2) Every time I make a Dirty Water from a Beer Bottle, the selection changes to Vodka Bottle, so I can't spam-make Dirty Water from Beer Bottles. This happens even if I store all other possible components for Dirty Water in a container.
The category issue for you is unique so might be another mod you have trying to use the same category name or something. Try putting it last in the load order or looking at what mod might be conflicting / modifying dirty water / bottles, temp disabling and see if that works.
When I click on the beer bottle to make the water it makes the dirty water but changes the selection to the cans. Meanwhile, the actual highlighted section remains on the beer bottles. It does this for everything but the cans.
What this means is I have to move the selection up and down to get it back to the beer bottles so I can make another dirty water. I can't just continuously press activate to make dirty water.
I will mess with load order to see if it fixes it.
I just found your colletcion of really nice crafting MODs, thanks for those .
There is just one thing I noticed : you did create its own category for I think each one of them....which is basically a killer . It has been found out that there is a Limit to keywords in Workshop and crafting menues combined, and once installed MODs hit through that Cap, everything starts getting jumbled, items/menues get missing etc...
To keep your additions to recipes under Vanilla Menues as much as possible is actually better .
Or you could look up Stuyk'S settlement keyword resource - which is being developed to hopefully get more and more MODders to use use a unified menue/keyword scheme to avoid the cap when multiple build/craft MODs are installed - and see whether that is something which would work for your MODs .
http://www.nexusmods.com/fallout4/mods/7259/?
In any case, thanks again . The ability to craft those recipes your MODs add is really convenient .
Didn't know about any cap but since it applies to FormID's too the only thing it would reduce is the keywords if I combined them. The idea was to put recipes out there for the hard to get items, especially the ones that didn't make sense to not be able to find / make. That list along with requests just grew so now I have a lot of them. The geck iirc should be coming out the beginning of this year so I'm kinda hesitant to go through the tedium of combining everything if they aren't going to be compatible with the geck or if the geck release fixes this issue you're talking about. And I'm sure people only pick and choose one or two mods not everything, so I dunno I'll think about it.
The problem with that is that it would eat your metal bucket, there's no way to tell it to output more than one created item, so I can't tell it to produce dirty water and a metal bucket. Since metal buckets aren't that common it would be a waste. Perhaps when the geck is released.
Might be something I look at in the future but to be honest I don't see myself doing anything modding wise until the geck is released and look at my options. You can create your own mod for this simply though. Quantumbutterfly made an excellent guide Here
If you open my .esp in FO4edit you can see how I did it and you can just emulate that. A quick note on editing in FO4edit instead of clicking the box you want to edit, I suggest using F2 instead as it's faster. If you have any questions send me an IM an I'll try to help, gl.
I would endorse, but I have a complaint. Using the cooking station to make Dirty water does work, but after making one, it always forces you to the bottom of the list... and that angers and annoys me.
Lol, I combined this mod with Adhesive Mod(make glue out of bones and purified water) and Loot More Bones Mod. I NOW HAVE ALL THE ADHESIVE I NEEEEEEED!!!
Glad to hear it. It's an alternative to being forced to use the cooking recipe (farming) in vanilla. Plus to me this just makes more sense and gives you other ways to play your game without being tied down to a settlement.
One thing you could do to make the supposedly cheap dirty water more available (Sure the bottles are everywhere, but they will come to an end and vendors rarely sell specifically that.) would be to use 1 wood and 1 plastic, like some of the similar containers in-game. You can get those materials in beefier quantities, so dirty water could be something that the player doesn't need as a constant consideration (also default, they're kinda heavy themselves).
37 comments
http://www.nexusmods.com/fallout4/mods/7765?
2 Versions, with or without Jef's Dirty Water . Recipes unchanged, vanilla Categories .
1) Category is "Frames", at least in my game.
2) Every time I make a Dirty Water from a Beer Bottle, the selection changes to Vodka Bottle, so I can't spam-make Dirty Water from Beer Bottles. This happens even if I store all other possible components for Dirty Water in a container.
When I click on the beer bottle to make the water it makes the dirty water but changes the selection to the cans. Meanwhile, the actual highlighted section remains on the beer bottles. It does this for everything but the cans.
What this means is I have to move the selection up and down to get it back to the beer bottles so I can make another dirty water. I can't just continuously press activate to make dirty water.
I will mess with load order to see if it fixes it.
I just found your colletcion of really nice crafting MODs, thanks for those .
There is just one thing I noticed : you did create its own category for I think each one of them....which is basically a killer . It has been found out that there is a Limit to keywords in Workshop and crafting menues combined, and once installed MODs hit through that Cap, everything starts getting jumbled, items/menues get missing etc...
To keep your additions to recipes under Vanilla Menues as much as possible is actually better .
Or you could look up Stuyk'S settlement keyword resource - which is being developed to hopefully get more and more MODders to use use a unified menue/keyword scheme to avoid the cap when multiple build/craft MODs are installed - and see whether that is something which would work for your MODs .
http://www.nexusmods.com/fallout4/mods/7259/?
In any case, thanks again
If you open my .esp in FO4edit you can see how I did it and you can just emulate that. A quick note on editing in FO4edit instead of clicking the box you want to edit, I suggest using F2 instead as it's faster. If you have any questions send me an IM an I'll try to help, gl.
Would be cool if you could do this at the water pumps though