a few errors according to fo3edit reguarding a BOOK.
Error: record BOOK contains unexpected (or out of order) subrecord YNAM 4D414E59 Error: record BOOK contains unexpected (or out of order) subrecord ZNAM 4D414E5A Errors were found in: NidoConverter "Energy Cell Adapter" [BOOK:22005E8A] Contained subrecords: EDID OBND FULL MODL ICON SCRI DESC YNAM ZNAM DATA Error: record BOOK contains unexpected (or out of order) subrecord YNAM 4D414E59 Error: record BOOK contains unexpected (or out of order) subrecord ZNAM 4D414E5A Errors were found in: NidoConverter "Energy Cell Adapter" [BOOK:22005E8A]
what does this mean and could it possibly be causing a problem with agathas song at vault tec building? Total game freeze when entering the second floor, Not a ctd but an actual freeze. Please help because i love this mod but cant endourse untill i get an answer
Commands? As in, for use with the console? The Salvage perk is xx001C05, where xx is its place in your load order, but I don't see why it should be difficult to pick up the Salvage Wrench. The Wrench is xx001C04.
The other perks are give by Aid Items, similar to Psycho and Yao Guai Meat, so adding them with the console would be quite odd, as they wouldn't wear off and you wouldn't get the full benefits and costs.
Edit: I'll upload a picture of the mod in FO3Edit. Replace B1 with whatever place in your load order Metal Salvage is.
If you mean Activation Choices, similar to Cannibal and Robotics Expert, then yes, that's how Salvage and Dismantle work. If you're sneaking and activate a dead robot or listed item, you get a quick menu that lets you choose between Salvage/Dismantle and Search/Take/Steal, as you see in the picture. The perk itself is added by picking up the item or dropping it.
Ah, looking at your mods I think I see what you mean. No, the new perks I'll be adding in the next version will be part of dialogue, which is close to what you've done. You'll talk to Defender Spiegel/the scribes he commands/the autodoc and ask about implants, you'll choose which one you want added or removed, pay for it, then fade to black like when a doctor fixes you up.
A little housekeeping before I make some big additions. Next update will add a vendor, some cybernetic perks and a collection agent quest. Almost all perks will be easily removed in a number of in-game ways and I'll be including a perk removing version of the mod to have the benefit of belt and braces should anyone want to uninstall. If I make any changes to basic salvage mechanics or aid items in the larger mod, I'll mirror those changes in a Metal Salvage Lite version without adding the vendor and all his shenanigans.
I've added a GetDead check to salvaging robots (Oops) and FBA, Coolant and Whiskey now all have an add bottle effect. If you have another mod which alters Whiskey, load it after this mod to overwrite the change I've made without any issues, aside from the fact that whether you get an empty whiskey bottle from drinking whiskey will depend on the other mod. I'll happily upload a version without this change if anyone asks. Dismantling Outcast Power Armour and Helmets now yields the Outcast variants of Recon gear, and these can now be dismantled as well. Gatling Lasers still can't be dismantled because I feel they're rare and expensive enough for it to be more likely that someone will accidentally dismantle one and not want to than want to dismantle them. As with the Whiskey, nobody's complained so far, be the first and get a free mod uploaded for you.
Future plans are to create an Outcast Vendor. He'll sell adapted energy cells so you don't have to convert them en masse yourself and so Good characters who wiped out those lovable rogues at Paradise Falls can suffer from Mezz Head like the rest of us. The salvage wrench and energy cell adapter itself and some FBA, Coolant and chips will also be available, mostly because it makes sense for him to have them. His collection quest will centre around Power Armour components and will lead to the Outcasts gaining the ability to make new armours with special abilities, mostly modest boosts to specific weapon styles. You'll be able to buy the schematics or the armour itself. Since every electronics expert is obviously also an expert at cybernetics, he'll also sell cybernetic implants. He'll also be able to remove them for a modest fee and there will also be a static autodoc available to remove them in the event of his death.
Here are the primary modules, which just add benefits for suitably high prices. Bear in mind that Bethesda apparently values perks at 2000 caps in light of Escalator to Heaven being equal to donating 2000 caps:
Cyborg for 2000 caps/200 Power Armour Motors/40Tesla Coils/1000 Scrap Metal Enhanced Servos for 20,000 caps/equivalent(+100 WG) Cybernetic Synergy Module for 10,000 caps/equivalent(Small boosts to other perks, about 20% of whatever boost they give) Terminatron Module for 100,000 caps/equivalent(Halved mali from FBA, etc, +1 health and rad regen per second) Ammo Press for 1000 caps(Convert metallic weapons and armour into ammo instead of Scrap Metal)
These are my planned Hurt/Heal modules, which cost 5000 first time and 1000 to remove or reinstall. There will be no limit of how many you can have at one time, but you'll be all kinds of screwed up if you take all of them at once:
Targeting Module: +15% crit chance, +20% ranged damage, incompatible with VATS so -50 AP and -50% VATS Accuracy Cortical Bypass: Melee/Unarmed +5, +10% HtH damage, -20% other damage, -30% ranged accuracy Infiltration Adaptation: +25 Sneak/Lockpick/Science, stealth field outside of combat with weapon holstered, -50% damage Support Module: -50% damage, +5 Charisma, +25 Speech/Medicine/Barter/Repair, +25% sale price Reinforced Skeleton: +10DR, +200HP, -100WG Deathclaw Biorhythmn: +10 DR, +30% Damage, +10 Melee and Unarmed damage, +30AP per kill, +5 limb healing per second, limb damage resist, chems have no effect. I may have to alter stimpaks to get this to work properly, I might not. I'll include an alternate version with no stimpak alteration and lower benefits if I do.
