Update Version 1.5 V 1.5 Wow !! I'm loving the interests in downloads and support through endorsements. To Celebrate hitting double digits endorsements I've added two new recipes. Concrete which two endorsers and myself wanted (was going to do it anyway eventually but with so much love thought I'd do it sooner). Also fusion cores. I know there's a of other mods the have it. I noticed I already had one myself. This will help cut down on the number of mods I have and help my game since the perk req. aren't so high as others. Enjoy!!
V1.5a Sorry same issue as 1.4 fixed with 1.5a. It will cause a pop-up warning. Any concrete created maybe get deleted, but that was the issue anyway.
No offense, it's a great mod, but the requirements for making lead is ridiculous... why not just melt some other metals together with acid or something? Or at least make the amount of lead you get from the recipe a lot more because 1 lead from all that stuff is just ridiculous.
Fixed ver.1.5a, thanks. the last time I had no idea it would cause issues, now that I know what numbers to use I really dropped the ball on this one. Sorry people
I was thinking about the issue you were discribing about the game TheLich. I think I might have an idea of wats going on. Anytime you make a change to the game that doesn't match what it has when it's uploading your save it will give you that pop-up warning. I have it many times a day since I have over 100 mods only about 75 are active, and other are just being added and dropped all the time. It gives me that warning less when something is simply added and differently when something that I already have had changed either making it disappear since the new mod no longer gives that game a reference. For example, this new update will most likely do that especially if you saved your game with the old version since I had to change a reference number the game uses. The pop-up, in it's own way, is letting you know that the data doesn't match what it has anymore. If you created concrete and saved it will be deleted with this. Considering that the issue is that it disappears, I'd say it's worth the risk in that regard. I again give you and anyone else the same advice as before and to take precautions like making a new save and backing up your game data. I have a lot of horror stories for when I first learned how to install mods, it was so fascinating that people could do that to a game. I downloaded everything I could find for FO3. Game crashed, froze on start up, luckily no data leak, all those words were completely new to me. Now I know a lot more and so having over 100 mods and keep changing and causing that pop up don't bother me much. I also made sure I have progressed through the game enough before I started to add mods that if anything major and unforeseen did happen and my backup and precautions didn't work then the lose wouldn't be major since the game was basically over anyway.
You just don't get my point. Warning pop-up is just annoying, nothing more. What I'm trying to say - changing esp filename will break things eventually. If you add an ability to create your own objects (not objects from Fallout4.esm), then these created objects WILL disappear, even if they will exist unchanged (formid didn't change) in new version of your mod. If you decide to make optional mods, which will depend on your main mod - you will have to update them as well, even if there were no changes in them, otherwise game will CTD on startup even before showing main menu. and so on. Game objects are identified by formid (last 6 digits) and mod_index (first 2 digits). Mod index tied to mod filename. So if mod filename and formid of object were not changed - they will not disappear. This apply only to custom objects, which were created in a mod. So mod renaming diesn't cause any problems right now, except annoynig warning at savegame load, because there are no new objects in mod. But if there will be any - there will be problems with such objects. So much problems just because you want to see a version on a mod filename in your Data folder. BTW, I didn't get - you keep all versions of your mod in your Data folder?
Hmm...I think were starting to get somewhere. First it seemed the issue was NMM, then the pop-up, but your saying its changing the name on the file. I'm not all knowing, I started to make my own mods to learn how it works, and I will be the first to tell you that I still have a long way to go. So I'm more then happy to listen to what you have to say. I'm aware of the the formid, and it's my understanding that the first two digits (Mod index) are based on load order. So as long as you keep the mods in the same place in the load order the first two shouldn't change even if file name changes. However, I know of games that are procedural generated that base their data/seed on the name the person uses so it not out of the ream of possibility that Bethesda bases some of their numbers on a file name. If you can link your source or have a video this will help me to understand your point, I might be willing to change (no promises) how I do things if you can convince me right now I'm not convinced.
Load order only matters for objects with the same formid. So you can move your mod up and down, until filename is changed and no other mod change objects defined in your mod - everything wil be fine. But if you change filename of the mod - game will remove all objects unique to this mod from the world, even if the same mod (with new filename) sits on the same load order. That's because there is internal mod indexing, which is tied to filename and does not depend on load order. If internal index was tied to load order - there would be funny things, when installing new mods in the middle of list.
Great mod. Endorsed! Personally, I find the recipe for cloth a little intense. Maybe an alternate recipe involving raizorgrain that doesn't take steel and oil would be nice? Anyhow, keep up the good work!
