I'm going to try and make this a sticky. Right now, the Energy Visuals Enhanced (EVE) mod stops Wadsworth from recycling. I don't want to add a copy of Wadsworth to my mod because it would break other Wadsworth mods in the same fashion. So, the best workaround (for now) is to use FO3Edit ( http://www.nexusmods.com/fallout3/mods/637/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout3%2Fajax%2Fmoddescription%2F%3Fid%3D637%26preview%3D&pUp=1 ) and remove EVE's copy of Wadsworth. Here's how:
- Start up FO3Edit, right-click on the list of your mods it presents, and choose the select all option. - When it's done loading them (look at the bottom of the right panel's Messages tab for the message), find EVE.esm (it should be near the top) and click on the plus sign (+) in front of it to expand it. - Click on the plus sign in from of EVE's Creature category to expand that and click on the entry for Wadsworth below that (his name will be in the third column). - In the right panel, check that only two things use this version of Wadsworth: Fallout3.esm and EVE.esm. If those are the only two users, then you should be fine removing EVE's version (not Fallout 3's version). - Back in the left panel, right-click on Wadsworth and select Remove (a bit more than half way down the resulting selection list). - You'll get a big warning popup about editing a mod. Once the timer counts down, accept it. - You'll now see a confirmation dialog box. Make sure it says you're deleting Wadsworth and double-check that the selection bar up at the top of the FO3Edit window says "... EVE.esmCreatures... Wadsworth ...." If it does, accept the confirmation box. - Either hit CTRL-S or just close FO3Edit. You'll get a confirmation box to save your changes. Make sure EVE.esm is where you're putting your changes. If it says anything else, you've done something wrong and will have to clear all the boxes to ensure nothing is saved and then repeat this whole process. Confirm EVE.esm as the spot, click the Backup Plugins box at the bottom, and hit OK. - Start the game and confirm that Wadsworth works.
If you want, before you do all that, you can kill Wadsworth and see the neat pyrotechnics (make sure you save before-hand). After you confirm that Wadsworth again recycles, you can shoot him to see his default death method.
My thanks to ESiah for coming up with this workaround.
Hello This sounds ok, I normally just get rid him with console commands, but I just cant remove the big clunk thing left behind, This wors well with the mod monocle eyebot wadsworth which just chnagesd his look and removes the big clunk battery thing and replaces it something way amller and less obstructive https://www.nexusmods.com/fallout3/mods/19472?tab=posts&BH=0
- 1.2, 20 December 2013: The mod did not display its warning message if FOSE was not found. Corrected.
Note that if you try to recycle very, very quickly after loading a game, you might get the FOSE warning erroneously. Just exit from Wadsworth's dialog for a few seconds to let things get set and try again. Let me know if this happens often enough to be annoying. I can lower the delay time of the quest script that checks for that if I have to.
Sorry. I haven't visited Nexus in almost two years. I popped by and saw I had to fix some issues with one of my other mods and in the process ran into the same problem of Wadsworth not recycling. As ESiah and tmannexus noted, it's a conflict with EVE. Unlike tmannexus' experience with the Paradox version of EVE (I have the latest version of that), the problem still exists. My guess (and hope) is that doing a merge patch will solve the issue. I'm going to try it out in a bit.
Anyway, as I was worried about when I made this mod, apparently, if another mod changes Wadsworth, then my scripts don't work. I guess the dialogs continue to show up. But, they just don't do anything. I traced back through EVE's stuff and this is what's happening:
1. EVE adds the following script to Wadsworth: WJSCerebrusDemiseScript [SCPT:08046BCC]
2. If I'm reading it right, that script merely adds an item (WJSWeldsDemise) to his body at his death.
3. That item is merely a token to run yet another script: WJSWeldsDemiseTokenScript [SCPT:080457D5]
4. I'm not sure about it, but it looks like that script blows up his body with a lot of pyrotechnics. So, ESiah's removal of EVE's Wadsworth entry from its Creature category shouldn't do anything except remove that explosion.
I think the reason having a load order of my DWtR's .esp following EVE's .esm isn't fixing this problem is because DWtR doesn't include an instance of Wadsworth. I've merely attached my unique scripts and dialogs to his. EVE, on the other hand, overrides Wadsworth himself: DWtR might take precedence with the original Wadsworth's behavior. But, because of EVE, the original Wadsworth is buried under a copy.
Again, I'm going to do a merge patch and see if that fixes the issue.
EDIT: Nope. The merged patch doesn't help. I'm going to have to think on this. Right now, the best workaround is ESiah's: use FO3Edit to remove EVE's Wadsworth from it's Creatures category.
When I first installed this mod I too had the bug of Wadsworth not recycling when I clicked the menu option.
After following Gopher's awesome video series on using the Paradox Merged version of Eve, the recycling option began to work.
It may have been that Paradox Merge fixed the problem with EVE and the Recyclers mod fighting over Wadsworth, or the directions in the video series about load order and making the proper merge patch resolved the problem. I'm not sure which, but it works so I'm good with it.
@DaveLessnau - I got it to work. I opened EVE.esm with TESnip (?) in FOMM and deleted the entry for Wadsworth there. Something they are doing in the .esm caused your script not to work. It looks like it's working fine now. Hopefully there won't be any strange side effects to having deleted the entry...
When I ask Wadsworth to recycle, nothing happens if I am also running EVE. When I uncheck EVE.esm and EVE.esp, recycling works fine. I can't find the conflict, and loading this mod after EVE.esp doesn't help.
