Fallout 4

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  1. wrathmaniac
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    WARNING: If updating from ANY previous version BACKUP YOUR SAVE! You should do this with any mod and especially mods that rely on scripting. The usual location is C:\Users\"YourUsername"\Documents\My Games\Fallout4\Saves.

    Fat is turned off by default now and must be turned on in the new Better Manufacturing Holotape. The holotape should be added to you inventory immediately when you load the first time. It can also be crafted at a Chem Station.
  2. wrathmaniac
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    EDITED: 12-15-2022

    After updating, if there are any weird issues occurring with ANY contraptions Machines, I suggest you store the machine in the Workshop and replace it. I realize with large factories that is asking a lot but that fixes most issues. With version 3.0 I change the scripts for ALL builders so there may be problems with existing machines in saves.

    A good way to load items (weapons/armor) into the disassemblers and scrapper is to have a vaccum hopper pull things out of a storage container. (Or you can use the Type Extractor!))

    The mod scrapper has a UI bug where it only shows 2 of the required perks. There is a third perk "Scrapper 2" that is needed to unlock the machine.

    This mod changes all loose mods to the "Yellow Box" to fix a Known issue (Unoffical F04 report here https://afktrack.iguanadons.net/index.php?a=issues&i=22916), with the Square boxes not being picked up by machines. If your mods are still Square boxes then you most likely have a mod conflict or another mod that needs to be patched.

    It's worth noting that you can merge all the patches fine with the Merge Plugins Tool at https://www.nexusmods.com/skyrim/mods/37981 and you should put that patch low in the load order.
  3. FrozenGoggles
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    When you set the weapon/armor scrapper to remove mods, do the mods get deleted or are they stored somewhere?
    1. wrathmaniac
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      They should be put directly into the machines inventory and ejected out eventually.
    2. wrathmaniac
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      Just like the resources.

      If the setting isn't working reinstall F4SE and make sure you run Fallout 4 with the F4SE exe.
    3. FrozenGoggles
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      Yep that was the issue, I had F4SE but didn't install it, it's working now
    4. wrathmaniac
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      Excellent! Yeah, quite a few users have encountered that issue. In fact I will make this a sticky so the next users hopefully can solve it without needing to wait for a reply :).
  4. Krabberab
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    When running patcher I get: "Only 0 of 1 masters could be added. Master list now contains 253 entries and is full."
    1. wrathmaniac
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      There is a hard limit where a plugin can ONLY have 256 other plugins listed as masters.
      This is not a script issue, but a hard coded limitation of the engine.
      To clarify, you CAN load more than 256 plugins in XEdit and in game, but a plugin (like our patch file) can ONLY apply to 256 other plugins at one time.
      So, for users with ESLs that have more than 256 plugins in their load order, for now you will be forced to run multiple patches.

      If you exceed 256 masters in a single patch run you will get an error stating:`01:22] Exception in unit mteFunctions line 2038: Only 0 of 1 masters could be added. Master list now contains 253 entries and is full.`
    2. wrathmaniac
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      The alternative to 2 patches, is you can deselects mods that are certain to not have Loose mod attachments, so mods that change weather or do bug fixes can be deselected to get under the limit. Any mod that adds weapons MUST BE SELECTED. If the mod doesn't have a misc tab it can safely be deselected for patching.

      The instructions:

      Rerun the patcher and click 'amend'. Then select all of the mod files that were NOT selected in a previous run of the complex patcher. WARNING: Make sure NO mods from the previous patcher run(s) are selected or you will have duplicate records.Selecting an already selected mod in previous runs can introduce a significant amount of duplicates to the patch.
    3. wrathmaniac
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      ....
  5. narumi18wa
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    Thank you for nice mod.

    ?Translated

    When disassembling a weapon made by a mod, the machine may stop.
    The reason is that there is no drawing model for the disassembled weapon parts.
    If you are able to use FO4Edit, you can set the drawing model (Model/MODL - Model FileName) to the weapon parts in the Misc. Item of the weapon mod, and it will stop jamming.
    For example, you can set it in the default part nif `Props\ModsPartBox\ModCrate.nif`. 
    Translated with www.DeepL.com/Translator (free version)
    1. wrathmaniac
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      With the Complex Patcher this will never be a problem. The patcher ENSURES no loose mods will be without a 3d model or using the 3d model that blocks conveyors. Even the simple patcher fixes all occurrences of this in vanilla and PATCH files found in the installer. 
  6. Sammy86254
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    Start: Applying script "Better_Manufacturing_complex_patcher"[00:08] Exception in unit  line -1: [EJvInterpreterError] Error in unit 'Better_Manufacturing_complex_patcher' on line 41 : Type mismatch[00:08] Aborted: Applying script "Better_Manufacturing_complex_patcher"
    could anyone help me with this error
    1. wrathmaniac
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      This looks like the error where you don't have the actual mod in the load order. Download and install the main file andeEnsure Better Manufacturing.esp is in the list of mods and selected when running the patcher in fo4edit.
    2. Khaibit
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      For those coming across this still, If the mod is activated -- I've found that the 4.1.x series of FO4Edit (4.1.5c is current as of this comment) breaks on the version of MXPF linked in the mod description, even on self-test scripts and thus it seems reasonable it cannot run this patcher script either.  Same load order under FO4Edit 4.0.4 and same scripts completes as expected.
  7. guardian1368
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    just wondering if you decide to update this mod with the power armor can you have 2 options per power armor the 1st is your default while the 2nd would have max upgrades which is always the same such as the mark version which would cost more just because making power armor and having them all rusted doesnt make sense
  8. diskdevl
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    I've got a question about the Better_Manufacturing_complex_patcher script. As-is it appears to go after the mods in an alphabetical order, which means if you have more than 253 & need to break things up it's going to be really really painful to deselect the first set of 253 mods and grab your next set. The mods will be scattered all over the place because the selection window presents them in their Load Order, not their Alphabetical Order - and you can't resize the window. Plus this means when ModA is high in the LO and gets added to the sort mod first, but ModZ has a dependency on ModA, so FOedit is going to process ModA twice when it's forced to load it in as well. And with larger load orders there's no way anyone can keep the dependencies in their head unfortunately.

