So far as I know this mod is working 100%. If you know of an issue, let me know.
As to the issues reported before: 2.3 -- Fixed the issue that caused the error saying that ChembenchAmmo2.esp was missing. This ONLY applied to those using the SOME version of this mod. The fix is simple: Just download and re-install this mod. If you are curious what the error was, I just forgot to clean the masters on the SOME version of this mod. So that left a master that no longer existed in the header. Since this is only my second mod I haven't yet established consistent procedures to make sure I don't miss stuff like this. So, newbie mistake.
EDIT July 18, 2018: Just wanted to say thanks to all those who downloaded and endorsed. For all my mods I just passed the 1000 download mark. That may not seem like a big deal when some have millions of downloads but it means I now have access to the Mod Author Forums and other resources.
The cleanest integration of ammo crafting I've seen on the nexus! Works great with mods like The Mobile Mechanic, doesnt need any compatibility patches, really clever!
You could help me if you would. Take a look in your NMM FO4 Mod directory ( C:\Program Files\Nexus\Nexus Mod Manager\Fallout4\Mods) and find the ChemBenchAmmo file there. Open the archive with your zip program, probably 7Zip. Go into the FoMod directory. Right click on the info.xml file and choose Edit. Then tell me the version number you see.
Yeah, I don't see any reference to ChembenchAmmo2.esp anywhere in v2.2, nor any file by that name. So it must be something left over from before. You may still have an old version (probably v2.1) or there may be something we have not cleared out of your NMM.
A test that I do once I think everything is good and the current version is uploaded is to go to Nexus just like a regular user, download and install my mod with NMM. I did that the day I uploaded 2.2 and it did not have any problem.
By best guess is that you have v2.1. If so you may need to use the method I posted in the sticky note above to clear it out so you can try again with 2.2. If I'm wrong any you have 2.2 we can dig around a bit more in your NMM and see if we can find the problem.
In any case, I'm sorry for the extra work this is taking, and I appreciate you working with me on it.
Ok, I'd been looking in the wrong place completely. It's an issue in the esp, not the ModuleConfig.xml. I'm cleaning up storm damage this weekend but I'll get 2.3 out as soon as I can.
Ok, I found the problem with installing ChemBench Ammo 2.1 via the Nexus Mod Manager. I have put the mod version number (2.1) where the XML version number should be. IMO it should have ignored that as it was not a valid XML version, but instead it lost it's mind. So I corrected it and uploaded a fixed version, 2.2.
However, I found that I still could not use NMM to install because it kept barfing on the 2.1 file. I had to manually delete that 2.1 file before it would download the 2.2 file. Here's how:
- Close Nexus Mod Manager
- Go to the Fallout 4 Data directory. Location depends on where you installed but it will be a path similar to this: C:\Program Files\Steam\SteamApps\common\Fallout 4\Data
- Delete any files that start with ChemBenchAmmo
- Go to your Nexus Mod Manager Fallout 4 directory. Location depends on where you installed NMM. Something like this: C:\Program Files\Nexus\Nexus Mod Manager\Fallout4\Mods
- Delete any files that start with ChemBenchAmmo
- In the Mods directory you are currently in there is also a cache directory. Go into that directory.
- Delete any files that start with ChemBenchAmmo
- Restart Nexus Mod Manager
You should now be able to download and install ChemBenchAmmo via Nexus Mod Manager.
My apologies to anyone this affected. I am embarrassed to have made such a silly mistake. I hope you will continue to enjoy ChemBenchAmmo.
Ok, I'm having a problem pulling this back to my own PC. I was doing that as a test, making sure everything worked with NMM. I'm having some odd issue involving the version number. However, I think the problem might be that I have screwed up something in my mod manager.
Please let me know if any of you are having trouble using Nexus Mod Manager to download/install this file, particularly if the error mentions the version number. If no one else has this problem I'll assume I have messed up something in NMM and that the 2.1 version of the file is good.
Unfortunately I have to go to work now so I'll have to dig back into this after work.
This mod does not CREATE a GRENADE section. That already exists in vanilla. I just add a few entries to it. Same for MINES.
I do create AMMO and MISSILES sections.
This mod was designed to minimize the chance of conflicting with anything. However, FROST modifies a lot of things, including the workbenches. He even has you disable some of the DLCs to prevent conflict so anything is possible.
Someone suggested that I make crafting available for Fusion Cores. I can do that but that is a real game changing addition. Is anyone else interested?
Here are two variants I am considering:
Make new Fusion Cores from scratch
"Making" a new Fusion Core requires an old Fusion Core as an ingredient, basically a recharge
I prefer the recharge option. You would not be able to make a bunch of Fusion Cores and sell them off but you could recharge the ones you have as often as you like.
If I do add this, what should it cost? I limit my ingredient lists to 5 entries and one of those would be the old Fusion Core so what should the other 4 be? Should one be a price in caps?
Don't the Fusion Cores when depleted to 0 vanish from the inventory? Unless you intend to "fix' that too then yea a recharge option would be interesting idea!
you'd probably want to pop it out before it reaches 0 charge. Conventional rechargable batteries die fast when you completely deplete them, atomic batteries would probably last for 20 years and cannot be recharged when they're depleted, cause the radioactive material inside would be decayed and it makes the power by thermoelectric elements. It converts the heat from the radioactive material decay into power.
fusion battery would suggest it has superheated plasma inside it that is contained, not possible, well maybe in 200 years or so.. first they need to get the Tokamak reactor working continously.
