I BLITZED THROUGH A GOOD CHUNK OF THESE UPDATES IN AN AFTERNOON.
Please realize that while I normally carefully playtest my patches, there may be errors/things I overlooked in these. Please post a bug report if you find something like this!
This is also my first adventure in creating a FOMOD installer -- again, if you have issues, let me know.
F A* Q Do you take requests? No.
What if I disagree with your tagging? Let's talk about it :) Please post critiques/suggestions here rather than PMing me, though.
Do you plan to release more patches? Yes, over time.
Will you create merged patches? Nope, but since they're all flagged as esls now you don't need to -- they don't take up a slot in your load order.
I just downloaded your mod for Elegant Hardware and I'm checking it in Fo4edit right now. I think you missed the "belly ring" under, "Constructible objects", which could benefit from "AEC_cm_CA_BodyPiercings_Recipe" Didn't check in game yet, may be you done something for it. Just wanted to let you know. Wonderful patches, thank you for them.
I use MO2, which doesn't allow the FOMOD install window AND the main window to be used at the same time. And with hundreds of mods, I don't always remember what's active at the moment. So I have to take screenshots of your FOMOD options, go through my mod list to see if it's active or not, use a text editor to note which ones I'm using, and an hour later I'm good to go. (Quicker to use the list in the description, but there are lots of details in the FOMOD.)
If you do another revision, I'm cheering for you to make this 10,000 times easier for us by using FOMOD's esp detection methods to auto-check installed mods :)
Didn't like having to manually check myself, either. So, I sat down for about half an hour to modify the ModuleConfig.xml to do the file checking. You still have to manually check the box, but now the patches for non-active mods and mods you don't have installed will be greyed out. Also fixed the patch for Robot Model Kit 2K Retextures and Collectible Boxes not installing.
The following download link contains the mod (Ver. 1.7) using my modified ModuleConfig.xml file [Note: Disable the Creation Club Dummy ESLs mod before installing, otherwise you'll be prompted to install the patches for the dummy CC plugins!]:- https://drive.google.com/file/d/1-IERnG2Kkw_YRMBNaERshruMlsPvnO5p
This is only true for ESLs which have the ESL file extension. ESPs flagged as ESL will get loaded as if they were ESPs but their FormIDs get mapped into the FE mod index.
Hello thank you for your hard work making patches. Wondering in patches for the rest of CC mods are in the works? I have some items from them that I can't transfer out of my inventory because of a lack of tags.
113 comments
Please realize that while I normally carefully playtest my patches, there may be errors/things I overlooked in these. Please post a bug report if you find something like this!
This is also my first adventure in creating a FOMOD installer -- again, if you have issues, let me know.
F A* Q
Do you take requests?
No.
What if I disagree with your tagging?
Let's talk about it :) Please post critiques/suggestions here rather than PMing me, though.
Do you plan to release more patches?
Yes, over time.
Will you create merged patches?
Nope, but since they're all flagged as esls now you don't need to -- they don't take up a slot in your load order.
*Anticipated
NAC-AE VIS-G.esp is missing the master NAC.ESM
BUT NAC is an ESP. There is no NAC.ESM.
I think you missed the "belly ring" under, "Constructible objects", which could benefit from "AEC_cm_CA_BodyPiercings_Recipe"
Didn't check in game yet, may be you done something for it. Just wanted to let you know.
Wonderful patches, thank you for them.
could you add this one too?
https://www.nexusmods.com/fallout4/mods/8342
I use MO2, which doesn't allow the FOMOD install window AND the main window to be used at the same time. And with hundreds of mods, I don't always remember what's active at the moment. So I have to take screenshots of your FOMOD options, go through my mod list to see if it's active or not, use a text editor to note which ones I'm using, and an hour later I'm good to go. (Quicker to use the list in the description, but there are lots of details in the FOMOD.)
If you do another revision, I'm cheering for you to make this 10,000 times easier for us by using FOMOD's esp detection methods to auto-check installed mods :)
The following download link contains the mod (Ver. 1.7) using my modified ModuleConfig.xml file [Note: Disable the Creation Club Dummy ESLs mod before installing, otherwise you'll be prompted to install the patches for the dummy CC plugins!]:- https://drive.google.com/file/d/1-IERnG2Kkw_YRMBNaERshruMlsPvnO5p