New version is here. The Adapter is in the same Toolboxes as the Wrenches.
Seven new items:
Energy Cell Adapter Opens a menu to convert energy cells into aid items, bottle FBA from Fission Batteries and manufacture a Hunter-Seeker Module. All effects are for Cyborgs only. All items are produced one at a time, except Adapted MFCs which are made in batches of 10, and FBA which produces 2, but requires 2 Empty Whiskey Bottles as well as a Fission Battery.
Hunter-Seeker Module(six minute duration) Stealth Field +15% Sneak Crit damage Requires 1 Stealth Boy, 1 Sensor Module and 1000 Electron Charge Packs
Adapted SEC(five minute duration) +3 Health per second Requires 250 Small Energy Cells
Adapted MFC(Instant) +100 Health with Cyborg +100 Health with Cyborg and 10 Intelligence +100 Health with Cyborg and Robotics Expert Requires 450 Microfusion Cells, makes 10
Adapted ECP(five minute duration) +500 Carry Weight +30% Damage with Big Guns +20 Crit Chance with Big Guns Requires 200 Electron Charge Packs
Adapted Mezz EC(five minute duration) +25% Melee or Unarmed damage -25% All other damage +1000 Head Damage per second (i.e. incurable concussion) Ant Vision Requires 5 Mesmetron Energy Cells
Alien Power Charge Double Damage Double Critical Hit Damage +85 Damage Resistant Requires 1 Alien Power Cell
The Mesmetron EC's Ant Vision effect makes it effectively impossible to see the Pipboy menus while stealthed. I'm happy with this as a side effect, and might even add a stealth effect during menu mode to make it happen whenever you're under the effects of Mezz ECs unless there's a huge outcry.
I've got some vague ideas for a quest, but progress on that will be glacially slow as I have no experience with anything that complex. There will probably be an simple stat update and a little house work before then. FBA salvage should require whiskey bottles, adding a script to FBA and whiskey to produce bottles, that sort of thing.
Enjoy the new items, and watch to you don't run off cliffs while blitzed out of your skull on Mezz cells.
14 comments
Error: record BOOK contains unexpected (or out of order) subrecord YNAM 4D414E59
Error: record BOOK contains unexpected (or out of order) subrecord ZNAM 4D414E5A
Errors were found in: NidoConverter "Energy Cell Adapter" [BOOK:22005E8A]
Contained subrecords: EDID OBND FULL MODL ICON SCRI DESC YNAM ZNAM DATA
Error: record BOOK contains unexpected (or out of order) subrecord YNAM 4D414E59
Error: record BOOK contains unexpected (or out of order) subrecord ZNAM 4D414E5A
Errors were found in: NidoConverter "Energy Cell Adapter" [BOOK:22005E8A]
what does this mean and could it possibly be causing a problem with agathas song at vault tec building? Total game freeze when entering the second floor, Not a ctd but an actual freeze. Please help because i love this mod but cant endourse untill i get an answer
http://fallout.wikia.com/wiki/Fallout_3_co..._commands_(all)
Those are for use in the in-game console. For making scripts and building an actual mod as opposed to checking the mod, you need functions:
http://geck.bethsoft.com/index.php/Category:Functions
The other perks are give by Aid Items, similar to Psycho and Yao Guai Meat, so adding them with the console would be quite odd, as they wouldn't wear off and you wouldn't get the full benefits and costs.
Edit: I'll upload a picture of the mod in FO3Edit. Replace B1 with whatever place in your load order Metal Salvage is.
Good luck with dialogs
ahhh... man!i hate messing with them,
thats why i throw in few dozens buttons on perks.
Edit:any idea where to find full list of commands?
Ah, looking at your mods I think I see what you mean. No, the new perks I'll be adding in the next version will be part of dialogue, which is close to what you've done. You'll talk to Defender Spiegel/the scribes he commands/the autodoc and ask about implants, you'll choose which one you want added or removed, pay for it, then fade to black like when a doctor fixes you up.
additions. Next update will add a vendor, some
cybernetic perks and a collection agent quest.
Almost all perks will be easily removed in a number
of in-game ways and I'll be including a perk
removing version of the mod to have the benefit of
belt and braces should anyone want to uninstall.
If I make any changes to basic salvage mechanics
or aid items in the larger mod, I'll mirror those
changes in a Metal Salvage Lite version without
adding the vendor and all his shenanigans.
I've added a GetDead check to salvaging robots
(Oops) and FBA, Coolant and Whiskey now all have an
add bottle effect.
