Fallout 4
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  1. Swordberg
    Swordberg
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    I was wondering how exactly you did this, I am looking to create a mod for mods that have alot of different ammos, and currently I can only get ammos from this mod to work if your mod is installed and running, otherwise these other mods ammos just appear in the menu but when selected they just produce more of whatever ammo I had selected before, the limit seems to be 10 ammo types, i can replace the vanilla entries and it works fine, or have your mod installed, but i cant simply add entries to the vanilla game, I am assuming somewhere you changed a value that isn't tagged in FO4Edit. If anybody has an idea of what I should do, it would be appreciated. I assume it has to do with the BA2 file, but have no idea how to make that change to the vanilla game so I dont have to have your mod installed to make the ammos appear.
    1. unclewommy
      unclewommy
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      I just spent 3 days yanking my hair out trying to figure out this exact thing with the autoloom! I ran into the same problem as you! I could not find out how to do it anywhere. But, with a lot of help from a friend, I have found a dirty way of making it work. To make it work there are two scripts that need changed and recompiled. To start you need to install creation kit, google it if you don't know how. After you do that run it and click yes to unpacking the files, then go ahead and close it when its done. Then go to your fallout 4 install directory. If you don't know where it is located then right click fallout 4 in steam and go to properties, local files, browse. That will take you to it. Once there go to "Data\Scripts\Source\DLC05" Unzip the DLC05.zip folder. This should give you a normal DLC05 folder. Copy pasta that spaghetti into "Data\Scripts\Source\Base". Great now we can get to the edits you need. The first file you need is "Data\Scripts\Source\Base\DLC05\WorkshopBuilderScript.psc" You can edit it with notepad but I personally use notepadd++. There are three edits you need to make. The first is under "group recipeList" add however many more entries you need. Then you need to edit "int recipeIndexMax = 15" Change 15 to however many more entries you need. Lastly you need to edit "recipeComponent[] function GetRecipe(int recipeIndex)" Again you will add as many entries as you need. From my nonexistent understanding , This file tells the game how many items to search for in the array of recipes and the array of objects. But I am a moron so don't take that as gospel! After you finish editing this you need to open up creation kit, AHH yes we really do need creation kit for compilation! Once its open you will click "gameplay" its on the top bar, then it should open a list and you will select "Papyrus script manager" Wait a couple of minutes and a new window will open. Type in the name of that file you just edited, and there should be one thing that comes up. Right click it and select compile. Now go to "Data\Scripts" There should now be a folder in there that says "DLC05" If you open it it should have your compiled file inside. After confirming its existence you will need to edit and compile one more file. This will depend on the machine you want to edit. Open fo4edit and go to where you added the fragments for the terminal entry. There should be an entry in the fragment that says script or something like that. Make a note of the name of that script as you are going to need to know. Now go to "Data\Scripts\Source\Base\DLC05\Fragments\Terminals" look through the names and you should find a file that has the same name as that script you noted earlier. In the case of the autoloom the name is "TERM_DLC05nativeWorkshopBuil_01000C33.pex" Crack that file open and add as many entries as you need. Then rinse and repeat with the creation kit to compile it. Confirm its existence by going to "Data\Scripts\DLC05\Fragments\Terminals" There should be a shiny new .pex file there! Now, assuming your esp/esl file is editing everything correctly, you should be able to activate that esp/esl file and have everything working as it should be. Be warned, this is probably not a clean way of editing the scripts, and I kind of know next to nothing about modding. I have tested this method for all of 5 minutes, and I saw no immediate problems. I don't think it causes any unforeseen consequences, but what the heck do I know. I could be very wrong. Anyways I hope this saves someone some time and frustration. Good Luck!
  2. Ta3ldrius
    Ta3ldrius
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    Gave this mod a try, no problems so far, thank you for this, never understood why Bugthesda decided to add the weapons to the commonwealth lootlist but make the ammo obtainable only in the DLC zones ...
  3. Oblitus
    Oblitus
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    Oh, good. Now only need a way to make them work when the player is not around... Or work faster...
  4. Adam2010
    Adam2010
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    Is there any chance you could add a optional file that doesn't require Gun Nut rank 3 to craft the 7.62 ammo?
  5. Bananaonetwo
    Bananaonetwo
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    are there level requirements for the munition to appear in the terminal? I have your combined DLC ammunition plant but only harpoon ammo is showing, there is no 7.62 ammo for example/ or am i doing something wrong?
    1. Hapitok
      Hapitok
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      You need Gun Nut 3 for the DLC Ammunition Plant's two other ammo besides the Harpoons.
  6. devioursoul
    devioursoul
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    Hello,

    I am having some difficulties.

    I can place the DLC ammo factory, but the ammo that comes out of it can't be picked up, as in, put in inventory, even If I move it, it will simply disappear after a second or so. Also, the storage unit does not store any of this. Any idea why this is?
  7. funniscream
    funniscream
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    Thank you so much for this!
  8. User_58474751
    User_58474751
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    Pretty good.Be a wasteland warlord?I am sure that I need this .Could I upload it to other websites?
    1. User_58474751
      User_58474751
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      Oh,I will,and the website I want is not Bethesda.net,feel easy.
  9. gtafan757
    gtafan757
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    About time for a correction to the ammo and explosive manufacturing. Thanks for this!
    1. JoeBlow90
      JoeBlow90
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      1 esp file for all would be preferable... 255 max remember?!?
    2. TakahashiThePimp
      TakahashiThePimp
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      That's what ESL tags a for! Takes less than 5 minutes to do in xEdit.