1015 comments

  1. wrathmaniac
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    WARNING: If updating from ANY previous version BACKUP YOUR SAVE! You should do this with any mod and especially mods that rely on scripting. The usual location is C:\Users\"YourUsername"\Documents\My Games\Fallout4\Saves.

    Fat is turned off by default now and must be turned on in the new Better Manufacturing Holotape. The holotape should be added to you inventory immediately when you load the first time. It can also be crafted at a Chem Station.
  2. wrathmaniac
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    EDITED: 12-15-2022

    After updating, if there are any weird issues occurring with ANY contraptions Machines, I suggest you store the machine in the Workshop and replace it. I realize with large factories that is asking a lot but that fixes most issues. With version 3.0 I change the scripts for ALL builders so there may be problems with existing machines in saves.

    A good way to load items (weapons/armor) into the disassemblers and scrapper is to have a vaccum hopper pull things out of a storage container. (Or you can use the Type Extractor!))

    The mod scrapper has a UI bug where it only shows 2 of the required perks. There is a third perk "Scrapper 2" that is needed to unlock the machine.

    This mod changes all loose mods to the "Yellow Box" to fix a Known issue (Unoffical F04 report here https://afktrack.iguanadons.net/index.php?a=issues&i=22916), with the Square boxes not being picked up by machines. If your mods are still Square boxes then you most likely have a mod conflict or another mod that needs to be patched.

    It's worth noting that you can merge all the patches fine with the Merge Plugins Tool at https://www.nexusmods.com/skyrim/mods/37981 and you should put that patch low in the load order.
  3. Krabberab
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    When running patcher I get: "Only 0 of 1 masters could be added. Master list now contains 253 entries and is full."
    1. wrathmaniac
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      There is a hard limit where a plugin can ONLY have 256 other plugins listed as masters.
      This is not a script issue, but a hard coded limitation of the engine.
      To clarify, you CAN load more than 256 plugins in XEdit and in game, but a plugin (like our patch file) can ONLY apply to 256 other plugins at one time.
      So, for users with ESLs that have more than 256 plugins in their load order, for now you will be forced to run multiple patches.

      If you exceed 256 masters in a single patch run you will get an error stating:`01:22] Exception in unit mteFunctions line 2038: Only 0 of 1 masters could be added. Master list now contains 253 entries and is full.`
    2. wrathmaniac
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      The alternative to 2 patches, is you can deselects mods that are certain to not have Loose mod attachments, so mods that change weather or do bug fixes can be deselected to get under the limit. Any mod that adds weapons MUST BE SELECTED. If the mod doesn't have a misc tab it can safely be deselected for patching.

      The instructions:

      Rerun the patcher and click 'amend'. Then select all of the mod files that were NOT selected in a previous run of the complex patcher. WARNING: Make sure NO mods from the previous patcher run(s) are selected or you will have duplicate records.Selecting an already selected mod in previous runs can introduce a significant amount of duplicates to the patch.
    3. wrathmaniac
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      ....
  4. JPSein
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    For anyone using this mod and is having issues with the weapon and armor dissasembler. I had the same issue with it either not working at all or working for a short while then it stops working what i did to fix this was

    1. I put a vaccum hopper right before each of the machines with a dresser as my container

    2. i went to my terminal and set the timer for 30 seconds between pulls..

    This has helped me TREMENDOUSLY my weapon and armor diisasssemblers now work flawlessly all i have to do is just fill the containers up and every 20 - 30 seconds a weapon gets pulled, gets completely dissasembled and parts goto workshop container while the mods get sorted out to the mod dissasembler.

    100 % fix !!!! i was about to remove all the manufacturing mods before I read about this either deeper in these post or in another manufacturing mod posts! and trust me every 30 seconds is not that much when you are traveling the wastes! Good luck and I hope this finds you well!!
  5. Sammy86254
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    Start: Applying script "Better_Manufacturing_complex_patcher"[00:08] Exception in unit  line -1: [EJvInterpreterError] Error in unit 'Better_Manufacturing_complex_patcher' on line 41 : Type mismatch[00:08] Aborted: Applying script "Better_Manufacturing_complex_patcher"
    could anyone help me with this error
    1. wrathmaniac
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      This looks like the error where you don't have the actual mod in the load order. Download and install the main file andeEnsure Better Manufacturing.esp is in the list of mods and selected when running the patcher in fo4edit.
    2. Khaibit
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      For those coming across this still, If the mod is activated -- I've found that the 4.1.x series of FO4Edit (4.1.5c is current as of this comment) breaks on the version of MXPF linked in the mod description, even on self-test scripts and thus it seems reasonable it cannot run this patcher script either.  Same load order under FO4Edit 4.0.4 and same scripts completes as expected.
  6. aoinanaya
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    Do you have plan to compatible the ECO redux (or LEO)?


