Fallout 4

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  1. DankRafft
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    Crafting Framework's successors got released. Its set of features got split up into two separate more focused mods in order to improve compatibility and user experience. Those new mods also come with many new features. There won't be any updates for Crafting Framework. Development continues on the following new mod pages:

  2. CarterG4
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    I've installed this mod because I want to adjust the damage values on some weapons, but even though it's shown in the list of plugins, it doesn't seem to be working - MCM says it can't find the ESP, and none of the recipes are available
  3. mark88117t
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    Hi i put "Furious" and/or "executioner" on my gun and after testing it on few monsters i can say the effect doesnt work, not sure if these legendary effect meant to be melee only?

    however when i put "instigating" it does work, but i really would like to have furious and executioner on my gun...

    great mod btw, if someone can get it work on their range weapon please advice i would like to learn how to make it work 
  4. ialbie
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    Should this mod work in VR?
    I tried but it seems to not open the crafting workbench.
    When I interact, I can see the first menu, but when I click on create/modify Weapon/armor ecc. nothing happens.
    I thought it could be a conflict with other mod. So I created a profile with only this mod and again sadly it doesn't work.
    Oddly, moving my controller near the workbench, I can highlight some activators like create armor, modify weapon, and from that activator it instantly open the submenu.
    So the problem should be in the first menu, but I don't understand what happen.
    I used another mod that use a similar menu and works fine:  https://www.nexusmods.com/fallout4/mods/18262
    1. DankRafft
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      If you search for "VR" in this comment section below you'll find WilliamHixon's post and my reply to it.
    2. ialbie
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      Thank you for your quick reply.
  5. Arlyana
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    when i try using the auto patcher i get this message at the end need to assign mxPatchfile using patchfilebyauthor or patchfilebyname becore calling copyrecordstopatch. i am not understanding what i am doing wrong. help?
    1. DankRafft
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      You probably didn't assign a file name when you were asked to do so. Without a file name the patch can't be created.
  6. Amanpia
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    Xmmm, I noticed something else too. You all remember that one of the oldest bugs of the game was that sometimes the HUD Notifications(when telling you what items are removed/gain, when an aid item wears off etc) might disappear and the only way to fix this is to quit to main menu and load the game again.
    Using the portable workbench can definitely cause this problem. I think is when you are crafting many items and then exit the workbench and then enabling again the workbench in order to pick it up.
    Not sure if this is on my end or not.
    1. DankRafft
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      I had this happen a few years back but I never encountered it with CF or ECO. Then again I have a fairly lightweight load order. Script-heavy and UI mods might make a difference as well.
    2. Amanpia
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      I found my solution, basically when I enter any type of workbench, I have to wait a little until the hud notifications end, and then get out, or if I want to enter another workbench. That way it will stay.
  7. Amanpia
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    Xmm, I noticed something weird, I don't know if this is a problem from my end only so I want to clarify it. If I use the Sprinter Legendary(twice) or the Sprinter X2 (from LME), my character no longer has the ability to melee attack in 3rd person when stepping left and right. From what I understand if I surpass the 20% movement speed it will cause this "bug" or whatever it is.
    1. DankRafft
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      That's the first time I read about that bug. I never encountered it myself because I never used melee in all those years playing the game. :D
      Good catch, though. The engine shows a lot of odd behaviour when increasing movement speed past the intended/default speeds. I don't think I could do anything about that.
    2. Amanpia
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      Oh, I forgot to ask, you will give up on updating this mod since you released ECO ?
    3. DankRafft
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      This mod, ACO and Quick Gun Modification will only get critical bugfixes (if there are any bugs left) from now on. ECO does have full support.
  8. AurikKalDurin
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    Man, you have no idea how long I've been looking for a mod like this. It does nearly everything I want it to do, and with the "Extreme" version I'm able to craft whatever I want without those pesky microchips. Seriously, this awesome.

