I appreciate if you do your research before asking questions below. I expect you to have read the description page and relevant articles. I will not answer questions that arise from ignoring those resources. Above you can find the "Search comments" function, specific to the posts section. Also, you always have the option of using your browser's search function (CTRL+F) to search any other page on this mod site for answers. If that doesn't lead to a satisfactory result, post your question below. Other users may also be able to answer them.
Reports from users running the alpha version of RobCo Patcher (NG) will be ignored or deleted going forward. I don't have the time to investigate issues that arise from ignoring the warning both on this mod page's description and on RobCo Patcher's download page, using a highly unstable mod version, and expecting me to fix the issues you created yourself. Report your problems with the alpha build on the RobCo Patcher page where they belong.
I wish you a good time and thank you for your support.
Is there a mod which lets you apply one effect, such as the Minuteman paint, to multiple pieces of armor. Where it would be relevant of course and had the option available or even had the same base object like chest combat armor; or adding the same receiver to a stack of pipe rifles, etc.
Editing dozens of complete combat armor sets to add minuteman paint jobs is just too tedious. At least there is the mod stripper to remove the old gunner paint jobs :D
As I already wrote in my first reply, I don't have any plans to add anything to ECO or its extensions. Right now, my Fallout mods can be considered in maintenance mode. I'll fix bugs and inconsistencies if need be, but everything else is off the table for the time being.
Maybe somebody else is willing to update the Munitions extension.
This has an instance naming rule conflict with the cohesion plugin of SuperAlloys. I know the textures ("enhancement") portion should be compatible, but how would the rest interact?
So i might be dumb but i need help, i use ECO,NEO, and LEO. when i put them together it seems as if Eco is being over-ridden as not all of its options are present. Am i dumb or anyone else have the issue? LEO always works but i don't get all of the options for ECO.
Neither LEO nor NEO do contain any kind of interactions that could hinder ECO in that regard. How did you apply ECO's entry point (automatically or manually) to the items in question that are missing ECO's modification options?
I'm not talking about the install process. If you don't know what I mean by "ECO's entry point" I suggest you go and read the "In Detail" section on the Description page, specifically its "Universal Equipment Enhancement" sub-section.
There is no interaction with the workshop scrap? Anything I try to do on this workbench shows that I do not have the necessary scrap. I don't understand.
Are you referring to ECO's mobile variant of the Universal Workbench and junk stored in workshop containers? If so, yes, that is to be expected and intended. If you want the Universal Workbench to run off of your workshop's resources, you have to craft the stationary/settlement variant of the workbench from the building menu.
Ah thank you for your response, I see that NEO only affects vanilla items which is why I thought that there might be a crafting slot in ECO that could turn molded armor into underarmor if it isnt already, I appreciate you replying in any case 🙂
I thought that there might be a crafting slot in ECO that could turn molded armor into underarmor
Unfortunately, that isn't possible in a universal way by flipping a switch. The concept of "underarmour" isn't actually a single property but an assortment of various different settings. Therefore, each and every piece of equipment requires separate and individual adjustments to convert it to "underarmour".
hello i have old versions of your mod installed from 2023, and i am using a downgraded fallout version so i can play with most of my mods, can you please tell me which is the last safe version of this mod to update?? and if so please can u tell me also por LEO and NEO too? :c
I assume that all three of those mods' latest version should work with a downgraded FO4 because nothing relevant to my mods changed with the next-gen update. But no guarantee, that's something you have to try.
I'd like to make something explicit that the mod description is a little unclear about. If you use the Complex Item Sorter patch for this mod, ALL recipes that can be "moved" (as the mod description says) will be removed from the crafting station. Rephrased once more, all of your clothing mods mod descriptions need to be ignored. You MUST craft those items at a Universal Workbench (which obviously isn't in the base game).
To wit, I spent months thinking my load order was broken in some new and creative way. Why? Because when started a new game I can test things in Sanctuary Hills, right outside the vault with ALL vanilla crafting stations. I thought that because my clothing mods said so right on their mod page, I would obviously be able to craft anything as long as I had the materials.
I DID reread this mod page, but for me at least I was scanning for simple declarative statements about what the mod does. The relevant line is not phrased that way. So yes, maybe I failed a skill check but I think my confusion is very understandable.
Correct, if you enabled the recipe mover option then it'll move all eligible and chosen (within the patcher's options) recipes it can find on the Chem Station within the plugins you enabled when starting FO4Edit and Complex Sorter (and also vanilla ones if you disabled the option that would otherwise ignore them). How would you rephrase the description to make that more clear?
