks-DLCVersion-VanillaWeight.esp (Your ViS picks might change the name here)
<.esps that change/add settlers (Better Settlers, Don't Call me Settler, those kinds of mods)
Scrap Everything... if you use it! (j/k, it should already be dead-last ) ---------------------------------------------------------------------
This load-order MIGHT work for you, if you use AWKCR, a bit of AE, some settlermods, and the ViS/DEF_Inv/Radrose package.
YOUR mileage may vary.
Small update: If people are still experiencing token errors, one user has reported that uninstalling the mod, loading the game,scrapping the machines and saving to a new slot can fix the issue prior to reinstalling the mod. So give this a try also.
1.4 is now out. This has added the Flamer, Gatling laser and Harpoon gun to the Heavy Weapons forge. The Gatling laser has moved from the Energy weapon forge to the Heavy weapon forge, and the Institute laser has taken its place.
If anyone notices any issues with the Energy weapon forge and the Institute laser let me know.
Is this possible to make this mod independent from those DLC? I don't buy them all but only with Contraptions Workshop, Wasteland Workshop & Automaton mods.
The main point of this mod was to add DLC items to the original version. If you want a non-DLC version you're better off sticking with the original ME.
I had downloaded and tried original ME mod since last year however as you mentioned in description, the original mod has many script errors. One of the most problematic for me is that the armor forge machine only forge chest piece no matter how u select armor part in the console.
I even download the creation kit of FO4 and try to fix the scripts by myself. Unfortunately without proper tuition about scription, Im incapable to finish the job.
I downloaded your mod in hopes to fix the bug about Power Armor Forge only building chest pieces. ME is loaded before yours, I got the option to select which part to produce at the bottom line, but no matter what I chose it shows Chest Piece in production menu.
I used the "Manufacturing Extended" by Kentington for some time, can I now uninstall that mod and install this "...Expanded" one with no adverse effects to my save?
Is this mod meant to be a sort of unofficial update to the mod by Kentington, and it works like "unplug, plug and play", seamlessly, or are both of them totally incompatible and mixing or swapping those two mods causes save breaking and corrupting?
If they aren't compatible, then should I scrap all elements from the ManExt mod -> uninstal ManExt mod -> install ManExtExp mod -> run fallout and pray that the save is purged spotless -> at last rebuild everything back using elements from Expanded?
Or are there simpler ways? The thing is I only want to mass manufacture 7.62 for the nuka thingy gun in my ammo plant, nothing else. Is it possible to just change some script or use a couple of commands so that the plant will now start pushing out 7.62 instead the previous .45-70?
Does this or the base mod that this expands on add Day Tripper or X-Cells to the builders? I havent quite gotten far enough to get enough Chemist perks to check myself
Does the ballistic ammunition plant replace the vanilla ammunition plant? I ask because I can no longer find the Ammunition plant, just the Ballistic and Energy Weapon Plant.
Hey there, this mod is great but i wanted to know if it was possible to change the amount of bullets i get each time from the ammo presses? 10 7.62's was good but the 10 fusion cores each time felt really cheaty hahaha. Thanks
Not sure if this is a bug or my own problem, but I extracted and moved materials/scripts textures/esp file over to my FO4 data file and its not showing up in my mod list?! All i see is still only mnfg extended and not your mod... NVM found it. Buried in a billion mods with DLC in their title. I also missed it because this mod auto enables and im used to having to go into manually enable after install. Thanks for the mod ! :x
Hi, loving the mod it's extremely useful. I'm having a problem with the explosives mill when trying to craft missiles. It says something about the recipe being missing when I click on it on the terminal? Any ideas? Thank you
348 comments
[Copied from GenericFallout's comment]
Working Load Order for Manufacturing Extended Expanded:
--------------------------------------------------------------
Your .esms (as you can't really move them...)
Amorsmith Extended.esp
ManufacturingExtended.esp (Kentington's mod)
DLC items to manufacturing.esp (from this mod)
<.esps that add/change ITEMS you can make (Armor, weapons, and such)
ValdacilsItemSorting-00-ValsPicks-DLCVersion-VanillaWeight.esp (Your ViS picks might change the name here)
<.esps that change/add settlers (Better Settlers, Don't Call me Settler, those kinds of mods)
Radrose Usability Enhancements.esp
Radrose -Valdacil Patch - Armorsmith Extended.esp
Radrose - Vladacil Patch - SettlersRename.esp
<.esps with regards to your workshop/settlements
Scrap Everything... if you use it! (j/k, it should already be dead-last )
---------------------------------------------------------------------
This load-order MIGHT work for you, if you use AWKCR, a bit of AE, some settlermods, and the ViS/DEF_Inv/Radrose package.
YOUR mileage may vary.
Small update: If people are still experiencing token errors, one user has reported that uninstalling the mod, loading the game,scrapping the machines and saving to a new slot can fix the issue prior to reinstalling the mod. So give this a try also.
If anyone notices any issues with the Energy weapon forge and the Institute laser let me know.
I even download the creation kit of FO4 and try to fix the scripts by myself. Unfortunately without proper tuition about scription, Im incapable to finish the job.
Is this mod meant to be a sort of unofficial update to the mod by Kentington, and it works like "unplug, plug and play", seamlessly, or are both of them totally incompatible and mixing or swapping those two mods causes save breaking and corrupting?
If they aren't compatible, then should I scrap all elements from the ManExt mod -> uninstal ManExt mod -> install ManExtExp mod -> run fallout and pray that the save is purged spotless -> at last rebuild everything back using elements from Expanded?
Or are there simpler ways? The thing is I only want to mass manufacture 7.62 for the nuka thingy gun in my ammo plant, nothing else. Is it possible to just change some script or use a couple of commands so that the plant will now start pushing out 7.62 instead the previous .45-70?
sorry wrong mod page
dose not install correctly with Vortex
needs to be manually move to data folder
shows it install but never moves the files to data folder
MORE RESOURCES:
https://www.nexusmods.com/fallout4/mods/14420?tab=description
Not sure if this is a bug or my own problem, but I extracted and moved materials/scripts textures/esp file over to my FO4 data file and its not... NVM found it. Buried in a billion mods with DLC in their title. I also missed it because this mod auto enables and im used to having to go into manually enable after install. Thanks for the mod ! :xshowing up in my mod list?! All i see is still only mnfg extended and not your mod