I like the thought seems to crash my game when ever I save or when autosave occursdon't know if its a bug or one of my mods. I will keep my eye out if anyone else has a problem otherwise the mods I use are my regular and the game plays fine until I added thjis one and again runs fine after removing this.
Same bug on my end. Ran through the disable gauntlet (bless the MO2 teams little hearts) and zeroed in on this mod as what was causing save game crash. Like the concept and enjoyed it while it worked.
Oh hey look at this. I didn't suspect this mod at all but I was having this exact issue. I haven't tested my mods for the culprit, I decided to redo my load order for a horizon playthrough, but I thought I would drop a note here that I too experienced this and had this mod in my load order.
I have an issue (with the "no dlc" version specifically). I can't seem to craft or buy anything from this mod. None of the merchants are selling shipments of flux, solder, wire, etc. and none of the recipes are showing up nor is there an adhesives category. I've tried moving the mod to the bottom of my load order in case something is overriding it, but I've had no such luck. Since I have very little knowledge in regards to the ins and outs of mods and how to troubleshoot something like this I would be very grateful for some assistance.
Isn't the script supposed to add the plugin as a master before altering the forms? The fact that I flagged and renamed it to an ESM file makes a difference? The constants have been changed to reflect the position in the load order too. The reason I did it was because I have several ESL files that have Constructible Objects, so I wanted your mod to be loaded BEFORE the ESLs.
If I add it as a master manually, the script works flawlessly. You could always make a check if any of the COBJ can be altered, and after the first one is found, add your mod as a master and keep running the script. It would be extremely helpful if you're using the script in a group of plugins. The only annoying part of this is that I have to check if it changed any recipes after I added the master to the plugin, and if it didn't, remove the master again.
Edit: I noticed it doesn't remove adhesive either, when lowering the ammount of adhesive needed. So... You end up with two entries. After checking the master file, I noticed you actually remove adhesive completely from recipes altogether, so maybe you could remove adhesive from ALL of the recipes with the script and then add when needed?
To continue with this thought, animal glue could be available from hooves of Brahmin and radstags. That would be a new drop from those animals. Just a thought.
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It can seal tires, bind ribs, and muzzle noisy people.
Like the concept and enjoyed it while it worked.
Many apologies, I will track down this bug and stomp it.
You think you can take that away from us?
If I add it as a master manually, the script works flawlessly. You could always make a check if any of the COBJ can be altered, and after the first one is found, add your mod as a master and keep running the script. It would be extremely helpful if you're using the script in a group of plugins. The only annoying part of this is that I have to check if it changed any recipes after I added the master to the plugin, and if it didn't, remove the master again.
Edit: I noticed it doesn't remove adhesive either, when lowering the ammount of adhesive needed. So... You end up with two entries. After checking the master file, I noticed you actually remove adhesive completely from recipes altogether, so maybe you could remove adhesive from ALL of the recipes with the script and then add when needed?