Fallout 4
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JRes

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JRes

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18 comments

  1. unclechubby
    unclechubby
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    So this thing only makes railway spikes?
  2. wedragon
    wedragon
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    I like this mod for using existing workstations within the game and I'm glad you've doubled the amount as well as the cost but could increase the differences between the calibres if its possible because making a crap load of 5mm is still a pain not as much but still a pain just as an example:
    -308=20
    -.32=20, 2x cost increase same as yours
    -5mm=100, 100x increase or 50x increase in my opnion for balance because in my game at 100x increase that would be 200 steel and 100 fertiliser and just as a comparison you can build a [large metal shack for 20 wood, 40 steel].
    (In fact having thought about when compared to the shack perhaps the minimum cost for 20 should be the default value and manufacturing of 100 of any bullet type should be 5x the cost)
  3. MaNTeLoFTBeRiaN
    MaNTeLoFTBeRiaN
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    so no missile and mini nuke yet
  4. WhiskeyRiver2
    WhiskeyRiver2
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    I may have figured out why Fo4Edit keeps breaking when you try adding a record for .45-70 ammo. If you tried adding it to the "vanilla" ammo press, that's why - inter-dependency between DLCs like that has always been impossible in Beth games.

    I was able to add the .45-70 to one of my own custom presses easily enough, so you should be OK if you make a third press specifically for DLC ammunition.
  5. oxman1
    oxman1
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    for the alien cells i need to manually look which items have nuclear material in them in order to add it to the builder?
  6. WhiskeyRiver2
    WhiskeyRiver2
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    Two things. First off, thanks for making this, especially so damn fast.

    Second - hope ya don't mind me using this as a guide for a compatibility patch (trying to make a custom press or two for the new ammo types in Modern Firearms). It's a lot easier to do having an example to follow, makes it harder to f*#@ up and easier to troubleshoot.
    1. JRes
      JRes
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      Thank you! And I dont mind at all. Go right ahead!
    2. WhiskeyRiver2
      WhiskeyRiver2
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      Got my patch done, holy s#*! that took a while.

      Weird question - for the Far Harbor ammo, have you tried making a dedicated press just for that stuff? I know it's only two types (.45-70 and the harpoons), but it just might solve the issue you ran into.

      Alternatively, have you tried making the changes with the GECK rather than FO4Edit? I find it to be a -little- bit easier that way.
  7. shadowthh
    shadowthh
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    any chance you're going to make this compatible with Manufacturing Extended
    1. JRes
      JRes
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      Actually doing that right now as Manufacturing Extended's ammunition component isnt properly working with all of the ammo types in that mod by itself.
    2. Ansler
      Ansler
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      from a cursory glance at the mods in FO4Edit, if you load this one after Manufacturing Extended, JRes' changes to the base Ammo plant should overwrite Manufacturing Extended's changes, and you'll have the two additional plants from this mod. So all in all they look to be compatible enough. I will have to test to verify though.

      Edit: Ok scratch that. Manufacturing Extended also modifies the terminal controls for the base ammo bench and this mod doesn't touch that part, so there might be some issue if trying to use both mods without a compatibility patch to revert Manufacturing Extended changes to that terminal.
    3. JRes
      JRes
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      I sent the creator a message of the compatible file I made, its a simple deletion of the DLC05WorkshopBuilderAmmo01 under his mod. He hasn't responded yet but if anyone wants to make their own compatibility in the meantime all you need to do is delete that record in manufacturingextended.esp. As well as the terminal ammo entires.
  8. butthead123
    butthead123
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    Hey any chance of adding 45-70 rounds to the ammo builder? it just so happens to be the ammo i have in least amount.
    1. M1911
      M1911
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      I second this
    2. JRes
      JRes
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      Yeah, I've tried adding the far harbor ammo in, but fo4edit freaks out during it. I add in a record to the custom ammo builder for the 45-70 rounds, and then it freaks out and changes the whole ammo bench into a record of a far harbor test cell. I have no idea whats causing it and I think its just witchcraft.
  9. Loxly
    Loxly
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    Well, that was fast.

    Any way I could get some guidance on how to add things to the Junk Item Builder?
    1. JRes
      JRes
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      Thank you!

      As for advice, I used fo4 edit to clone the workshopbuilderammo01 record under container in the dlcworkshop02.esm. At the bottom of the record where you can see a propertyName "recipeItems" is where you can change what you'll get from the container. Recipe00-9 are what is used to craft each item.

      Then I linked that to the linkterminalbuilderammo keyword and linked that to the respective terminal entries. Then you tuck it all nicely together under a new constructible object. I dont think it'd be too hard to just use my esp, rename a few things to point to the junk builders to get the results you want.

      Sorry if that kinda didn't make sense, I've kind of self-taught myself fo4edit so Im not so great at communicating what to do exactly.
    2. Loxly
      Loxly
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      Sounds like me. I'll take a look.