Mod articles

  • FAQ - Frequently Asked Questions

    General

    Can I update ECO mid-playthrough?
    Yes, updates in a running play-through are possible and recommended unless the changelog specifically says otherwise. So, for your own good, form a habit of reading Patch Notes / Change Logs before updating any mod. That saves you from a lot of trouble in the long term.

    How do I update ECO?
    The same way as any other mod. Your mod manager (usually Vortex or Mod Organizer 2) can update mods automatically. In addition to that make sure to read the changelog before you update ECO. In some rare cases updates in an already running play-through should be done with caution. There is a warning in the changelog when that case applies.
    If you're managing your mods manually then simply override the files of ECO's previ...

  • CAUTION: Switching from another mod to ECO mid-playthrough

    First and foremost, uninstalling any kind of mod mid-playthrough is considered bad practice and may break/corrupt your savegames. Some mod authors and users spread the myth there's something like a "clean save" you can achieve in specific ways. But that's just a myth. Uninstalling a mod will always leave broken references and/or altered data in your save and there's no way to reliably remove or fix them all. In some cases they won't do any harm in others you have a broken save you can't progress any further a few hours later on.
    If you want to learn more about this topic you can find a lot of information here: https://steamcommunity.com/app/489830/discussions/0/1520386297681801135
    The authors mention Skyrim but all of that applies to Fallout 4 as well, it's the same engine afte...

  • Guide: Tweak ECO's features independent of savegames or playthroughs

    Update: There's now an even easier approach for users of Mod Configuration Menu. Additionally install MCM Settings Manager, set ECO up, tweak it to your liking in MCM and save that configuration with the Settings Manager. Then, when you start a new play-through you can simply load/apply your saved settings and continue playing.

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    In the holotape you can enable/disable almost all features and tweak it to your liking. But those changes only affect your current savegame/playthrough. If you want a custom solution which will apply to all your savegames and playthroughs just edit ECO's plugin with FO4Edit. It's extremely simple and can be done in less than 10 seconds.


    Open ECO.esp with FO4Edit.
    Expand the pl...

  • Guide: Identifying duplicate recipes from other plugins that interact with ECO's legendary effects

    As stated in the FAQ article, there are mods that contain recipes for the vanilla legendary effects. Those can cause problems when used simultaneously with ECO (or any other legendary mod). This guide tries to explain how to identify those plugins and resolve the unwanted interactions.

    1. You need xEdit (FO4Edit in this case). Start it and load your entire plugin list.


    2. Once the processing is finished open "ECO.esp" structure and then the "Object Modification" category.


    3. Let's assume the Wounding effect is causing trouble, click on it in the left pane and then the right part of the window should populate. Below that, you can find the "Referenced By" tab, open it.
    
    4. In the reference list, we're specifically looking fo...

  • Guide: Adding new workbenches (modes) to the Universal Workbench

    The code of ECO's Universal Workbench is modular. That means you can expand the list of workbenches/modes in its list in a few seconds by using xEdit. No scripting knowledge necessary.
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    Start xEdit and load both ECO and the plugin that contains the workbench you want to add.

    It's important that your new workbench mode (furniture record) has an invisible model attached to it. Otherwise, it will cause clipping with the Universal Workbench model. You can use the same invisible model I provided with ECO and used for my own invisible workbenches, shown below. For sake of simplicity you can copy the Chem Station form, give it a new name and replace the Chem keyword with a new one you want to use with the recipes you plan to add to that new bench/mode.

  • Guide: Adding legendary attachment points to items

    Update: If you're using M8r98a4f2's Complex Item Sorter and the ECO Patcher plugin this whole article becomes obsolete because the ECO Patcher is able to do that automatically.

    Some equipment is missing a legendary slot, especially ones added by mods. This results in ECO being unable to add its functionality. But that can be changed in a few simple steps. In this example, we're going to add the vanilla legendary slot to CROSS_Wasteland_Ronin armour pieces.

    1. Open xEdit and load the plugin in question.


    2. Open the Armor (or Weapon) section, select the record for the equipment piece that's missing the attachment point and in the right part of the window scroll down until you get to the APPR - Attach Parent Slots section.


    3. Ri...

  • Guide: Adding ECO support to custom legendary effects

    Update: If you're using M8r98a4f2's Complex Item Sorter and the ECO Patcher plugin this whole article becomes obsolete because the ECO Patcher is able to do that automatically.

    If you're in the process of creating a mod with custom legendary effects or you're using one and want to make it work with ECO's dynamic slot system here's a simple rundown:


    Menus and first legendary effect:

    1. Select your plugin and ECO.esp in the starting screen of FO4Edit (or zEdit, but this guide covers FO4Edit only). Once the files are fully loaded, right-click on your plugin and add ECO.esp as a master to it. Sometimes FO4Edit requires a restart to properly apply the new master.


    2. Go to your OMODs (Object Modification) and select the legendary effe...

  • Compatibility - ECO and other mods in detail

    Due to using the vanilla legendary slot as an entry point for its mechanics and functionality ECO is able to modify all kind of equipment without requiring patches for other mods or Creation Club content. Therefore you should avoid using similar legendary crafting/swapping mods but since ECO includes all of their features there should be no reason to combine them with ECO. Mods with custom legendary effects that don't add ECO's dynamic slot system can be made compatible by following this guide. All other mods are compatible right out of the box.

    For expansions and patches you might be interested in, go to ECO's description page, click on the Requirements tab and under the "Mods requiring this file" section you'll find them. Some of them are also listed below.

    If a m...