The idea behind the cloth, is what would be needed to make paper? Since the game counts paper items as cloth (e.g. cigerate and cigerate cartoons). Well we will need to not just soften up wood through machinery (represented through steel and oil which will be needed anyway to repair that machinery even if we had one) to turn that wood into pulp and so on. I'm aiming for a bit of realism and make the cost of making it a little less appealing then going out and finding it. I love crafting for its usefulness as a skill in the Wasteland and making me feel independent from having to buy everything (I use mods to make buying and selling hard, so I stick to my role playing), but I don't want it to discourage me from going out and getting it from the world. More like I want out and found all this stuff but I really need this other stuff, I wonder if I can use my ingenuity and intellect (I do put a good amount of pts into that perk tree) to make what I really need from what I have. So role playing, for me anyway. Glad you enjoy it and thanks so much for endorsement. With scavenging stations and farm settlements you will be full of stuff soon enough, and hoping to delay being item wealth for a bit anyway. That initial feeling of being strapped and having to make a choice of what to use is so nice, and disappears so quickly. It can't really be helped much in this game. Stay safe out in the Wasteland!!
Something wrong with crafting. Crafted some fiber optics and crystals - they showed up in inventory, but in misc category, instead of junk. And they can't be used - they counts as available materials in recipes, but objects which requre them can not be crafted as there are no this components available. Also they disappear from inventory (or workbench) after save|load or if dropped on ground.
Try putting what you make into your workbench. I think I might know what the issue is, but fixing it would might mean creating a different issue. So please try that and let me know if it fixed it. In the description I mention a bug I fixed. Well that is how I fixed it. It wasn't reading the materials i had in me workshop only on my character. Rather not go back to that. Hmm..ok I just tried it and your right about it going to Misc. As for things disappearing. That hasn't happened to me. You mentioned the items you created. What about any other crafting type mods? Did you change the load order or install a new mod when this happened?
Update helped. Now everything works fine, ty. There is one little problem, though. May I ask you to not put a version number to mod name. i.e. do not rename it without a really good need, please. Because: 1. game considers it as the new mod and yells about missing mod (because I removed old mod with old name). 2. it doesn't make sence, since I will not keep old mod because new mod has all functionality. 3. it annoys and it's not clear if it break saves or not (until CK will be available at least).
If your extremely worried about save and corrupted data I would suggest staying away from modding the game. If your going to mod anyway you have to except the risk and consequences that go with that. You can take measures that help prevent and reduce the damage, like using programs that deal with managing mods and saving you game data. Not sure how the Ck will help you in this but if you believe it does then you might want to wait till then to start modding. As for the Mod Manager yelling at you. I have downloaded my mod through the NMM and I have tried different ways of uploading the current update. Changing the version number doesn't really do anything. When I click the box that this is a new update, regardless of what I call it, it will give you a little triangle with an exclamation mark letting you know there is a update for the mod. You are not required in anyway to update the mod, you already have the data in your folder to continue using the old version as you have. It may not make sense to you for me to change the number but it makes perfect sense to me who has kept all 25 now 26 version of this mod and need to match the numbers with whats on NMM to make sure its the right one for my records and OCD. Sorry that it annoys you but that is the way it will be and that is the way I find it best to notify everyone that an up to date find is available.
Sorry, I didn't mean to offend you. I think you misunderstood what I've said. It's not mod manager yelling - it's game, when I load savegame which was made with a "Essential Crafting.esp", but now there is "Essential Crafting 14a.esp" instead. This is just wrong. It's all I wanted to say. Do you know what happen with compatibility patch on your mod (if there will be any)? It will crash the game on load. The same thing will happen if Bethesda goes nuts and renames "Fallout4.esm" to "Follout4 1.45b.esm" with next patch.
OMG!! i was thinking the same thing a couple of days ago, but thought nay no body will want that! Ok, I'm waiting for more d/l and endorsements before I change/update things. Working on my other projects. Spent two full days modding a shoot gun to shoot grenades. Link is on description.
Thank you for stepping up! I was kinda inspired by your intro about always being user end, and wanting to step up and be modder yourself. I say good on you!
O, Thank you! I'm sure it's a common story. I couldn't have done it without all those people who took the time to make the mods that I had used and post some modding tutorials like Gopher on you tube his amazing! Thanks again and hope you enjoy the mod.