    For reference, the mod list I'm concerned about is 660+ plugins. =)

    Is there any easy way to get the script to process mods by LO instead ?
    1. DogC418
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      Exactly the problem I'm running into right now. Can't believe it's been addressed or fixed yet.
  9. felgaspar
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    I'd like to use the Object Extractor to pull ALL objects from the workshop not just specific objects (leaving only components in the workshop).  Is this possible without the need to add one of EVERY object to the inventory of the Object Extractor?

    My goal, is to pull all objects (not components) from the workshop using the Object Extractor, route this possibly through a series of Sorters to filter out a few specific items, then into a Recycler and final into a Conveyor Workshop Storage, thus putting only components into the workshop.
  10. zadovf
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    is it safe to compact Formid's and eslify? 
  11. guardian1368
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    are you planing on updating your mod after the next fallout 4 update 
    and if so can you make it possible for you to have 2 types per power armor 1 would be no upgrades while the 2nd would be max upgrade such as 1st is T-45 and 2nd is T-45F
  12. z0mb1nat3r
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    i have completed the F4SE download process, i know it works because i have Buffout4
    i have Manufacturing Extended downloaded and working fine
    i have Better Manufacturing downloaded/installed and none of the machines or the holotape appear in my inventory
    i've redownloaded it multiple times, selected the options in startup i think are relevant (like whether or not to activate ECO) still nothing
    tried downloading the FO4Edit, im not sure what it did but i let it run some sort of process for a while, still doesnt show up.
    i'm sorry if this isnt where to ask, i have had 0 luck finding anything like a more complicated explaination or installation tutorial. i find the results mostly boil down to 'make sure you have ManuExtend and BetterManu, as well as F4SE downloaded and it should work'
  13. omegau
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    Do you have any intention of updating ECO support for the Redux and it's sibling mods? As normal ECO is no longer supported.
    1. wrathmaniac
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      What do you mean it is no longer supported? Are there conflicts/bugs?
    2. omegau
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      The author stopped supporting the original ECO after making the "sequel" mods. ECO (Redux), LEO, and NEO.
    3. wrathmaniac
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      I thought I generated patches for ECO redux (sigh). I don't have the time to look at this now. Maybe I'll get to it at some time in the near future. The only thing that is required to patch is the Legendary chips from scrapping. Other than that the complex patcher should handle any weapon/armor mods introduced by those mods.
    4. BSteezy
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      +1 on interest in the ECO redux patch, when you have time, thanks!
    5. DankRafft
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      ECO's author here: ECO Redux doesn't contain anything related to legendary effects and thus doesn't come with Legendary Microchips. I don't think there's the need for a patch for ECO Redux.
      The Microchips and legendary effect systems are handled by LEO instead now.
  14. Skulldugggery
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    Hello!  I just wanted to inform you that this mod seems to remove the Faction Themed Armor and Weapons skins you can purchase from the creation club.  Could you please possibly fix this so that we can enjoy this mod while accessing the skins from the creation club,  I don’t need them to be able to be produced with the skins, just so that we can put them on later 
    1. wrathmaniac
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      I'm sorry but I don't understand. This mod does not alter weapons or armor in any way. It seems highly unlikely to be a problem for skins from creation club. Can you be more specific? What do you mean removes?
  15. Hotstreaks
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    Is this mod usable with Manufacturing Extended Expanded? Thanks!
    1. wrathmaniac
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      Yes, in fact I have a patch, but CAREFUL! In the installer I believe I say that even having that mod is unnecessary. It will just add 'duplicate' machines with different recipes for building items. 
  16. thinredpaste
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    not sure if this is an oversight in the mod or if im just blind, but is there a way to produce the nuka-world dlc 7.62 ammo in this, or an addon that will enable it?