This mod will override 3 armors in AWKCR - specifically 0009F252 (Piper's outfit), 00116806 (Hancock's outfit), and 001223CB (vault tech salesman's outfit). It wipes combinations and keywords that AWKCR provides to those items, resolving without a patch is problematic since AWKCR is a master file.
There are also some ITMs that can potentially interfere with other mods. I do not know if these ITMs are intentional, please do clarify if they are.
Seems like an amazing mod though, hope to try it out if/when I jerry rig a patch on my end!
EDIT: I made the patch - looks like I have permission to upload it according to the description page, please let me know if this isn't the case and I'll take it down immediately. The patch only deals with the conflict between AWKCR and this mod, the ITMs still need to be dealt with.
Perfect, you beat me to it. I made an alteration to the main title that you can use (But don't have to) https://staticdelivery.nexusmods.com/images/1151/276084-1619723217.jpg
That looks awesome! I've replaced my old picture with that one, thanks Zorkaz!
As for the mod itself, I like the variety of things that can now be crafted, and it's definitely making good use of my scrap and other excess items. Thank you for making this!
Well, both most recent versions are broken, but I figured out why. In CPCMenuQuest, there is supposed to be a reference to PluginName, but in both plugins, the reference is to Craftingobjectscombined.esl (which obviously is not going to work in case of the .esp version) but it got the plugin name wrong, It's crafting PACK combined, not crafting OBJECTS combined, so set that reference to CraftingPackCombined.esl or CraftingPackCombined.esp depending on which version you're using. That fixed it for me, at least so far, I can get into the new menus now, although for some reason the "Crafting Pack Combined" menu is called "Atelier", even though it contains within itself another menu also called "Atelier", as well as other menus, but hey, at least it works, apparently?
Edit: apparently you can fix the menu name by making sure that the keyword that it supposed to give the main CPC master menu its name is included in its formlist, at the top. You can then also add the painting recipe menu to the main CPC master menu, or replace the atelie recipe menu with the atelie master menu that includes the atelie recipe menu, otherwise you can't put any paintings on the walls. Though, a lot of the paintings seem broken anyway for some reason, and you can't see them in the crafting menu when you're actually making them.
On your Desaliantion Plant mod page, you said that would be combined here.
This combines 5 crafting skills that doesn't say they outright require your Resources Expanded mod, but I somewhat assume the purpose of adding new resources (along with ways to get them via mining, desalination, etc) is to use those new resources to craft new items.
Does this cover the new resources and gathering items as well?
If not, will you release an all-in-one that covers all your resources and crafting together?
The .esp -version of this does not seem to be working with "Workshop Rearranged". None of the workbenches are showing up in the crafting menu not even if I get a magazine.
I am unable to test with "WR" menu rescue but I did try "Settlement Menu Manager" menu rescue and that didn't work either.
But the standalone -version of the "Library", for example, is working just fine.
Workshop Rearranged instructions say something like: mods with their own scripted menus should work... BUT they don't all work... I am not at all familiar with the technicals of it but for a few mods, like "Invisible Furniture" I was able to get it to work with SMM menu rescue holotape.
BTW, I am still running an old Fallout 4 v. 1.9 because I've managed to get it to work as stable/smoothly as I can and I am not going to risk updating and breaking it UNTILL I'm finished withg my current playthrough! XD LOL I've had a couple of characters/saves ruined completely because I didn't know what I was doing! XD
There's, literally, so much stuff that even the mod author forgot about it! LOL X-D
Really, this is pretty huge combining all these different mods and there's even that fishing mod, too, with different kinds of fishes!! WHAT?! https://www.nexusmods.com/fallout4/mods/37810
Don't shoot me if it's been asked & answered before BUT does anyone know how these mods work with "Workshop Rearranged" ? "WR" has a huge list of patched mods but... don't remember seeing any of these.
Me too. I have the ESL Version tested and i have tested the ESP , too. And yes i have read all the magazines. Both do not work for me. When i load them as an single file they work but not in the Combination.
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There are also some ITMs that can potentially interfere with other mods. I do not know if these ITMs are intentional, please do clarify if they are.
Seems like an amazing mod though, hope to try it out if/when I jerry rig a patch on my end!
EDIT: I made the patch - looks like I have permission to upload it according to the description page, please let me know if this isn't the case and I'll take it down immediately. The patch only deals with the conflict between AWKCR and this mod, the ITMs still need to be dealt with.
I made an alteration to the main title that you can use (But don't have to)
https://staticdelivery.nexusmods.com/images/1151/276084-1619723217.jpg
As for the mod itself, I like the variety of things that can now be crafted, and it's definitely making good use of my scrap and other excess items. Thank you for making this!
Edit: apparently you can fix the menu name by making sure that the keyword that it supposed to give the main CPC master menu its name is included in its formlist, at the top. You can then also add the painting recipe menu to the main CPC master menu, or replace the atelie recipe menu with the atelie master menu that includes the atelie recipe menu, otherwise you can't put any paintings on the walls. Though, a lot of the paintings seem broken anyway for some reason, and you can't see them in the crafting menu when you're actually making them.
This combines 5 crafting skills that doesn't say they outright require your Resources Expanded mod, but I somewhat assume the purpose of adding new resources (along with ways to get them via mining, desalination, etc) is to use those new resources to craft new items.
Does this cover the new resources and gathering items as well?
If not, will you release an all-in-one that covers all your resources and crafting together?
I am unable to test with "WR" menu rescue but I did try "Settlement Menu Manager" menu rescue and that didn't work either.
But the standalone -version of the "Library", for example, is working just fine.
I am yet to test your other mods...
A patch would be fantastic, if possible.
Thank you, sir!
Workshop Rearranged instructions say something like: mods with their own scripted menus should work... BUT they don't all work... I am not at all familiar with the technicals of it but for a few mods, like "Invisible Furniture" I was able to get it to work with SMM menu rescue holotape.
BTW, I am still running an old Fallout 4 v. 1.9 because I've managed to get it to work as stable/smoothly as I can and I am not going to risk updating and breaking it UNTILL I'm finished withg my current playthrough! XD LOL I've had a couple of characters/saves ruined completely because I didn't know what I was doing! XD
Thanks.
I am unable to pick up the magazine in Back Street Apparel.
But hey anybody else can make one. The mod's pretty much open source.
Really, this is pretty huge combining all these different mods and there's even that fishing mod, too, with different kinds of fishes!! WHAT?!
https://www.nexusmods.com/fallout4/mods/37810
Lots of good ideas here!
The mining and settlement objects also seem very exciting since I do a lot of building these days... :-D
I think your mods have a lot of variety from what I've seen in a while!
Very exciting, thank you for your work!
Also which version