29 comments
V 1.5
Wow !! I'm loving the interests in downloads and support through endorsements. To Celebrate hitting double digits endorsements I've added two new recipes. Concrete which two endorsers and myself wanted (was going to do it anyway eventually but with so much love thought I'd do it sooner). Also fusion cores. I know there's a of other mods the have it. I noticed I already had one myself. This will help cut down on the number of mods I have and help my game since the perk req. aren't so high as others. Enjoy!!
V1.5a
Sorry same issue as 1.4 fixed with 1.5a. It will cause a pop-up warning. Any concrete created maybe get deleted, but that was the issue anyway.
You realize that"Fresh Mutfruit" can only be obtained from Vault 81, right?
Why not "Mutfruit?"
the last time I had no idea it would cause issues, now that I know what numbers to use I really dropped the ball on this one. Sorry people
I was thinking about the issue you were discribing about the game TheLich. I think I might have an idea of wats going on. Anytime you make a change to the game that doesn't match what it has when it's uploading your save it will give you that pop-up warning. I have it many times a day since I have over 100 mods only about 75 are active, and other are just being added and dropped all the time. It gives me that warning less when something is simply added and differently when something that I already have had changed either making it disappear since the new mod no longer gives that game a reference. For example, this new update will most likely do that especially if you saved your game with the old version since I had to change a reference number the game uses. The pop-up, in it's own way, is letting you know that the data doesn't match what it has anymore. If you created concrete and saved it will be deleted with this. Considering that the issue is that it disappears, I'd say it's worth the risk in that regard.
I again give you and anyone else the same advice as before and to take precautions like making a new save and backing up your game data. I have a lot of horror stories for when I first learned how to install mods, it was so fascinating that people could do that to a game. I downloaded everything I could find for FO3. Game crashed, froze on start up, luckily no data leak, all those words were completely new to me. Now I know a lot more and so having over 100 mods and keep changing and causing that pop up don't bother me much. I also made sure I have progressed through the game enough before I started to add mods that if anything major and unforeseen did happen and my backup and precautions didn't work then the lose wouldn't be major since the game was basically over anyway.
Game objects are identified by formid (last 6 digits) and mod_index (first 2 digits). Mod index tied to mod filename. So if mod filename and formid of object were not changed - they will not disappear. This apply only to custom objects, which were created in a mod. So mod renaming diesn't cause any problems right now, except annoynig warning at savegame load, because there are no new objects in mod. But if there will be any - there will be problems with such objects.
So much problems just because you want to see a version on a mod filename in your Data folder.
BTW, I didn't get - you keep all versions of your mod in your Data folder?
I'm aware of the the formid, and it's my understanding that the first two digits (Mod index) are based on load order. So as long as you keep the mods in the same place in the load order the first two shouldn't change even if file name changes. However, I know of games that are procedural generated that base their data/seed on the name the person uses so it not out of the ream of possibility that Bethesda bases some of their numbers on a file name. If you can link your source or have a video this will help me to understand your point, I might be willing to change (no promises) how I do things if you can convince me right now I'm not convinced.
If internal index was tied to load order - there would be funny things, when installing new mods in the middle of list.
Hmm..ok I just tried it and your right about it going to Misc. As for things disappearing. That hasn't happened to me. You mentioned the items you created. What about any other crafting type mods? Did you change the load order or install a new mod when this happened?
There is one little problem, though. May I ask you to not put a version number to mod name. i.e. do not rename it without a really good need, please. Because:
1. game considers it as the new mod and yells about missing mod (because I removed old mod with old name).
2. it doesn't make sence, since I will not keep old mod because new mod has all functionality.
3. it annoys and it's not clear if it break saves or not (until CK will be available at least).
As for the Mod Manager yelling at you. I have downloaded my mod through the NMM and I have tried different ways of uploading the current update. Changing the version number doesn't really do anything. When I click the box that this is a new update, regardless of what I call it, it will give you a little triangle with an exclamation mark letting you know there is a update for the mod. You are not required in anyway to update the mod, you already have the data in your folder to continue using the old version as you have. It may not make sense to you for me to change the number but it makes perfect sense to me who has kept all 25 now 26 version of this mod and need to match the numbers with whats on NMM to make sure its the right one for my records and OCD. Sorry that it annoys you but that is the way it will be and that is the way I find it best to notify everyone that an up to date find is available.
Do you know what happen with compatibility patch on your mod (if there will be any)? It will crash the game on load. The same thing will happen if Bethesda goes nuts and renames "Fallout4.esm" to "Follout4 1.45b.esm" with next patch.
Thanks again and hope you enjoy the mod.