I no longer have FO3 loaded on my computer, so I can't easily check to see what the problem might be. Have you run FO3Edit with all your mods loaded? If you expand all of the items under my mod in FO3Edit, none of them show up in a conflict-indicating color? Even when Wadsworth won't recycle, you're still getting his dialog that's supposed to let you?
When I ask Wadsworth to recycle, nothing happens if I am also running EVE. When I uncheck EVE.esm and EVE.esp, recycling works fine. I can't find the conflict, and loading this mod after EVE.esp doesn't help.
22 comments
- Start up FO3Edit, right-click on the list of your mods it presents, and choose the select all option.
- When it's done loading them (look at the bottom of the right panel's Messages tab for the message), find EVE.esm (it should be near the top) and click on the plus sign (+) in front of it to expand it.
- Click on the plus sign in from of EVE's Creature category to expand that and click on the entry for Wadsworth below that (his name will be in the third column).
- In the right panel, check that only two things use this version of Wadsworth: Fallout3.esm and EVE.esm. If those are the only two users, then you should be fine removing EVE's version (not Fallout 3's version).
- Back in the left panel, right-click on Wadsworth and select Remove (a bit more than half way down the resulting selection list).
- You'll get a big warning popup about editing a mod. Once the timer counts down, accept it.
- You'll now see a confirmation dialog box. Make sure it says you're deleting Wadsworth and double-check that the selection bar up at the top of the FO3Edit window says "... EVE.esmCreatures... Wadsworth ...." If it does, accept the confirmation box.
- Either hit CTRL-S or just close FO3Edit. You'll get a confirmation box to save your changes. Make sure EVE.esm is where you're putting your changes. If it says anything else, you've done something wrong and will have to clear all the boxes to ensure nothing is saved and then repeat this whole process. Confirm EVE.esm as the spot, click the Backup Plugins box at the bottom, and hit OK.
- Start the game and confirm that Wadsworth works.
If you want, before you do all that, you can kill Wadsworth and see the neat pyrotechnics (make sure you save before-hand). After you confirm that Wadsworth again recycles, you can shoot him to see his default death method.
My thanks to ESiah for coming up with this workaround.
Please remember that not all characters are male.
This sounds ok, I normally just get rid him with console commands, but I just cant remove the big clunk thing left behind, This wors well with the mod monocle eyebot wadsworth which just chnagesd his look and removes the big clunk battery thing and replaces it something way amller and less obstructive
https://www.nexusmods.com/fallout3/mods/19472?tab=posts&BH=0
- 1.2, 20 December 2013: The mod did not display its warning message if FOSE was not found. Corrected.
Note that if you try to recycle very, very quickly after loading a game, you might get the FOSE warning erroneously. Just exit from Wadsworth's dialog for a few seconds to let things get set and try again. Let me know if this happens often enough to be annoying. I can lower the delay time of the quest script that checks for that if I have to.
Anyway, as I was worried about when I made this mod, apparently, if another mod changes Wadsworth, then my scripts don't work. I guess the dialogs continue to show up. But, they just don't do anything. I traced back through EVE's stuff and this is what's happening:
1. EVE adds the following script to Wadsworth: WJSCerebrusDemiseScript [SCPT:08046BCC]
2. If I'm reading it right, that script merely adds an item (WJSWeldsDemise) to his body at his death.
3. That item is merely a token to run yet another script: WJSWeldsDemiseTokenScript [SCPT:080457D5]
4. I'm not sure about it, but it looks like that script blows up his body with a lot of pyrotechnics. So, ESiah's removal of EVE's Wadsworth entry from its Creature category shouldn't do anything except remove that explosion.
I think the reason having a load order of my DWtR's .esp following EVE's .esm isn't fixing this problem is because DWtR doesn't include an instance of Wadsworth. I've merely attached my unique scripts and dialogs to his. EVE, on the other hand, overrides Wadsworth himself: DWtR might take precedence with the original Wadsworth's behavior. But, because of EVE, the original Wadsworth is buried under a copy.
Again, I'm going to do a merge patch and see if that fixes the issue.
EDIT: Nope. The merged patch doesn't help. I'm going to have to think on this. Right now, the best workaround is ESiah's: use FO3Edit to remove EVE's Wadsworth from it's Creatures category.
After following Gopher's awesome video series on using the Paradox Merged version of Eve, the recycling option began to work.
It may have been that Paradox Merge fixed the problem with EVE and the Recyclers mod fighting over Wadsworth, or the directions in the video series about load order and making the proper merge patch resolved the problem. I'm not sure which, but it works so I'm good with it.
Gopher Rules!!
Later, Tman
Thanks for this mod.
This (and similar) mod is needed of repair mods.
Problems:
- Clipboard01-04 is paper, I think from these materials, never possible create metal.
- TinCan01 is missing from list, but this is good, because this is good ammo of waste-shooting weapon
Edit:
- No FOSE warning message, if FOSE is not present.
I no longer have FO3 loaded on my computer, so I can't easily check to see what the problem might be. Have you run FO3Edit with all your mods loaded? If you expand all of the items under my mod in FO3Edit, none of them show up in a conflict-indicating color? Even when Wadsworth won't recycle, you're still getting his dialog that's supposed to let you?
Okay, thank you very much.
This is excellent mod.
EDIT: i successfully edit mod, thank you again.