    -Edit-

    Nevermind. i patched it myself! thanks for the patcher.
    1. DarkArbiter117
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      would it be possible for you to share your patch?
    2. Measurity
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      Can't share the patch because it's specific to your load order. To run it yourself:

      1. Get FO4Edit 4.0.4
      2. Get MXPF -> extract over FO4Edit
      3. Get "Better Manufacturing Complex Patcher" -> extract over FO4Edit
      4. Ensure "Better Manufacturing" is installed and active in your load order
      5. Run the "BetterManufacturingComplexSorter.bat" through your mod manager so FO4Edit can see all your mods and generate a proper patch.

      During patching, refer to mod description "complex patching instructions" nr. 4:
      4. Select "New Patch" if this is your first time running the script OR if you want to nuke the old patch and start fresh.
      If prompted for a name, you can name it whatever you want (Just don't change the Author Name in the plugins File Header).
      VERY IMPORTANT: Patching takes time, BE PATIENT. 
      FO4Edit has a tendency to "freeze" and show as not responding, this is normal, just leave it, go make a coffee, and wait it out.
      When the patcher is done you will get a popup message saying "Patching Complete". 

  7. Khostlys
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    Good Mod, i just cant wrap my head around the patcher.

    i followed the instructions word for word, and when its time to patch it, I'm hit with the [EJvInterpreterError] Error in unit 'Better_Manufacturing_complex_patcher' even reverted to an older FO4Edit to see if it works, still doesn't work.

    Any help would be appreciated. again, good mod :)
    1. Measurity
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      Had the same but was missing the "Better Manufacturing" in the mod list. Works now.

      Mod author said this:
      "This looks like the error where you don't have the actual mod in the load order. Download and install the main file and ensure Better
      Manufacturing.esp is in the list of mods and selected when running the patcher in fo4edit."
  8. Logre
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    I've created the patch using complex patcher instructions no worries. I then went and added a few other mods during my game. Do I need to create an entirely new patch or can you amend the existing patch?

    Note: For the original patch I had over 255 files so had to do the amend patch as per your instructions so I assume if I have only added a few more mods since I originally created the patch I'm simply just doing the "amend patch" option again?
    1. wrathmaniac
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      It just depends on the mods really. If they are not adding new gun/armor mods into the game you should be fine. The patcher just fixes any of the mod models that get stuck in machines and adds support for any mods to the mod scrapper so it scraps them appropriately using the mod authors crafting recipe. 

      And yes if they do add new in game mods then it's probably best to rerun the patcher with the amend option. 
    2. Logre
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      Thanks for this. My other question is what if I am changing a mod from an esp to esl install. What should I do with the patcher in FO4Edit?
  9. cauamachado51
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    Master
    ECO.esp
    ECO_LegendaryModificationEnhanced.esp
    ECO_MythicLegendaryModifications.esp

    Requested By
    Better Manufacturing - ECO Auto Patch.esp
    Better Manufacturing - ECO Auto Patch.esp
    Better Manufacturing - ECO Auto Patch.esp

    They turned
    Dank_ECO.esp
    1. wrathmaniac
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      Sigh* I wish Dank would stop changing the name. I will look at this sometime soon. In the meantime the patcher should work to build a patch for that mod and just don't select the Eco patch in the installer.
  10. beastyben567
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    Might be me being stupid but has the ability to craft ballistic fibre using the chem utility builder being removed?
  11. eldritchsyntax
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    Wish there was a f4sevr version
  12. Laptoprocker
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    Would you please update the ECO patch for ECO Redux? I think most people are now using the latter.
  13. IllusiveMan82
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    deleted
  14. IllusiveMan82
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    Deleted accidental double post
  15. DarkArbiter117
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    Hello my friend, I was trying to make a Spanish translation of your mod, but I can't translate it completely, do you have any advice on how I could translate it correctly? I tried to translate each esp file it contains but it doesn't work even though the changes are apparently saved.🤔
    1. wrathmaniac
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      It completely depends on what isn't being translated correctly. Normally if you combed the ESP file for any object names that display in game it would work. If something isn't translating then you did not change the correct data field that is displayed in game. Again, what that data field is depends completely on the object and what is not properly translating. It could also be a load order thing and what you changed is being overwritten by some sequential esp. Impossible for me to tell you what the problem is without knowing which objects are not being translated.