I have two thoughts on this: 1. Personally, I don't consider the removal of the recipes a "feature." I get why you did it this way, but my modding philosophy is to never override vanilla behavior unless you absolutely have to, for compatibility purposes. So I would say leave the recipes in the Chem bench or wherever they originally were placed. The Universal bench is still a convenience as a one-stop shop when you want it.
2. How about "Installing the Complex Sorter patch removes all non-vanilla recipes from crafting stations. These can be crafted on the Universal Workbench instead."
I'm not sure I'm happy with that wording either, but I think it's better.
Edit: Pinning my top comment and your reply seems like a reasonable option.
Technically speaking it doesn't remove things but just changes a keyword in the respective original recipe forms, that is responsible for the workbench association. That's why I specifically used the term "move" because by replacing the keyword the recipe won't appear on the workbench whose keyword was used previously - in this instance the one from the Chem Station - and instead make it appear on another bench, the one associated with the replacement keyword. The recipe is still the same, bar the altered keyword, it wasn't removed.
Complex Sorter isn't able to create new forms, thus it can't create a new recipe while retaining the old one in the Chem Station that way.
How about "Installing the Complex Sorter patch removes all non-vanilla recipes from crafting stations.
That would be incorrect because the user can always choose which recipes/mods to include in their "mover patch". It doesn't necessarily "removes all non-vanilla recipes" if the user doesn't specifically chooses to do so.
Edit: Pinning my top comment and your reply seems like a reasonable option.
I don't like pinning more than one comment to the top of a Posts section, especially if those pinned posts have replies. It makes a comment section way harder to read and is simply annoying for the majority of users while hardly anyone read the stickies anyway, even less so when there are multiple of them.
I was about to put in trash 1 month of modding just because I through my load order was broken. I coundn't find the modded outfits in the chem lab also. Hopefully I saw this
1448 comments
Above you can find the "Search comments" function, specific to the posts section. Also, you always have the option of using your browser's search function (CTRL+F) to search any other page on this mod site for answers. If that doesn't lead to a satisfactory result, post your question below. Other users may also be able to answer them.
Reports from users running the alpha version of RobCo Patcher (NG) will be ignored or deleted going forward. I don't have the time to investigate issues that arise from ignoring the warning both on this mod page's description and on RobCo Patcher's download page, using a highly unstable mod version, and expecting me to fix the issues you created yourself. Report your problems with the alpha build on the RobCo Patcher page where they belong.
I wish you a good time and thank you for your support.
Editing dozens of complete combat armor sets to add minuteman paint jobs is just too tedious. At least there is the mod stripper to remove the old gunner paint jobs :D
Maybe somebody else is willing to update the Munitions extension.
In any case, This is a great mod and I enjoy using it :)
To wit, I spent months thinking my load order was broken in some new and creative way. Why? Because when started a new game I can test things in Sanctuary Hills, right outside the vault with ALL vanilla crafting stations. I thought that because my clothing mods said so right on their mod page, I would obviously be able to craft anything as long as I had the materials.
I DID reread this mod page, but for me at least I was scanning for simple declarative statements about what the mod does. The relevant line is not phrased that way. So yes, maybe I failed a skill check but I think my confusion is very understandable.
How would you rephrase the description to make that more clear?
1. Personally, I don't consider the removal of the recipes a "feature." I get why you did it this way, but my modding philosophy is to never override vanilla behavior unless you absolutely have to, for compatibility purposes. So I would say leave the recipes in the Chem bench or wherever they originally were placed. The Universal bench is still a convenience as a one-stop shop when you want it.
2. How about "Installing the Complex Sorter patch removes all non-vanilla recipes from crafting stations. These can be crafted on the Universal Workbench instead."
I'm not sure I'm happy with that wording either, but I think it's better.
Edit: Pinning my top comment and your reply seems like a reasonable option.
Technically speaking it doesn't remove things but just changes a keyword in the respective original recipe forms, that is responsible for the workbench association. That's why I specifically used the term "move" because by replacing the keyword the recipe won't appear on the workbench whose keyword was used previously - in this instance the one from the Chem Station - and instead make it appear on another bench, the one associated with the replacement keyword. The recipe is still the same, bar the altered keyword, it wasn't removed.
Complex Sorter isn't able to create new forms, thus it can't create a new recipe while retaining the old one in the Chem Station that way.