I have no idea what's wrong, nearly all the ammo types do no damage at all, despite having high damage numbers in the pip-boy. Is anyone else getting this issue?
I just wanted to note that the sole item in the Bugs menu still exists. Namely, you get stuck within the menu of the crafting station and cannot exit after you craft an M203 switch. For some odd reason, it also disable the Save on Exit function of the game. The "slm 14" command will break you out of the loop, but it's a kludge and there's something clearly wrong with how the chem station behaves regarding the M203 switches. Fortunately, you just have to gut it out a half dozen times for each switch type then never deal with it again. VERY COOL freaking mod though!!!
I didnt realise this, may be a carry over from the original. I usually add the item through the console so I've never run into it. If this is an issue would recommend console commands.
Well CSM, adding the changers through console commands would be a nice (if non-immersive option) - IF there was something in the Description tab mentioning the command to do so and the item ID for each one. I again want to say thank you for such an awesome mod - and in spite of the temptation, I won't ask for any coding tweaks. However, you'd do the entire community a favor if you updated the Description tab with a summary of the points raised in these posts (or created a sticky post at the top). With just a little bit of creator insights and instructions, this could become as popular as the SREP itself.
Ill sticky and fix if I can replicate, just tried and didnt get stuck in the menu, but I disabled every mod but this one, so it could be a conflict within a crafting station mod or from the original SREP. If its the original SREP - nothing i can do to fix it, will post console cmds, if its this mod will just recreate the items as separate refs.
Was going to make a singe craftable that added them all at some point anyway this is a good reason to.
Very cool CSM. I'm back in Skyrim at the moment, but will be returning soon. The only ammo & crafting mods that I'm running related to Chem Station are: Armament - Ammunition, Kat's Power Armor Repair Kits. I have a handful for inventory, workbench & scrapping, but don't see how they'd be related.
Fantastic release, not just for the use of the mod itself but it's also a great example for anyone learning how to use FO4Edit that wants to add these to other grenade type weapons (such as the new OTs-41 Groza release which functions almost identical to this mod). I've been using this with the SREP for a while now and it functions perfectly. Great list of additions for any situational need, thanks!
I have the wheel menu, and the custom toggle items and ammo added by the mod, how do i get the wheel menu to recognize it? it doesn't show up under any category.
Then you need to add Valacis tags to it... so it works with valdacis sorting... that isnt a here thing you need to use xedit, I literally just added items to a category with no sorting.
Found the problem I have no grenade menu in chemstation at all. Don't know why. Been playing this game for well over 5000 hours and had many issues but this is a first for me. The 40mm stuff is appearing under special ammo therefore it is not equipable. Cleared out some mods using chemstation menu now I have 2 util menus 1 I can craft underbarrels so this mod is now working. Still no explosives menu and of course removing mods means my save games crash. Oh the joys of modding games.
This mod doesnt touch the grenades section at all. It just ADDS to whats in SREP, its not a standalone. SREP adds 2 util menus, not this one. The ammo type isnt equipable, its 'equipped' through the ingestible, crafted under one of the util menus. Literally 100% like SREP with things added. If theres a problem it would have to stem from there, but it probably doesnt and is another mod.
But I am not seeing you enter the consumable icons in the Wheel Menu, in the video. I see some Vault Boy icon and in there you access a list of ammo types:
Ah I just changed the tag to something thats used less so it has less clutter, its still consumable, its just under the gadget doo-dads one, like stealth boys and etc! I just didnt want it to be with mutfruit so Im not forever scrolling through 50 things.
Like I said on the description page, unfortunately I couldnt just make ammo types and a menu switcher like is doable with most mods, SREP adds and removes a string of things via script so it has to be done via consumable, not omods (eg ammo types) mostly bc i big succ at scripting and dont know how to create a list of scripts pop up via script :(
That is strange, my wheel menu doesn't have items a subcategory like that. Your ammo toggles go directly under my aid inventory and are not as easy to access as yours.
Yes I am. I wonder if there is a way to add that same category you have in the base Wheel Menu to toounx's version. I will ask roounx if he updates his mod again.
I have no idea how he made that, his modding talents are like 8 miles further than mine, im not sure if its as simple as adding a category or if he made the whole overlay and setup, which seems more likely.
Yes, that guy is amazing. I hope he updates again, maybe tackles Service Rifle Redux (he tends to update when new weapon mods are released) and I will drop the question. lol
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Was going to make a singe craftable that added them all at some point anyway this is a good reason to.
Theyre aid items, theyre recognized by default by WM since theyre in a category.
normal preset . valdashi version.
Nothing on the wheel, nothing in inventory.
The 40mm stuff is appearing under special ammo therefore it is not equipable.
Cleared out some mods using chemstation menu now I have 2 util menus 1 I can craft underbarrels so this mod is now working.
Still no explosives menu and of course removing mods means my save games crash. Oh the joys of modding games.
It just ADDS to whats in SREP, its not a standalone.
SREP adds 2 util menus, not this one.
The ammo type isnt equipable, its 'equipped' through the ingestible, crafted under one of the util menus. Literally 100% like SREP with things added. If theres a problem it would have to stem from there, but it probably doesnt and is another mod.
???
https://i.ibb.co/GJwsYX2/Desktop-Screenshot-2020-11-15-16-42-10-84.png
Shouldn't ammo be lumped together with other consumables?
Like I said on the description page, unfortunately I couldnt just make ammo types and a menu switcher like is doable with most mods, SREP adds and removes a string of things via script so it has to be done via consumable, not omods (eg ammo types) mostly bc i big succ at scripting and dont know how to create a list of scripts pop up via script :(