It's a problem I'm aware of. I don't know if I could stop them from vanishing or not but I'll look into it. Alternately perhaps I could make them stop working at 1% charge. Failing either of those the user would need to remember to replace it while it still has some charge. Maybe an alert/alarm at 10%?
So there are some possibilities to deal with it. I just have to see what's workable.
If I could make it work perhaps the best idea is to automatically replace it with another Fusion Core from your inventory when the charge reaches some preset level (5%?). I suspect that would involve scripting but that doesn't scare me.
If you have FO4Edit or the CK it is very easy to add records to this mod. Just look at what's there and add your custom records. I mention this because if you use something like the Modular Simonov PTRS-41 Anti-Tank Rifle I have not (yet?) gotten permission from the mod author to include their ammo in my mod, but you could easily add it yourself. That would only matter if you install the MORE or LOTS versions of this mod as you CAN already craft ammo for the PTRS-41 in the UTILITY section of the Chem Workbench.
I have absolutely added that ammo to a patch I use in my game (along with a few other ammo types) but I can't release that to the public until I have that author's ok.
As a sniper I love the guns in that mod: One shot, one kill.
29 comments
As to the issues reported before:
2.3 -- Fixed the issue that caused the error saying that ChembenchAmmo2.esp was missing. This ONLY applied to those using the SOME version of this mod. The fix is simple: Just download and re-install this mod. If you are curious what the error was, I just forgot to clean the masters on the SOME version of this mod. So that left a master that no longer existed in the header. Since this is only my second mod I haven't yet established consistent procedures to make sure I don't miss stuff like this. So, newbie mistake.
EDIT July 18, 2018: Just wanted to say thanks to all those who downloaded and endorsed. For all my mods I just passed the 1000 download mark. That may not seem like a big deal when some have millions of downloads but it means I now have access to the Mod Author Forums and other resources.
Thanks MuteButtonHero!
Cheers!
here I'm again.
Sorry but i get a new error in NMM.
Now the plugin needs a *.esp wich isn't installed. :?
It states that "ChembenchAmmo2.esp" is missing.
Best regards,
Hydro
I just need to verify the version.
A test that I do once I think everything is good and the current version is uploaded is to go to Nexus just like a regular user, download and install my mod with NMM. I did that the day I uploaded 2.2 and it did not have any problem.
By best guess is that you have v2.1. If so you may need to use the method I posted in the sticky note above to clear it out so you can try again with 2.2. If I'm wrong any you have 2.2 we can dig around a bit more in your NMM and see if we can find the problem.
In any case, I'm sorry for the extra work this is taking, and I appreciate you working with me on it.
Edit: Ok, had the same issuse as Hydro - missing master: chembenchammo2.esp
Checked the version number (I use Mod Organiser) and it says 2.2.0.0
That was when trying to use the 10 and 1 version. I'll try the others and report back.
Edit 2: 100 & 5 and 1000 & 50 are both fine, no missing master there, so problem only seems to be in the 10 & 1.
However, I found that I still could not use NMM to install because it kept barfing on the 2.1 file. I had to manually delete that 2.1 file before it would download the 2.2 file. Here's how:
You should now be able to download and install ChemBenchAmmo via Nexus Mod Manager.
My apologies to anyone this affected. I am embarrassed to have made such a silly mistake. I hope you will continue to enjoy ChemBenchAmmo.
I've run into hte installation problem.
NMM tells me, after download, that the versionsnumber of this mod isn't right.
"Error registering this mod: ChemBenchAmmo - ChemBenchAmmo
Error: Ungültige Versionsnummer '2.1'. Zeile 1, Position 16. "
Best regards,
Hydro
Please let me know if any of you are having trouble using Nexus Mod Manager to download/install this file, particularly if the error mentions the version number. If no one else has this problem I'll assume I have messed up something in NMM and that the 2.1 version of the file is good.
Unfortunately I have to go to work now so I'll have to dig back into this after work.
This mod does not CREATE a GRENADE section. That already exists in vanilla. I just add a few entries to it. Same for MINES.
I do create AMMO and MISSILES sections.
This mod was designed to minimize the chance of conflicting with anything. However, FROST modifies a lot of things, including the workbenches. He even has you disable some of the DLCs to prevent conflict so anything is possible.
Give it a try and let us know how it works out.
Here are two variants I am considering:
I prefer the recharge option. You would not be able to make a bunch of Fusion Cores and sell them off but you could recharge the ones you have as often as you like.
If I do add this, what should it cost? I limit my ingredient lists to 5 entries and one of those would be the old Fusion Core so what should the other 4 be? Should one be a price in caps?
Thoughts? Ideas? Opinions?
Unless you intend to "fix' that too then yea a recharge option would be interesting idea!
Conventional rechargable batteries die fast when you completely deplete them, atomic batteries would probably last for 20 years and cannot be recharged when they're depleted, cause the radioactive material inside would be decayed and it makes the power by thermoelectric elements. It converts the heat from the radioactive material decay into power.
fusion battery would suggest it has superheated plasma inside it that is contained, not possible, well maybe in 200 years or so..
first they need to get the Tokamak reactor working continously.
i made being able to extract some nuclear material from used cores.
So there are some possibilities to deal with it. I just have to see what's workable.
I have absolutely added that ammo to a patch I use in my game (along with a few other ammo types) but I can't release that to the public until I have that author's ok.
As a sniper I love the guns in that mod: One shot, one kill.