I am facing a problem with crafting turrets. I have enhanced Targeting cards in my inventory however, when entering the workshop mode to craft a turret, the workshop mode cannot detect the enhanced targeting cards in my inventory (Shows 0 enhanced targeting cars). Any ideas what is wrong?
EDIT: I think this is because the turrets use the component 'COMP' enhanced targeting card while what I have is the 'MISC' cards. I may try to patch the esp to use the MISC one since I don't think the COMP one is obtainable.
Greetings, are you using version 1.0.0 by any chance? Because that's where I had some issues with my crafting recipes which hopefullly should have been fixed in version 1.0.1. If the problem still persists please let me know as I want to update Toolz to version 1.0.2 in the near future so I can try to implement a fix if applicable (what I have changed so far is a new refill requirement for your FiXiT, which will require Abraxo on a semi-rare occasion if you clean a lot of items).
I'm using version 1.0.1 indeed with the Turretz add on. I created a FO4Edit patch which made the Turrets use the MISC Enhanced Targeting Cards as a requirement instead of the COMP one which resolved the problem for me.
Regarding V1.0.2 backlog, I'm still exploring the mod so far so I haven't got to the point to need to use FiXit yet. However, opening the mod esp records in FO4Edit showed me that there are conflicts with Damn apocalypse loot module and CHEF which both edit the same workbenches Toolz edit. I guess patching such conflicts should/could be considered the responsibility of the mod user as there must be a lot of mods out there that will conflict with Toolz and the average mod user should be familiar with basic patching via FO4Edit. Maybe patches for widely used conflicting mods could be added as extra plugins.
On another note, I have an off-topic suggestion that I believe would add to the theme of realism sought after in your mod series. The suggestion is to expand to power generators and water production facilities. This expansion is to include the crafting of these settlement devices such as what is done in ToolZ and also expand to their maintenance. In addition to that, the supply chain of these facilities may be overhauled for more realism as well. So maybe, power generators will require fuel to run (Something like this maybe - I haven't tried it actually - with normal generators requiring fuel to run, fusion generators requiring fusion cores,...,etc). Water purifying devices may require maintenance (Filters?) as well as a kind of plumbing connections to transport water to water storage facilities (Containers) to really supply water to the settlement. The water storage container may be connected with further pipes to a machine that bottles the water into Purified Water devices which will need bottles/glass to actually have the purified water bottles produced. I understand this may be complex to implement with a lot to consider and with potential limitations, but I thought I would share this with you since I can see that your mods address that niche segment of mod users.
Oh dear oh dear ... that gives me flashbacks from back in the day when I created Symbiotic Settlements: the sewage system I added was an absolute chore to get up and running, and I rather not try something like this again. Sorry. What I CAN see myself doing, however, would be to add a new MISC item as a new crafting requirement for generators: full gasoline canisters. JUNK-grade gas canister + X clean oil == profit! Doesn't improve immersion through mandatory housekeeping but at least it makes crafting generators more plausible and therefore more immersive. Also would make it worth your time carrying those heavy things around in your inventory in the first place.
I haven't had the chance to try Symbiotic Settlements and I might actually check it out. I understand that such sophisticated mechanics would be painful to implement. I wish I can learn FO4 scripting and modding myself to try something like that or at least contribute. What you proposed for adding MISC requirements for generators is an excellent idea that I look forward to see implemented in a new version of Toolz. Thanks for your excellent work! Cheers!
Alright, I added full gas canisters (requires 1 gas canister and 3 oil) and filters (requires 2 asbestos and 1 steel) to the new components. Also, I converted IV bags and clean drinking glasses to MISC items, the latter will replace common drinking glasses in the build recipes for bars while the former will be usable in a future mod concerning chems and recycling. I already added a rudimentary recycling script which will allow the player to "refill" IV bags to create RadAway and Skeeto Spit in addition to the vanilla game crafting recipes. If it works at least halfway as excpected and once I got to tinker with my cryo weapon mod I will update Toolz as quickly as possible.
Just updated to version 1.0.2, that should fix the issue and also adds full gas canisters, filters, clean drinking glasses and IV bags to the list of MISC crafting components. Please see the changelog for all the details, the list is quite long this time. :D
Greetings WarMock! Thanks for issuing this update! So now, what is the function of the filters and the filled gas canisters? Are they now requirements for building water purifiers and generators respectively? One more question: Is compatibility and balancing thought of with Sim Settlements 2? I can imagine not TBH. I haven't used Sim Settlements 2 thus far (Or 1) but I want to give it a shot. I'm skeptical however with intersections in functionality between it and other settlement object mods, so I thought I could ask about that for Toolz. Thanks again mate for all your work! Cheers!
They will be requirements for a future mod project that will both change the recipes for generators and possibly add at leat one new type of generator (don't know if I will implement it yet, it's part of one of my personal mods and still lacks a proper 3D model which I'm working on at the moment as well). Most likely I will add the purifiers to the mix as well because why not.
Greetings, please see my reply to VirusInLullaby above. I don't use ECO myself, but if it does not alter the crafting recipes for vanilla workbenches, then yes it it will be fully compatible.
If ECO does not alter the crafting recipes for vanilla workbenches, then definitely yes. Otherwise you need to load Toolz after ECO to not override this mod's COBJ records.