If you have another mod which alters Whiskey, load
it after this mod to overwrite the change I've made
without any issues, aside from the fact that whether
you get an empty whiskey bottle from drinking
whiskey will depend on the other mod. I'll happily
upload a version without this change if anyone asks.
Dismantling Outcast Power Armour and Helmets now
yields the Outcast variants of Recon gear, and these
can now be dismantled as well. Gatling Lasers still
can't be dismantled because I feel they're rare and
expensive enough for it to be more likely that
someone will accidentally dismantle one and not want
to than want to dismantle them. As with the Whiskey,
nobody's complained so far, be the first and get a
free mod uploaded for you.
Future plans are to create an Outcast Vendor. He'll sell adapted energy cells so you don't have to convert them en masse yourself and so Good characters who wiped out those lovable rogues at Paradise Falls can suffer from Mezz Head like the rest of us. The salvage wrench and energy cell adapter itself and some FBA, Coolant and chips will also be available, mostly because it makes sense for him to have them.
His collection quest will centre around Power Armour components and will lead to the Outcasts gaining the ability to make new armours with special abilities, mostly modest boosts to specific weapon styles. You'll be able to buy the schematics or the armour itself.
Since every electronics expert is obviously also an expert at cybernetics, he'll also sell cybernetic implants. He'll also be able to remove them for a modest fee and there will also be a static autodoc available to remove them in the event of his death.
Here are the primary modules, which just add benefits for suitably high prices. Bear in mind that Bethesda apparently values perks at 2000 caps in light of Escalator to Heaven being equal to donating 2000 caps:
Cyborg for 2000 caps/200 Power Armour Motors/40Tesla Coils/1000 Scrap Metal
Enhanced Servos for 20,000 caps/equivalent(+100 WG)
Cybernetic Synergy Module for 10,000 caps/equivalent(Small boosts to other perks, about 20% of whatever boost they give)
Terminatron Module for 100,000 caps/equivalent(Halved mali from FBA, etc, +1 health and rad regen per second)
Ammo Press for 1000 caps(Convert metallic weapons and armour into ammo instead of Scrap Metal)
These are my planned Hurt/Heal modules, which cost 5000 first time and 1000 to remove or reinstall. There will be no limit of how many you can have at one time, but you'll be all kinds of screwed up if you take all of them at once:
Targeting Module: +15% crit chance, +20% ranged damage, incompatible with VATS so -50 AP and -50% VATS Accuracy
Cortical Bypass: Melee/Unarmed +5, +10% HtH damage, -20% other damage, -30% ranged accuracy
Infiltration Adaptation: +25 Sneak/Lockpick/Science, stealth field outside of combat with weapon holstered, -50% damage
Support Module: -50% damage, +5 Charisma, +25 Speech/Medicine/Barter/Repair, +25% sale price
Reinforced Skeleton: +10DR, +200HP, -100WG
Deathclaw Biorhythmn: +10 DR, +30% Damage, +10 Melee and Unarmed damage, +30AP per kill, +5 limb healing per second, limb damage resist, chems have no effect. I may have to alter stimpaks to get this to work properly, I might not. I'll include an alternate version with no stimpak alteration and lower benefits if I do.
Seven new items:
Energy Cell Adapter
Opens a menu to convert energy cells into aid items, bottle FBA from Fission Batteries and manufacture a Hunter-Seeker Module. All effects are for Cyborgs only.
All items are produced one at a time, except Adapted MFCs which are made in batches of 10, and FBA which produces 2, but requires 2 Empty Whiskey Bottles as well as a Fission Battery.
Hunter-Seeker Module(six minute duration)
Stealth Field
+15% Sneak Crit damage
Requires 1 Stealth Boy, 1 Sensor Module and
1000 Electron Charge Packs
Adapted SEC(five minute duration)
+3 Health per second
Requires 250 Small Energy Cells
Adapted MFC(Instant)
+100 Health with Cyborg
+100 Health with Cyborg and 10 Intelligence
+100 Health with Cyborg and Robotics Expert
Requires 450 Microfusion Cells, makes 10
Adapted ECP(five minute duration)
+500 Carry Weight
+30% Damage with Big Guns
+20 Crit Chance with Big Guns
Requires 200 Electron Charge Packs
Adapted Mezz EC(five minute duration)
+25% Melee or Unarmed damage
-25% All other damage
+1000 Head Damage per second
(i.e. incurable concussion)
Ant Vision
Requires 5 Mesmetron Energy Cells
Alien Power Charge
Double Damage
Double Critical Hit Damage
+85 Damage Resistant
Requires 1 Alien Power Cell
The Mesmetron EC's Ant Vision effect makes it
effectively impossible to see the Pipboy menus while
stealthed. I'm happy with this as a side effect, and
might even add a stealth effect during menu mode to
make it happen whenever you're under the effects of
Mezz ECs unless there's a huge outcry.
I've got some vague ideas for a quest, but progress on that will be glacially slow as I have no experience with anything that complex. There will probably be an simple stat update and a little house work before then. FBA salvage should require whiskey bottles, adding a script to FBA and whiskey to produce bottles, that sort of thing.
Enjoy the new items, and watch to you don't run off cliffs while blitzed out of your skull on Mezz cells.