    The only changes I would make (if you're still working on this at all) is to add modifiers for Critical Chance outside of VATS and an option to change the firing sounds for guns. But other than that, this really is fantastic.
    1. DankRafft
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      The only changes I would make (if you're still working on this at all) is to add modifiers for Critical Chance outside of VATS
      I've added a custom legendary called "Critically Acclaimed" that does exactly what you want. I don't want to make this a modifier.

      an option to change the firing sounds for guns
      The slot for that is already there but unused because it's almost impossible to do that on a global basis for any kind of weapon because the sound implementation differs so much. In most cases you're better off just using FO4Edit and tweak the sounds there.
  9. HandsomeHandsCrab
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    Hello,

    I installed this mod, sat down to try it out. Looks neat, but I think I did something wrong. When modifying Assault Rifle I had an option to chose lots of "Legendary" options, any amount I want actually (5 legendary mods at once) and "Gun Options" tab.

    But the problem is that the Gun Options lets me put 500% damage modifier on weapon. With 500+ damage I one shot everything. Is this intended behavior or I set up something wrong?

    EDIT: Dumbo me, found it's possible to disable it via tape, tho couldn't find it at first, was in it's separate group of tapes. Trying to delete this post, but can't find the option.
  10. ZoeyAuditore
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    i downloaded the mod today, but something funny is happening, when i look the legendary effects list to craft for example an sledgehammer, i see in the list the double ammo capacity, thats is suposed to only apply to ranged weapons, and another example like an 10mm pistol i can put an melee effect like frezing the enemy on a successful block, is this a mod thing? or i messed  something up?
    1. DankRafft
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      The engine doesn't differentiate between guns and melee weapons on its own. I could artificially limit some recipes (i.e. via keyword checks)
      but that would cause all sorts of new problems like worse performance and mod-added weapons requiring patches. That's not worth it. Most
      effects work on any type of weapon anyway.
    2. ZoeyAuditore
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      oh ok i understand now, thanks for the reply
  11. IceBlazeWinters
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    for some reason, the game crashes when modding armor and weapons for me and i don't know how to fix it
    1. DankRafft
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      I'm unable to reproduce those crashes and help you if the only thing you provide is a one-liner with almost no information in it.
      Did you try to disable CF for testing purposes? Did it still crash? What exactly lead to the crashes? Does it do that immediately when you open the Armorer's and Weapon's workbench?Only on certain items? If so, which ones? Or does it happen while you're in a certain submenu?
    2. IceBlazeWinters
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      on weapons, it crashes the game if the cursor highlights any kind of barrel or scope (examples: aer15 highlighting the iron sights attachment from this mod or highlighting any kind of barrel attachment for any kind of weapon)

      as for the armor, the game crashed when trying to dismantle trash armor pieces (multiple crashes on a piece of combat armor leggings) in the workbench menu.
    3. DankRafft
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      Crafting Framework affects none of those items, the vanilla workbench menus and systems. It can't cause crashes in those kind of scenarios. That's technically impossible. There must be another problem or multiple of them in your load order.

      Crashes when highlighting/selecting/modifying items from another mod often happen when your game is outdated while the mod in question uses keywords or other forms from newer versions of the game. Or you do use a mod that requires a certain version of another mod to function properly while the latter wasn't installed correctly.
      A BA2 archive limit is also a thing. If you've got a huge load order with a lot of archived assets it's likely that you'll get to that limit fairly easy. The engine can only load a finite number of archives before it'll freak out and cause all sorts of problems.
      Or there are simply severe conflicts between multiple mods in your load order.

      For testing purposes I suggest you start a new game with only Crafting Framework installed and reproduce the methods that lead to crashes previously. If it still crashes while your game is up to date you can come back and report your findings.
    4. jcian135
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      Hi DankRafft & IceBlazeWinters,

      I was initially having the same crash issues when it came to armour crafting. The game would randomly crash as I would just scroll up & down the list.

      However, after going through my Buffout crash log, I discovered the problem being Armor & Clothing Overhaul's - We Are the Minutemen Plugin. From what I can tell it seems to have something to do with the Minuteman Dirty Gloves.

      After removing the Plugin, with just the WATM mod, I didn't experience any crashes again.

      Also, my crashes happened with & without using the Workbench Patch.

      Edit - Including my crash log through Pastebin
    5. DankRafft
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      Thanks for the feedback, jcian135.
      I have used the WATM patch since its creation in multiple playthroughs without any problems. I just tested it again, no crash, neither when crafting new Minutemen items or when modifying them.
    6. jcian135
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      Hmm...that's strange.

      But thanks so much for the quick reply @DankRafft.

      Guess I'll just have to play without the plugin for WATM. Will report back if the crash happens for anything else. Thanks for the awesome work!