I like this idea and I've thought the same thing; i.e. how you can just create an automated turret with automatic targeting with no skills or advanced components at all. I kind of like the idea but am wondering how the whole game world balance will end up being affected. No more turret spam I guess but I never liked that anyway. Still, I wonder how the game will play with the new changes long-term.
For example, I recently expanded on the barely used Solder Not Adhesive mod which replaces adhesive with solder in some components; i.e. a new receiver. Then I quickly realized that there was no solder in the world and it required perks to make your own. That greatly limited weapon modding so it needed to be injected in leveled lists and scrap recipes. Then there were all the other mods which change component costs... It just escalates!
A new workbench instead of repurposing the chem workbench might be good but it'd be lots more work to implement I'm sure. Like the video workstation or the old custom AWKCR armor workbenches, etc. Still, everything new just tends to get tossed into the chem workbench anyway.
Maybe a future mod can require "milled wood" for non-scrappy house walls instead of just wood and make sawmills to create milled wood :)
22 comments
I am facing a problem with crafting turrets. I have enhanced Targeting cards in my inventory however, when entering the workshop mode to craft a turret, the workshop mode cannot detect the enhanced targeting cards in my inventory (Shows 0 enhanced targeting cars). Any ideas what is wrong?
EDIT: I think this is because the turrets use the component 'COMP' enhanced targeting card while what I have is the 'MISC' cards. I may try to patch the esp to use the MISC one since I don't think the COMP one is obtainable.
are you using version 1.0.0 by any chance? Because that's where I had some issues with my crafting recipes which hopefullly should have been fixed in version 1.0.1. If the problem still persists please let me know as I want to update Toolz to version 1.0.2 in the near future so I can try to implement a fix if applicable (what I have changed so far is a new refill requirement for your FiXiT, which will require Abraxo on a semi-rare occasion if you clean a lot of items).
I'm using version 1.0.1 indeed with the Turretz add on. I created a FO4Edit patch which made the Turrets use the MISC Enhanced Targeting Cards as a requirement instead of the COMP one which resolved the problem for me.
Regarding V1.0.2 backlog, I'm still exploring the mod so far so I haven't got to the point to need to use FiXit yet. However, opening the mod esp records in FO4Edit showed me that there are conflicts with Damn apocalypse loot module and CHEF which both edit the same workbenches Toolz edit. I guess patching such conflicts should/could be considered the responsibility of the mod user as there must be a lot of mods out there that will conflict with Toolz and the average mod user should be familiar with basic patching via FO4Edit. Maybe patches for widely used conflicting mods could be added as extra plugins.
On another note, I have an off-topic suggestion that I believe would add to the theme of realism sought after in your mod series. The suggestion is to expand to power generators and water production facilities. This expansion is to include the crafting of these settlement devices such as what is done in ToolZ and also expand to their maintenance. In addition to that, the supply chain of these facilities may be overhauled for more realism as well. So maybe, power generators will require fuel to run (Something like this maybe - I haven't tried it actually - with normal generators requiring fuel to run, fusion generators requiring fusion cores,...,etc). Water purifying devices may require maintenance (Filters?) as well as a kind of plumbing connections to transport water to water storage facilities (Containers) to really supply water to the settlement. The water storage container may be connected with further pipes to a machine that bottles the water into Purified Water devices which will need bottles/glass to actually have the purified water bottles produced. I understand this may be complex to implement with a lot to consider and with potential limitations, but I thought I would share this with you since I can see that your mods address that niche segment of mod users.
Thanks again for your amazing work!
What I CAN see myself doing, however, would be to add a new MISC item as a new crafting requirement for generators: full gasoline canisters. JUNK-grade gas canister + X clean oil == profit! Doesn't improve immersion through mandatory housekeeping but at least it makes crafting generators more plausible and therefore more immersive. Also would make it worth your time carrying those heavy things around in your inventory in the first place.
Thanks for issuing this update!
So now, what is the function of the filters and the filled gas canisters? Are they now requirements for building water purifiers and generators respectively?
One more question: Is compatibility and balancing thought of with Sim Settlements 2? I can imagine not TBH. I haven't used Sim Settlements 2 thus far (Or 1) but I want to give it a shot. I'm skeptical however with intersections in functionality between it and other settlement object mods, so I thought I could ask about that for Toolz.
Thanks again mate for all your work!
Cheers!
edit: Sorry, didn't mean for this to be a reply to your comment. -.-
please see my reply to VirusInLullaby above. I don't use ECO myself, but if it does not alter the crafting recipes for vanilla workbenches, then yes it it will be fully compatible.
For example, I recently expanded on the barely used Solder Not Adhesive mod which replaces adhesive with solder in some components; i.e. a new receiver. Then I quickly realized that there was no solder in the world and it required perks to make your own. That greatly limited weapon modding so it needed to be injected in leveled lists and scrap recipes. Then there were all the other mods which change component costs... It just escalates!
A new workbench instead of repurposing the chem workbench might be good but it'd be lots more work to implement I'm sure. Like the video workstation or the old custom AWKCR armor workbenches, etc. Still, everything new just tends to get tossed into the chem workbench anyway.
Maybe a future mod can require "milled wood" for non-scrappy house walls instead of just wood and make sawmills to create milled wood :)