This page was last updated on 20 September 2017, 8:22PM
Changelogs
Version 2.3
Finally tracked down the error that mentioned ChembenchAmmo2.esp. Fixed the header. Note that this ONLY applied to those using the SOME version of this mod.
Version 2.2
Found the problem breaking the Mod Manager was that I had put my mod's version number into the XML version number field. Fixed that, it all works now.
Note: If you continue to have issues installing ChemBenchAmmo via Nexus Mod Manager, you may need to delete files in the NMM Fallout 4 Mod and Cache directories. Instructions are pinned in the POSTS section.
Version 2.1
Fixing (hopefully) an error in the ModuleConfig.xml, used by NMM is install the file. Actual mod files were fine.
Version 2.0
- Added more mines and grenades not constructable in the vanilla+DLCs game
- Corrected a number of recipes and requirements to match the vanilla game
- Limited all recipes to 5 ingredients. The reason is that the UI window will only show you 5 ingredients so if your recipe uses 6 there may be components you are missing but you can't see what they are.
- When an item was not constructable in the Vanilla+DLCs game, I made up a recipe and requirements.
- For those using MORE AMMO and LOT OF AMMO versions, added MORE GRENADES and MORE MINES categories. Added all the vanilla+DLCs constructable mines and grenades as well as those not constructable in V+DLC so you can now make 5 (MORE) or 50 (LOTS) grenades or mines at a time for the price of 1, greatly reducing your cost and construction time.
- Added a RECHARGE category in the Chemical Workbench where you can recharge fusion cores
- A few bug fixes, mostly correcting the number of items made to match the description
- A few internal changes to make it easier for me to maintain 3 versions or this mod