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.
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.
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.`
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.
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!!
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
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.
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.
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?
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.
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.
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.🤔
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.
Bit of an issue, maybe I'm doing something wrong, but I dunno.
Changing the output amount in the Better Manufacturing menu from 1 to 5 or 10 will work, until the machine is shut down/stops processing or I fast travel away. Then that ability breaks, seemingly forever, on that save file and on whatever settlement I try to set up manufacturing on, and the issue applies to all machines.
I've tried setting it back to 1, saving and reloading, then changing it again to 10, but that doesn't work. I tried the same thing, not in a settlement, far away from settlements, but again didn't work. I also tried setting it to 1, storing the machines, saving/reloading, placing the machines, then changing it to 10, also doesn't work. I did the same thing as above, but changed it to 10 before I placed the machines.
I can't seem to get it to work period. Kind of annoying, would like some advice.
Additional question - The Ghoul/Human/Etc meat you get from a decomposer/body scrapper is all custom made for this mod, correct?
Wow, that sounds like a script caching issue. At one point I went development crazy, added a ton of features and never did extensive testing. You did everything I would've tried personally to fix the issue in game. The only thing you did not try would be looking at the GLOBS responsible for those values used by the scripts to make that determination. When you change one of those values using the holotape there is an associated GLOB that should also be changed. Using console you can find the globs and their values. They should be named relatively well and obvious. (I believe there is better manufacturing or BM something like that in the name of all of them.)
I really don't know what to tell you in order to fix the issue. Thanks for your discovery and detailed report. Sorry I can't be more help.
There is one more thing that may alleviate the issue. Before fast traveling or going far away from the settlement SHUT DOWN the factory. That would effectively pause/shut down the background code processing the machines. That should help. No promises though.
Changing these 'globs' wouldn't have occurred to me, tbh. I'm not really familiar with the console. I just tried to fix it via in game means.
Next time I start a new file, I'll try to remember shutting the factory down.
Also ah, I assumed the meat was from this one since the decomposers are from here. I was gonna make the suggestion to have the meats use a smaller model, as there's an issue with their bulk causes issues of them getting stuck in machines if they plop down onto a belt wrong.
It's not a surprise to me you didn't think of the GLOBs, that would require some modding knowledge and actual digging in the Better Manufacturing changes lol. So seriously, no worries there. I'm not even sure that will work. It seems like there is some internal coding failure causing the machines to bug out. Without your logs and specific mod load order it is damn near impossible to pin down.
Yeah, the decomposers actually come from his mod as well. I just add some extra variants and improvements of them. Modeling is not my expertise and I am an amateur at best. I could try to adjust them but it would be bugging and maybe make things worse lol.
Hey I was annoyed by the oversized meat problem too, so I made a mod that fixes the sizes. Its been so long since I made this, but I'm pretty sure this fixes the meat sizes for all oversized meats:
1012 comments
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.
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.
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.`
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.
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!!
could anyone help me with this error
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?
And yes if they do add new in game mods then it's probably best to rerun the patcher with the amend option.
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
-Edit-
Nevermind. i patched it myself! thanks for the patcher.
Changing the output amount in the Better Manufacturing menu from 1 to 5 or 10 will work, until the machine is shut down/stops processing or I fast travel away. Then that ability breaks, seemingly forever, on that save file and on whatever settlement I try to set up manufacturing on, and the issue applies to all machines.
I've tried setting it back to 1, saving and reloading, then changing it again to 10, but that doesn't work.
I tried the same thing, not in a settlement, far away from settlements, but again didn't work.
I also tried setting it to 1, storing the machines, saving/reloading, placing the machines, then changing it to 10, also doesn't work.
I did the same thing as above, but changed it to 10 before I placed the machines.
I can't seem to get it to work period. Kind of annoying, would like some advice.
Additional question - The Ghoul/Human/Etc meat you get from a decomposer/body scrapper is all custom made for this mod, correct?
I really don't know what to tell you in order to fix the issue. Thanks for your discovery and detailed report. Sorry I can't be more help.
Next time I start a new file, I'll try to remember shutting the factory down.
Also ah, I assumed the meat was from this one since the decomposers are from here. I was gonna make the suggestion to have the meats use a smaller model, as there's an issue with their bulk causes issues of them getting stuck in machines if they plop down onto a belt wrong.
Yeah, the decomposers actually come from his mod as well. I just add some extra variants and improvements of them. Modeling is not my expertise and I am an amateur at best. I could try to adjust them but it would be bugging and maybe make things worse lol.
https://drive.google.com/file/d/1SbdByx0gs1vomWLGFn29mNW6w4bjUwU9/view?usp=sharing