This mod just copies the various machines from the workshop DLC and replaces their recipes with my own. It only uses vanilla scripts, and only in the way they were originally used.
IF this mod is corrupting your save, it's almost certainly not onlybeing caused by this mod, but by some other bad interaction with your save.
I don't use fo4edit much, so unfortunately I don't really know.
In the Creation Kit, the recipe and its output are only set in the machine itself. The terminal listing for an output just selects an item from the array of possible items the linked builder can produce. All the other information on the terminal is just there so a user knows what they're making, and what it requires. As well as potentially hiding a listing if they don't meet some other requirement.
The Creation Kit makes setting those recipes and outputs in the builder relatively easy, as its all part of the GUI. But I'm not sure how visible those setting are in fo4edit.
As for the actual "linking" of the terminal to the builder, I can't remember if I had to manually set that, or if it was handled automatically by one of the existing scripts. And I don't have access to a PC where I can download FO4 and CK right now, so I can't check.
Yeah, I've managed to put the recipe and output on the machine too in FO4Edit, pretty easy too, but I guess I'll need CK to link those to the terminal.
Thank you very much for the answer. It clarifies things a lot though I got to learn some CK before I'm able to reproduce.
If you manage to stumble upon this information, if it's possible in fo4edit, I'm all ears.
There are a few things that might be causing this:
1. Are you sure you have the Demolition Expert 3 perk? And if so, do you have any mods that may have changed the ID for Demolitions Expert 3?
2. It says you downloaded both the "AEM base game manufacturing" file, and the "AEM base game and DLC manufacturing" file. Both of these files are meant to be used alone and are capable of overwriting the other. Are you only loading one of them, or both?
3. Can you see any of the other DLC items like Smart Fragmentation Grenades or 7.62mm ammo in the recipe lists?
Sadly, no, nothing, unless it isn't called "Missile". Demolitions Expert 4 and Science 4, nothing. Wonder if game play level has anything to do with it not showing up.
Just to make sure, you are using the AEM Explosives/Fusion Mill, not the AEM Ammunition Plant, correct?
If so, can you confirm that no other items are missing from the list? It would be strange if only missiles were not listed, as any issues that I can think of would break the whole machine rather than just remove a few items.
AH, that is probably it, yes, have the wrong one in from the looks of it. Sorry, Co Op was under attack when I did it and I wanted to rush out and join in wasting everything that couldn't get in (kill box at the entrance of it, totally concrete walled off, so nothing gets inside except via air).
Yes, that is what it is, missiles do work. I put two together and split the ingredients up, guess there is no way to load a hopper or a common device with the ingredients and they take from that?
Not sure I understand the question, you want to have two Explosive Mills and want to feed both with ingredients at the same time?
The only way I can think to do that (other than manually supplying them) would be a setup with diverter belts, laser tripwires and logic gates. At least if you want to evenly split the ingredients.
No, it wasn't I know how to do that, was just wondering if you knew of a way for them to share the same pool of ingredients, that is alright, guess I'll manually keep doing it.
I found the solution. Have to remove old terminal and build a new one, then it's done. If the belts of old conveyor storage are not rolling, it can be solved as above.
Yes, if it happens you will need to either store the machine or the terminal and then place them back down and reconnect them.
I've experienced similar issues with vanilla manufacturing machines without any manufacturing mods, so it may be a bug related to that whole system. I have no idea what specifically causes it.
31 comments
IF this mod is corrupting your save, it's almost certainly not only being caused by this mod, but by some other bad interaction with your save.
I've managed to add it to the terminal submenu, but I haven't figured out how to link the ammunition and recipe I want.
In the Creation Kit, the recipe and its output are only set in the machine itself. The terminal listing for an output just selects an item from the array of possible items the linked builder can produce. All the other information on the terminal is just there so a user knows what they're making, and what it requires. As well as potentially hiding a listing if they don't meet some other requirement.
The Creation Kit makes setting those recipes and outputs in the builder relatively easy, as its all part of the GUI. But I'm not sure how visible those setting are in fo4edit.
As for the actual "linking" of the terminal to the builder, I can't remember if I had to manually set that, or if it was handled automatically by one of the existing scripts. And I don't have access to a PC where I can download FO4 and CK right now, so I can't check.
Thank you very much for the answer. It clarifies things a lot though I got to learn some CK before I'm able to reproduce.
If you manage to stumble upon this information, if it's possible in fo4edit, I'm all ears.
1. Are you sure you have the Demolition Expert 3 perk? And if so, do you have any mods that may have changed the ID for Demolitions Expert 3?
2. It says you downloaded both the "AEM base game manufacturing" file, and the "AEM base game and DLC manufacturing" file. Both of these files are meant to be used alone and are capable of overwriting the other. Are you only loading one of them, or both?
3. Can you see any of the other DLC items like Smart Fragmentation Grenades or 7.62mm ammo in the recipe lists?
GuruSR.
GuruSR.
GuruSR.
If so, can you confirm that no other items are missing from the list? It would be strange if only missiles were not listed, as any issues that I can think of would break the whole machine rather than just remove a few items.
Yes, that is what it is, missiles do work. I put two together and split the ingredients up, guess there is no way to load a hopper or a common device with the ingredients and they take from that?
GuruSR.
The only way I can think to do that (other than manually supplying them) would be a setup with diverter belts, laser tripwires and logic gates. At least if you want to evenly split the ingredients.
Here is a video that kinda explains a setup you could use. https://www.youtube.com/watch?v=7pEd2c7OlAI
If that's not what you meant I apologize.
GuruSR.
It's a nice mod that I need, but somehow my terminal cannot find the AEM machine.
Do you have any idea what causes this?
Thank you.
Have to remove old terminal and build a new one, then it's done.
If the belts of old conveyor storage are not rolling, it can be solved as above.
I've experienced similar issues with vanilla manufacturing machines without any manufacturing mods, so it may be a bug related to that whole system. I have no idea what specifically causes it.
This mod is really helpful, and it even deserves to be an official patch.^_^